Below Is General Information On Normune, Ranging From The Population, To What The "General Annoyance" Is.

For Country Specific Info, Please Follow The Links At The Bottom Of This Page.

 

Population:

Human Population: Estimated At 1.75 million.

Elvish Population: Estimated At 1.45 million.

Dwarf Population: Estimated At 0.95 million.

Halfling Population: Estimated At 0.64 million.

Gnome Population: Estimated at 0.44 million.

 

Magic Vs. Non-Magic

Within this world, Magic rules almost all. Whether it be divine magic, or arcane magic, it does not matter, however those two types are very much separated. When going to a supply store, you are more likely to find magical items than non-magical. For instance, if you go to a healers shop in, say, The Imperium where Arcane magic is prominent, you would find healing potions rather than bandages or healers kits. Also, smiths will sell you primarily magical weapons or armour rather than normal items. If you wish a normal item, you most often have to special order it.

 

The General Nuisance

This is what my DM likes to say when he refers to the most commonly encountered (and commonly weakest) monster in the world. In Normune's Case, and because it is primarily magical in nature, Imps and Memphits are the general nuisance in this case.

 

The Gods Of Normune

There are twelve Demi-Gods of Normune, each having its own portfolio and following a different alignment. There are only four "evil" gods out of the 12, as the Creator that made this Creation Plane was Good and made the evil gods only out of balance.

 

The Calendars Of Normune

 

 

The Nations Of Normune

The Nodokrian Nation

The Glorian State

The Imperium

The Solanium Republic

The Great Desert

The Forgotten Lands

 

Additional Spells

Here are some spells that have been made and can be implemented in Normune or other campaigns.

Power Word, Annoy
Conjuration (Creation) (Illusion)
Level: Sor/Wiz 9, War 9
Components: V
Casting Time: One Action
Range: Close. (25ft + 5ft./2 lvls)
Target Or Area: One Living Creature Or One Or More Creatures With in a 15 ft. Sphere radius.
Duration: See text
Saving Throw: None
Spell Resistance: No

Power Word, Annoy does just that, Annoy. When the spell is uttered, an illusion is placed upon the target. The Target is annoyed with a thorn in the side, a mosquito flying near the ear (sound only) and a pebble in the shoe. No matter what the target does, he/she cannot be rid of the annoyances. If the target empties his/her shoe for instance, a pebble will fall out, but as soon as they put on the shoe, the pebble is back inside. (the effect is carried over should the target change shoes). The spell is permanent in the way that it cannot be dispelled. However, after two years, the thorn in the side disappears, an additional two and the mosquito is gone, and a final two and the rock is gone. Should this spell be cast upon a magic caster (divine or otherwise) the caster must roll a modified concentration check (no modifiers are applied, magical or otherwise) with a DC of 10 every time he casts a spell. Should he fail, the spell is interrupted and useless. Should he succeed, the spell is cast successfully. As time progresses, the DC drops, every two years when one of the effects wears off, the DC is lowered by 3, when the final effect is gone, the check is no longer required and the caster can cast all spells normally.
Should the spell be cast in the 15ft. sphere radius option, only three targets within the sphere can be effected, each receiving one of the annoyances at random (aka the DMs discursion) Should there only be two in the sphere, a check charisma is rolled with a DC of 15. Whom ever fails the check receives the additional annoyance. Should they both succeed, the caster of the Power Word receives the remaining effect.

Creators of Power Word Annoy are: Bram Hermsen & Cody Vigue

Tickle
Illusion
Level: Sor/Wis 5
Components: V, M
Casting Time: 1 action
Range: Close. (20ft + 2ft every three levels)
Target Or Area: One Living Creature
Duration: Remainder Of Battle
Saving Throw: Will negates
Spell Resistance: Yes

Tickle is just that. It creates the illusion & feeling that the target is being tickled by a feather in their most ticklish spot. Should the Will save be made (DC 16 + one-half caster lvl + casters intel modifier.) the target shrugs off the effect for the remainder of that round. The target must make the will save every round with the DC increasing by 1 each time. Should he now fail, the target is now unable to fight and drops to the ground laughing. The target is now unable to fight, and should he be attacked, his AC is cut in half (round up) and the attack roll is made from there either hitting or missing. Should it hit, add 3 points of damage. Also, once the target is on the ground laughing, he must make a Concentration check (DC 16 + 1 (or more) from previous round successes + one half caster lvl + caster intel modifier.) Should the target fail in any of these the DC increases by 2 each round. Dispel can be used and should it be successful (standard dispel DC of 11 + spells caster lvl) the effects wear off the next round the target has.
Components are a feather from any bird.

Creator of Tickle is: Bram Hermsen

I'm A Distraction
Illusion
Level: Sor/Wiz 6, Dru 5
Components: V, M
Casting Time: 1 Second
Range: 30 ft
Duration: Two Rounds +1 round per 2 levels of the caster.
Saving Throw: Will Negates, Fort negates (see text)
Spell Resistance: N/A

Casting I'm A Distraction conjures forth an illusionary jester that continuously bounces up and down, flailing his arms and yelling "I'm a distraction" for the duration of the spell. Every PC (on the casters side or not) is effected and each must make a will save to not be enthralled by the jester (except the caster). (DC 10 + intel modifier)  Should the target fail, they are enthralled by the jester and stare at it, stopping what they are doing (casting spell or otherwise). If they succeed, they continue what they were doing as if the Jester were not even there. This spell can be dispelled by normal means and should it be, the people that were under it's effect continue what they were doing as if not interrupted (except spell casters. There spell has been interrupted and lost. To the caster it is perceived that they simply failed in their casting) Additionally, when the duration of the spell runs out or at the direction of the caster, the illusion of the Jester instantly morphs into a massive Couatl (see monster manual). When this happens, any character under the Jesters effect must make a fortitude save (DC 10 + one half casters level + casters intel modifier) or take 1d8 psionic damage. (should this spell be dispelled, this effect does not happen, the jester just disappears in a flash of light)

Creator of I'm A Distraction is: Bram Hermsen

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