Night Island
The night Island is a secluded island south of the Lightfoot Land and Green earth. The northen part of the island is always covered in a thick layer of fog and ciner, preventing the sun from shining on the jagged rocks north of the isle. The island is also known to be the Dúr anor Monarchy territory, the lack of sunlight perfectly fitting their sun sensitive skin.
The island is a beacon to dragons, and is suffused with the magic of countless dragons who had died there. It is said that this has left a spiritual wound across the island which cause unpredictable magical phenomena.
Description
The north of the island is characterized by basalt cliffs,sea caves, and hot springs. Sharp rocks along the coast were the cause of many shipwrecks, especially along a particularly treacherous shoal to the northwest that was strewn with massive gold dragon bones. On the west side of the island was Seagrow Caves, where toxic fumes said to originate in the volcanic tomb of the red dragon Athazor vented to the surface. The sea around the island is incredibly warm, and even bubble in some area, boiling and creating a thick layer of hot vapor that transform into a mist that cover the upper half of the island. Combined with the large active volcano in the middle of the jagged rock sputing out a thick black smoke and a rain of cinder, and the sun rays never manage to shine on the land north of the island. The desert further south is made of ash, created over the year by the volcanic activity and mixing with the sand already present to form what it is now. Due to this unusual mix, the dune have a grey tint. This particular atmosphere is home to various unique monsters and hazards. White wildflowers grow on the island's northeast, while mushrooms and the occasional violet fungus grew in the caves belowground.Features
Quicksand
A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook). A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.Water Scarcity
Finding water in a desert is extremely difficult, unless you're near an Oasis. All checks made for getting water have a DC equal to 20Ashes and mist
The upper half of the island is obscured by a thick mix of ash and mist. Anything more than 30 feet away is heavily obscured by the mists, and vision is completely blocked at a distance of 60 feet by the ashes and mists.Map
History
The island was formed in ancient times by volcanic activity that was caused when the mighty red dragon and newly god of flame Athazor was entombed on the sea floor by a group of dragon-gods. Ever since, the island is a beacon to dragons, and thus hosted many battles. This, in turn, caused the island to be suffused with the magic of the slain dragons.Maps
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Night Island
The night Island is a secluded island south of the Lightfoot Land and Green earth, known to be a place were the sun never shine. It is also known to be the Dúr anor Monarchy territory, the lack of sunlight perfectly fitting their sun sensitive skin.
Type
Island
Included Organizations
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