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GM's
Notes - Creating the World of Lia
I
created the World of Lia in late 1982 as a setting for the DragonQuest™
Role-Playing Game (RPG.) For the original map, I simply
let my pencil wander over a large piece of poster paper (approx.
28" x 22") to create the shape of the continent.
After adding some island groups, I put in mountain ranges, rivers,
forests, deserts, swamps, etc., wherever I felt they should be,
and I filled it all in with colored pencils.
Once
the map was finished, I decided on a general plan for the human
cultures, placed some of the key cities on the map, and wrote
a general description
of the various regions of the World of Lia (see
below.) I created several alphabets for the human kingdoms,
which I used (along with Tolkien's elven & dwarven scripts)
to label the map.
Afterward, I wrote more detailed outlines for the histories of
the various human, elven, and dwarven kingdoms.
Below,
along with a scan of the original map, is a transcript of my original
hand-written notes. Together, these represent the first
things ever put down on paper regarding the World of Lia.
The notes are not too extensive, and I would emphasise that the
descriptions were preliminary and several things changed before
any gaming started.
-- Charlie
The
original map of the World of Lia, drawn in late 1982

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The
original descriptive notes on the World of Lia
The
World of Lia
by C.D. Hail
The
Great Waste is a vast, bitterly arid desert through
which wander only a few scattered tribes of desert men known
as the Rafyaw to men. To the west of the Wastes lie
the Ereket Mts. in which one is likely to run into
any of the small gatherings of dwarfs hard at work in their
villages of stone. Orcs, also, it is said live in
these mts, but not so many as permeate the Thin Mts. running
far off to the west. To the North of the Ereket spans
the Northern Forest, an ancient wood called the Gansuni
by the race of age old elves which live in their green city
of Gantuk deep w/in the forest. Just southwest of
the Northern forest is a light, sparse wood known as Lamwood.
Few elves still dwell in Lamwood because of Giants.
Each of these forests has a river running through it.
The Gansuni has the River Garflen from which the elves of
Gantuk draw some ancient power. Lamwood lies on either
shore of the Furlam River, which begins in the Ereket, runs
along the Thin Mts. and then cuts northwest at Lamwood and
runs to the Shallow Sea. On the northern shores of
the Shallow Sea lies the great penninsula of Maloria,
from whence giants have been known to come. Way to
the south is Santuk, land of the Halflings, and the
Hills of Marben, where the water-taught dwarfs dwell.
Between the Arnruf River and Marben is the vastness ruled
by the House of Palan (in Neightor,) called Palmar, the
horse lands. The Palanians are horse masters.
Palmar covers the eastern shore of the Aztuk Sea, part of
the age-old trade routes which run all along the upper shores
of the Sea of Sanguire to the Bay of Lloy and even
down into Falnee Bay and down to the southeast shores of
Delmor to Willowdale.
North
of the Aztuk Sea, between the Ereket and the Thin
Mts. is the ancient stronghold of Terin Brahol, once the
tower of King Bralon who once ruled all the lands between
the Ereket and Mt. Dirba, where his other stronghold was.
However, the heir of Bralon, Melbor, no longer rules all
Brá Hüm since the Delsen Hills began
to become infested with dragons, and now the tower at Mt.
Dirba has been taken over by a man named Monigorn, who
now rules most of Bankor.
The
Caverns of the Wind are all along a rocky penninsula
sticking out off the eastern coast of southern Santuk and
pirates have been seen sailing off the southern shores of
Santuk coming from the East.
In
the middle of the Sea of Sanguire lie the rocky Isles of
Lesketia (the Isles of Protection,) the largest of which
is Lessán. On Lessán stand the giant
Towers of Trimon, the home of the 12 great
mages, and all the colleges of magic. Enam, of course,
keeps the Black Mage Nestor in line, but he does not know
that the ancient stronghld of the Entity magics still acts
as a refuge for evil mages from these colleges. Otherwise,
the Towers of Trimon keep the waters safe in the Sea of
Sanguire.
At
the western tip of the Bay of Lloy stands the City of Llomia
where lives the king of all Llofal, a bright man by the
name of Fronók. Lomia is also the biggest trade
city in the known world. Llofal includes all the land
from the Sea of Sanguire to Ered Kelnor, from the River
Drawberry to the Grey River.
The
Grey River (the Cloburn in ancient times) runs through the
eastern wing of the Forest of Ween, an Ent infested
forest. The Kelnor Mts., from which the Grey River
begins, is the home of the Dwarven mines of Kar Dûm,
where the only truesilver lode in the world lies.
To the northwest, on the western side of the Kel Ket pass
and running up into the Dirb Mts. along the River Dirbain
is the High Elven Forest of Lordion in which is Galaelin,
the Lake of the Light.
The
Elmit Swamp, in the old days, was but a small marsh at the
southern tip of the eastern wing of the Ween, where the
Grey River branches into its 3 daughter rivers, but now
it has grown to encompass all the land between the Ween
and the Sea of Sanguire, drinking up the ancient trade city
of Kelm, now called the City of the Swamp.
(Kelm has since been taken over by an evil Summoning mage
known as Benth. Few know this, but myserious flashes
and sounds have been known to come from w/in the swamp.)
