Share this page with someone:

Zenathia World Set

General Details

 
 

General Details

 
 
 

General Committee Details

The CAA are a very powerful organization that exist within their own plane.  First let me describe a few details about the history of the CAA:
 
they were the first founders of Magick.  The siblings were ancient elves, and elves were at the forefront of all magickal knowledge. Civilization lived many thousands of years before ever realizing magick existed.  People continued about their daily lives, until one day the siblings ran across a strange object that was buried deep within a cave they were exploring.  That object was call the Stone of Immora.  It was a dreaded ancient object, that none had known of at the time.  The stone itself is described in detail under "Zenathia - Material Possessions".  Once they had uncovered the stone, they gained insight into the magickal world.  For many years they studied the arts of magick and their newfound knowledge  together.  They created many books on the subject.  After many years they started reaching their height of power.  They had trained many outsiders into the art of Magick, and the entire theories behind magickal existence and it's uses was starting to become widely known. At that time their were many very powerful villains who had taken advantage of their knew found knowledge.   Within that time, the discovery of many ancient gateways, and other portals that lead to various planes of existence that none had known existed before.  Places that were later called "Planes".  They were all self-contained areas that each had their own properties, and general laws.  People had uncovered planes made of pure fire, some of pure water, some of even stranger elements or strange creatures they had never seen, or known before.
 
 
 

Bow of Vensenthia

A magical bow and arrow set. 
 
 

Stone of Immora


Random Unimplemented Ideas


Humans

 

Elves

 

Dwarfs

 

Gnomes

 

CAA Laws

The CAA has developed an intricate network of magickal, and non-magickal laws that are not meant to be broken.  When laws are broken,
 

Departments


Forbidden Magick

Forbidden magick, is magick that is outlawed by the CAA. It has all been dubbed together under one school called Forbidden Magick. It's
 
 
 
 
Another example, a spell called Angel Binding.  This spell uses Summoning and Restoration magick together to summon an angel. Once summoned, the angel is bound to this world, for a specific period of time. Once the binding is complete, about 9 times out of 10 the angel is in a position at that point to grant one magickal affect on the caster.  This affect will grant the caster one wish of divine intervention...that is only restricted by a few key rules.  If the Angel doesn't agree to the wish granting, then within that period of time, the angel dies.  If the angel dies, then death comes to claim the angel, considering that it was tainted by dark magick, at this time death will generally agree to one wish for the caster. Either way, the caster wins, and this is very dark magick...and is also considered to be, forbidden.
 

Types of Magick

 
 
 
 
 
 
 
Restricted magick is magick that requires a permit to use.  Similar to structured magick, it has it's own schools related to it.  The Restricted magick schools are Necromancy, Geomancy, Shadowmancy, and Blood Magick.  These types of magick are not forbidden (at least at their core), because of the very nature of it's study.  However, because of the danger involved in these specific schools, they require a school specific permit to study, teach, or use that specific school of magick.  Certain permits put restrictions on usage, meaning they can only cast a certain amount of magick within that school within a given time, while others are bound to only cast it in certain areas.  Alternatively, there are some that have an open permit to cast the school as they see fit, with the exception of magick that would fall within the Forbidden type.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Casting Methods

 
 
 
 
 
 
 
 
but it's not got it's on types of spells, and associated affects.  In essence, Rune magick can relate to pretty much any type of magick imaginable, even forbidden magick.  Rune Magick simply means using runes and symbols to achieve magickal results.  There are other types of specialized way to cast spells. Casters sometimes use rune magick. When Rune Magick is used, runes are placed into the ground, or on something, then a spell is cast, which channels from the rune.  This is especially useful for certain types of magick, like putting up a protective ward using a rune.  It's dramatically different. If a caster uses a restoration spell for creating a barrier, and then leaves. The barrier spell stays in place, but that's it. Once cast, it is done being cast. It eventually (shortly) runs out, and doesn't refresh itself when taking damage.  However if that same caster sets up a magickal rune and casts the spell via the rune, then not only does the focal point of the spell stay in place (no different htan the caster standing their) but the runes can be configured to continue to cast magick even as time goes on.  Then the magick is already cast into the room, and it can continue to cast the same spell every specific amount of time. This isn't invincible, but it's considerably more affecting that the raw shield spell.  Different types of runes are more affective than others, and specialty runes exist as well.