Jakob Mathys attempts to bring the Atlyrian god Zephra under his direct control [12]
Plot lines
Beginning with a simple investigation into a crime spree in Nova Galaren’s capital of Haven, over the course of three quests the party becomes drawn into efforts to reawaken the Atlyrian pantheon from its millennia long slumber by those who would use the power of these sleeping gods for their own ends. As information about the true nature of the Atlyrian Empire’s destruction is uncovered the stakes are raised and the dangers escalate. After secrets and deceptions are revealed, the first of Atlyrian gods is awakened and the party becomes the only thing standing between a fanatic’s hatred and the destruction of an entire nation.
Revolutionaries, Cultists and Charlatans
Guards and the Guarded
The party is contacted by the head of Haven’s City Watch, who wants them to infiltrate a meeting by the Navigators, a group he believes is committing serious crimes around Haven, as well as agitating for Nova Galaren’s independence. As he’s afraid a direct investigation by members of the City Watch might cause an uproar and give the impression that the city watch is suppressing dissent in Haven, he needs an outside group for the investigation. He believes the resistance against Galaren is mainly being driven by Zamarian agitators and hopes to cool things down by exposing them.
Traitors and Revolutionaries
An investigation sees the party make contact with a member of the group, who invites them to meet with the group’s leader and “see if they have the stomach to do what needs to be done to save Nova Galaren.” They are taken to a warehouse next to the Amethyst Crown, a high end social club, only to enter a hidden passageway dug into the club’s basement, which turns out to be a small Atlyrian ruin that has been converted into storage space for the club.
Within the basement hooded figures holding unlit lamps are standing in obvious reverence before a statue of winged woman wearing a stola and raising a lamp in one hand. Disconcertingly, there appears to be a slow drip of blood coming from the figure’s eyes and the lamp. A powerfully built man steps forward in greeting, explaining that the “lady of light” has given them an opportunity to free their homeland from the Galarenian tyranny. He is pleased to see new recruits, but warns them that they will need to prove their loyalty with a traitor’s blood. The entire time he has been speaking, pained moans can be heard from a large crate in the same room.
Asking why they want to join, the leader listens to the party’s cover story before nodding and saying “now the lady of light will confirm you speak truly”. For a moment the statue’s lamp and eyes all flash blue before the leader angrily shouts “spies and traitors” and the cult members draw weapons and advance.
A Fake Cult to a Dead God
After the cult members are defeated, opening the crate reveals a scrawny looking man covered in bruises who cowers before realizing his ordeal is over. Relieved at surviving he explains that he is the cult’s founder, though he just started the group to meet friends and seem more important before being overthrown by his second in command.
Upon being questioned about the statue's glowing eyes he is confused, explaining that the statue is just something he found in the Amethyst Crown’s basement. He only used it because it looked mysterious enough to make it seem like the cult was ancient and well established, instead of being invented out of whole cloth by a charlatan. Where his usurper’s powers came from, he has no idea.
Followup research reveals that the “lady of light” is really a statue of one of the Atlyrian Empire’s gods known by scholars as Zephra, the Messenger. More confusingly, despite the displayed powers the god is generally assumed to have died in the Aetherstorm, as no evidence for her survival has been uncovered since.
Thieves in the Abyss
An Unexpected Invitation
Cassandra Rataan, the proprietress of the Amethyst Crown, invites the party to her study, a room filled with Atlyrian cultural and technological artifacts. She has uncovered the location of one of the living caves known as Flesh Caverns that can be found in the ocean trenches around Atlyria and proposes a difficult but lucrative job. She wants the party to infiltrate the cavern and recover as many skepsaad (a type of living relic) as possible. She promises a reward for returning with at least one, as well as a bonus for each additional skepsaad recovered.
A Taboo Broken
After descending into the dark depths of Atlyria’s ocean trenches the party encounters a friendly lophiite who directs them to the cavern they’re seeking, but warns that his people avoid these places, as they hold the remains of the gods who enslaved the lophiites in the distant past and are guarded by their thralls. As the party approaches the cavern, they encounter a millennia old battlefield, with dozens of automata twisted and shattered, including a colossus automaton which has been torn in half at the waist. From the outside, the cavern appears as a massive fleshy tumor suddenly rising out of the otherwise featureless benthic plain, covered in giant tube worms and pale coral growths.
Once the party enters the cavern, it is immediately apparent that the lophiite’s warning is well justified. Inside are multitudes of horrifying creatures that react violently to outsiders and even its very walls are alive and hostile, attempting to reach out and harm those who stay in one place for too long.
Eventually the party enters a chamber where around a dozen living relics are found, including five skepsaad, as well as an enraged ixigoth. Anyone who handles a skepsaad after dispatching the ixigoth sees a flash of the memories stored within it. Visions of everyday life from the Atlyrian Empire’s height are experienced, including market scenes, gladiatorial games and a visit to Atlyria’s central forum. Disconcertingly, these memories show the citizens of the Atlyrian Empire as being deeply fearful of attacks and infiltration by an unknown foe apparently powerful enough to seriously threaten the strongest empire the world has ever seen. In addition to memories of everyday life, there is one memory from the perspective of someone attempting to flee Atlyrian legionaries and automata, their body contorting into strange and inhuman forms as they move. Most intriguing, in one memory a painting of a luxin woman who exactly resembles Cassandra can be seen.