The
Coastal Steppes are sparsely inhabited but a race
of sturdy nomads has set up a pseudo-kingdom under the rule
of one Gorb, whose cavern stronghold lies deep in the rough
lands. To the south, out of the southern tip of the
Kelnor Mts., the Delen River runs down into the deep, dark
Morkan Rain Forest, ancient home of the senile ent
Morkan. Beyond the rain forest, the penninsula bends
to the north and is virtually covered in barrows until you
reach Mt. Westen, a lone peak on which the evil Black Mage
Horlu has set his tower of black.
Between
this penninsula and the coastal steppes are the Isles of
the Lost Ships (Lesi Nais to the elves of Lordion,) where
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Genesis
All
cultures on the World of Lia have myths about how the world began.
The myths of most human cultures start at the "All Fire,"
which predated the coming of men to the World of Lia. However,
the elves have a long legend about the beginnig of the world.
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Pre-History
The
World of Lia has existed for uncounted millenia. In the
Days of Old, before the coming of Men to Lia, the immortal elves
were the spiritual embodiment of the natural habitats of the world.
However, in nearly constant opposition to the elves were the Magi
- immortal humanoid beings with an innate ability to manipulate
the abundant manna that permeated the atmosphere of Lia.
The elves, by their nature, helped to guide the natural flow of
manna in order to ensure the health of the world's ecosystem.
The Magi manipulated manna to their own ends, bending it to their
will to further their own interests and to gain more & more
power.
For
uncounted centuries, the World of Lia was the domain of the Magi.
Even the elves were no match for the magical prowess of these
wizards. While the elves were master spellsmiths with the elemental
forces of nature, the Magi could tap into other sources of manna
& channel forces that the elves could not. For instance, they
could summon & bind powerful denizens of the outer planes
and some of the wizards bargained with these beings for untold
dark power over mortals. The Magi also could channel the rich
field of ambient manna on Lia & use it for thaumaturgy, the
generic magical art of manipulating the environment & other
beings and bending them to one's will. Over time, the elves learned
the thaumaturgy of the Magi and the wizards learned to channel
elemental forces as the elves did. However, nearly all elves refused
to delve into any magic that brought demons & others of their
ilk to this world. Those elves who did learn the dark arts came
to be known as the Drow. So, the balance of power between the
elves & the Magi did not change until the introduction of
a new sentient race to the world of Lia - humans.
Within
the first century of the First Age of Man, only a dozen of the
ancient Magi were left.
Each
of these surviving wizards had customized his/her powers over
the centuries and they each specialized in one particular magical
domain. Those 12 whom the humans would come to call the "Great
Wizards" included the Namer Eman, the Sorceror Detem, the
Mentalist Belcor, the Illusionist Manif, the Aeromancer Bris,
the Aquamancer Regen, the Pyromancer Ardiente, the Terramancer
Intero, the Celestidigitator Himmel, the Necromancer Kann, the
Black Mage Nestor, and the Summoner Obedecor. Although Eman &
Obedecor were half-brothers, they held diametrically opposed points
of view regarding magic and they were constantly at war with each
other. From these 12 Magi would come the 12 "Colleges"
of magic that exist to this day at the Towers of Trimon - the
premiere university of magic on Lia.
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The
First Age of Man
"In
the beginning, there was the All Fire. From this emerged
the Three Houses: Brá, Del, and Eull." This
is the general way the story begins in all human cultures' versions
of how Mankind came to be on Lia. Each religion has its
own myth about the emergence of man from the All Fire, but the
House of Del has legitimate claim to being the first to see the
continent of Lia. Each house consisted of a tribe of around
800 at first, but this number fluxuated differently with each
case.
Mankind
came to the mainland of Lia from across the seas. Three
great houses came to Lia at different times over the course of
a century. The first was the House of Del. They came
over the Great South Sea and arrived in the southwest. However,
they remained a seagoing tribe for quite a long time, settling
on the islands and never really establishing a permanent settlement
on the mainland for centuries. For this reason, the House
of Brá claims to be the first to settle on the continent
of Lia. The second was the house of Brá,
who came by the northern Icy Ocean and settled in the Northeast.
The third was the house of Eull, who came by the Great East Ocean
and into the Sanguire Sea to settle in the central part of the
continent.
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The
Second Age of Man
The
Second Age began after mankind had been on Lia for 4000 years.
The wars between the Great Wizards had ended and the Towers of
Trimon had been established on the Lesketia. The World of
Lia was pretty much established as it would be for centuries.
The Second Age represents 4000 years of peace and prosperity,
with no major wars and no significant changes in the political
boundaries in the world.
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The
Third Age of Man
For
many people on the World of Lia, the Third Age came in with a
whimper. There had been no major wars for 4 centuries and
this didn't change right away in the year 8001. It would
be another several hundred years before Lia would see a major
conflict, but when it came, it literally changed the world.
The
first war of the Third Age was between Llofall and Brahum.
In
939, the Kingdoms of Samuso, Palduin, and Qufal were united by
a warlord named Mor, a descendant of the original House of Del.
The united peoples came under the title "Delmor" in
honor of this warlord.
The
Giant Wars began in 11338 and lasted until 11342. Early
in this conflict, the giants of Maloria caused many months of
storms & earthquakes which resulted in the penninsula of Maloria
breaking off from the mainland and becoming its own subcontinent.

The
Dragon Wars of 11344 - '363 were the result of the influx of dragons
into the Delsen Hills in the mid-Third Age. The Dragon Knights
of Bráhüm were instrumental in ridding the Delsen
Hills of most of the dragons.
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The
New Age of Lia
A
Cosmic Reset . . .
In
the New Age of Lia, there is a new set of "Laws of the Universe"
. . .
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