Death and Fell Folk

Because the Sun Dragon and Moon Dragon have not yet returned to light their way, the spirits of the dead are unable to find their way to the nether realms. This means those who die have an unfortunate habit of returning as undead Fell creatures.

To counter this, Namegiver societies have adopted rites and customs for quickly and efficiently dealing with the dead before they become a threat. This may involve burning (humans, trolls), beheading (orks), dismemberment (obsidimen), crushing in stone sarcophagi (dwarves), mulching (elves, windlings), weighted water burials (t’skrang), and similar practices. Certain talents, spells, and questor powers may also be used to ensure the dead do not rise again.


Whenever someone or something dies, a WIL Test is made against a target number of 5. This target may be modified by factors such as a violent or cruel death, death by horror, or strong feelings in the spirit of vengeance or unfinished tasks. If the test succeeds, the spirit joins the other restless spirits that roam the shadow world, unable to find the netherworlds, though stil susceptible to summoning by a nethermancer. If the test fails, the dead one rises as a Fell creature, though how often this takes ranged from immediately to days.

Fell creatures are notable more difficult to kill, though fire, beheading or similar measures often do the trick. They also suffer from an insatiable craving for flesh. It is worth noting that the Fell are not shambling zombies, but intelligent and fully-capable undead that eventually devolve into mindless flesh-eating shamblers as they decay, or even full skeletons.

Death and Fell Folk

Earthdawn: Twilight infomorph