'Do you know the purpose of the Crepuscular Wall?'
'It separates good from evil. It holds the shadows in so that we may walk in the light.'
'And the town we marched through earlier? Every man, woman, and child slaughtered. The houses all ablaze. Had not evil been committed there? Under the banner of a human lord who has spent his entire life on this side of the wall? No. The Crepuscular Wall does not separate good from evil. It keeps the evil we can kill separated from the evil we can't."
- Sergeant Gared preparing his new recruits for a foray beyond the Crepuscular Wall
The Crepuscular Wall divides the Land of Man and the Twisted Lands. It reaches all the way to the sky, a vast inky black expanse that whirls with shadow and emits a low unsettling hum. As day fades, so too does the wall. The wall melts into the nighttime as though it were merely a slice of night that refused to go away when the day came.
For ages past, despite blending into the night like this it retained its solid, impenetrable form and continued its duty of keeping out the things beyond. But no magic is eternal. The wall is weakening. No one can be sure why, but formless horrors and mutated demonspawn have been able to push their way through from the Twisted Lands during the night when the wall fades.
Nightfall in the context of the Crepuscular wall is thought to be a result of the walls decay. Every now and then vast cracks will form in the surface of the wall and collosal splinters of night will shard off the wall and plummet to the ground. Despite this the wall appears unmarked after the splinters have fallen off.
Being caught in such a fall does not crush a person. In fact it feels like nothing more than a strong wind. However, most who are caught suffer a far worse fate. The falling night strips the light out of a person. They become blind and invisible. Most who suffer such a fate die of thirst, or if they are unlucky they stumble onto a body of water and die of starvation instead.
Travelling through the Crepuscular Wall is only possible from dusk til dawn. It takes a nights worth (8 hours) of travel to make it through the wall. This is irrespective of how fast you are actually travelling, so long as you are moving forward. The wall's depth cannot be measured traditionally, it is the depth of one night.
You need a Sunlamp to make it through without the darkness permeating your skin. There are 23 of these lamps, each with a sliver of sun inside them and most kept in the castles that border the Crepuscular Wall. They were gifted to the Vathadi by the Sun, who they befriended by banishing the moon to the night time in ages long past. The number 23 is regarded as a lucky number, though noone is quite sure why exactly 23 lamps were created. Much analysis has gone into the special properties of the number 23, but no convincing results have come from these.
Without a sunlamp you will catch Nightsickness, a disease that can be cured through exposure to the light of the sun. Nightsickness makes you weak during daylight reducing your movement by half, granting disadvantage on all rolls, and requiring a will save to willingly go into sunlight.
The Wall Is A River
Strange creatures live within the wall. Creatures of bright white like starlight, pale blue like moonlight, or the black of darkest night. The strange creatures that live inside the wall are not like the weird ones in the Twisted Lands. The creatures here are beautiful, apathetic, and hungry. They swim through the night on unseen currents. If you're lucky they will ignore you. If you're not, you will discover that they kill with grace and beauty.
|Crepuscular Wall Creature Templates
Starlight: +1d6 radiant damage, Star-streak: move 30ft through a target 2d6+4 damage once
Moonlight: Sleep spell
Night: +1d6 necrotic damage, Will save against blindness on hit
Sword that Burns the Dark
The Sword of the Vathadi, kept in Vathadi castle just east of the wall, is said to keep the darkness at bay and give power to the wall. All who touch it burn. Perhaps if one could wield it the weakening wall could be reinforced and the Twisted Armies driven back.
Beyond The Wall
Beyond the wall lies the Twisted Lands of the Wizard Kings. Their armies are gathering in warcamps at the Crepuscular wall. Some parties of monstrous horrors and mindless thrall have made it through the wall, but the full force of the Wizard Kings is still kept back by the fading enchantment of the Crepuscular Wall. Dark things do not live long in the light.
Plant a rose at day,
Love comes your way.
Plant a rose at night,
Death takes its flight.
-Commonly recited extract of an old nursery rhyme thought to be about the wall