Darkness
Darkness is not good or evil, it is that which obscures. Darkness is the unknown and the fear of discovery. Darkness is a veil, a barrier that can mask the predator or guard the innocent from what they can’t understand. Those with a destiny of darkness tend to be mysterious, shifty, and are only comfortable behind multiple layers of lies and manipulations. They are often arrogant, but not cruel—after all, only they know what lies behind the veil and it is their duty to guard such knowledge from prying eyes and unprepared minds.
Obfuscation. You draw inspiration from learning and keeping secrets or using those secrets for your own ends. You gain inspiration whenever you learn hidden or forbidden information and when you manipulate others.
Learn a hidden truth, manipulate someone into doing something to your benefit they wouldn’t normally do, keep something hidden against harsh scrutiny to your betterment or the betterment of others.
Misdirection. You know how to twist eyes and ears away from the truth. Whenever you or an ally you can see fails a Deception check, you can use your reaction to spend your inspiration and undo any consequences of that failed check.
You fulfill your destiny of Darkness when you succeed in a convoluted scheme.
Play multiple groups against each other and come out on top, manipulate several people into unwittingly aiding a grand scheme, seal away a horrible truth that would cause turmoil if discovered.
Shadowy Figure. Prying eyes find you obscured by shifting shadows. You gain an expertise die on Stealth checks. In addition, you are considered lightly obscured by dim light while in areas of bright light. While in areas of dim light you are considered heavily obscured (see Vision and Light in Chapter 7: Adventuring, Adventurer’s Guide), as if you were in an area of darkness.