Narnia... Adv # 21-.... [Trell links below]

B. Religion

a. Basic Rules:

1. The Dungeon Master makes all the rules

2. Any problems please refer to rule #1

3. Rules will be bent in limited occasions, in the name of FUN

Trell is a continent created by Keith Dunker. Trell was converted to 3rd Edition D&D rules in the summer of 2003. Trell has a few different rules that are detail below. Some classes and races developed by Keith or the D&D group he plays with may or may not be seen in other worlds. Trell has its own pantheon, only in Astoria or Dark Sun Worlds is it similar.

b. Religion:

Religion on Trell is no laughing matter, there are many zealots of various faiths, and God cursing individuals usually run into the wrong people and live very short lives. Some Gods are only available on Trell, with several available from Trell and Astoria, often being worshipped in various ways. Clerics in Trell use all of the information in Players handbook. In Trell, Clerics simply get extra granted powers upon reaching higher levels. Clerics MUST pick one domain as the alliance element; the other can be any of the domains of their Deity. Clerics must add domain granted power to Appendix list and choose it to gain that ability.

c. Magic:

Magic on Trell was permanently altered when the truly great continent, Trollidor split in two. The magic did flow along power lines, but the power lines did not move with the continent. Arcane magical energy was thrown into complete Chaos, somewhat out of control (see Wild Mage). Divine magic seems unaffected. Magic Users must become specialists in order to control spell enough for casting of any kind, otherwise generalist are subject to wild surges.

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