> As to how to implement it - progressing quests would be one way to do it, at least some impactful ones, like the one in the Druid Grove.
Whatever the solution, it must be crystal clear and predictable. It shouldn't be like you take a rest and then find out you completely destroyed your entire playthrough because taking a rest advanced something beyond a point of recovery. I think quest description should clearly communicate that this is time limited and super urgent and if you rest you'll mess it up.