Unending Night
Once upon a time, the sun set—or was eclipsed by the moon, or was shrouded by the thickest clouds—and it never appeared again. The lands outside this region have normal day and night cycles, but for whatever the reason, this place doesn’t. At what passes for noon, the sky is as dark as late twilight. At night, the sky is black as pitch.
Unending Night regions can be found anywhere, but are often strategically afflicted on remote or rural regions with plenty of life to feed on.
Born of Darkness. Native creatures gain an expertise die on Constitution and Wisdom saving throws against spells from the obscurement, prismatic, radiant, and shadow schools of magic. At the Narrator’s discretion, this may also apply to certain adventurers, such as those with the Newblood or lycanthrope synergy feats (Issue #0), the shadowcast heritage (Issue #23), or the Darkness destiny (Issue #10).
Dark Secrecy. The very land seeks to obscure truth of all kinds. Deception and Stealth checks gain an expertise die in this region. Checks made to Gather Information or Research are made at advantage .
Smothers the Light. When outside during the day the entire region is lit by dim light . At night, it is covered in darkness . Mundane sources of light only shed dim light, and the radius of light shed by magical light is halved. Spells and magical effects that produce sunlight produce bright light instead, not sunlight. Mundane darkvision or that granted by spells like darkvision is also halved. Casters that succeed on a spellcasting ability check each time they cast such a spell find their magic unaffected. Inside, light sources act as normal.
Journey Activities. The Unending Night eats dampens positive emotions and saps the will to live. Checks made to Befriend Animal , Busk , Gossip , Pray (except to gods of darkness or night), and Track are made at disadvantage . However, checks made to Cover Tracks and Rob are made at advantage . It is not possible to Entertain .