A Woman out of Time
If the party mentions witnessing the painting: Cassandra cooly reminds them that a condition of their hiring was discretion. After all, she doesn’t want any salacious rumors spreading based on what amounts to a memory of a coincidence. She politely but strongly hints at severe consequences if such rumors were to spread.
If the party does not mention the painting: Cassandra is thrilled about the number of skepsaad the party was able to recover. However she also leadingly asked them if they had left anything out of their account of the abyss. This is simply an attempt to encourage someone to let anything slip they might be concealing by implying that she knows they aren’t telling the whole story, rather than a sign she actually knows what they witnessed.
Either way, as long as the party doesn’t attempt to use what they saw against her, she thanks them for their service and promises more work in the future if they maintain discretion about the job. If enough trust can be built, in time Cassandra may reveal her true nature, and purpose for the strange job she sent them on.
A God in Shackles
A Mysterious Visitor
In the middle of the night in a seemingly secure location the party is awoken by a masked man. His name is Jakob Mathys and he has come to present an intriguing offer. He’s identified a previously unexplored Atlyrian temple and offers to give the party information on how to enter and loot it if they’ll activate a device he provides of obviously Atlyrian origin in the temple’s inner sanctum. He explains that the device will map the temple as it once was as part of a project researching Atlyrian technology.
A Suspicious Series of Devices
When the device is activated in the inner sanctum, the party is transported to the realm of the Atlyrian god Zephra whose herald Litzen is shocked to find the first visitors in millennia, and then ecstatic when Zephra’s unconscious form begins to briefly stir. Excited by his mistress’ stirrings, he begs the party to plant more devices to help reawaken Zephra. Jakob is ready to provide more devices and directions to more temples, however meeting individuals familiar with Jakob and delving through other temples makes it apparent that his intentions are impure to say the least.
In addition to helping to stir the sleeping god, Jakob’s devices are enforcing a hypnotic conditioning that will force Zephra to obey his commands when reawakened. He intends to use her power to first destroy the city of New Termessos, then all of New Zamar if possible. While this would kill thousands of innocents, he sees this as an acceptable sacrifice to drive Zamar out of Atlyria. Depending on the party’s actions, they may have some or all of this figured out when Jakob asks them to plant the final device in Zephra’s temple on top of Atlyria’s tallest mountain east of New Termessos.
Jakob Mathys Plays his Final Card
If the party plants the final device: Once the final device activates and Zephra fully awakens it becomes clear that the god is not fully under her own power. Her herald is horrified and becomes hostile, attacking the party unless calmed down. However Jakob’s control is tenuous, and he requires some time to actually direct the god’s behavior, providing an opportunity to find and stop him. If the party fails to stop Jakob, Zephra summons a hurricane of such power that it wipes New Termessos off the map before she is able to shake Jakob’s control.
If the party refuses to plant the final device: Jakob is disappointed but insinuates that he is fully capable of planting the final device before teleporting away. The party will need to chase after the powerful mage in order to make it to the final temple for a climactic confrontation in Zephra’s actual realm, possibly with her herald’s assistance. If Jakob is killed after the final device is activated Zephra awakens as before, but with Jakob dead her conditioning is rendered moot and she can act according to her own free will.
Assuming Jakob is stopped before he can force Zephra to destroy New Termessos, the deity is enormously grateful for being awakened and freed from Jakob’s influence. Despite the Atlyrian Empire’s fearsome reputation she is a kindly god, averse to violence and horrified at what she was almost forced to do. Though Zephra is greatly diminished after her long slumber, she is able to grant the party several boons, including the Tonitrus Wings, her legendary weapon.
Searching Jakob’s body reveals extensive research notes on the subject of awakening a member of the Atlyrian pantheon. Recent notes reveal an anonymous benefactor provided the crucial devices that enabled Zephra’s reawakening. However Jakob’s own suspicions led him to investigate until he uncovered his benefactor’s identity, Cassandra Rataan, proprietress of the Amethyst Crown.
Sidequests and Potential Future Arcs
While these three quests could make up the entirety of the tale, it’s also possible that they might only be the first arc in the Sleeping Gods Saga, which sees the rest of the Atlyrian pantheon awakened, or in one case resurrected, while the ancient and alien forces responsible for the Atlyrian Empire’s death begin to reassert their power over modern Atlyria.
Outside of these three main quests there is the potential for a multitude of side quests great and small where the party can help solve problems and uncover mysteries across Atlyria. Some of these include:
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The Breaker of Cities The necromancer Zilmis Umohlath has recently succeeded in corrupting the organic core of his magnum opus, a colossus automata. He has taken his undead pet on a joyride, destroying small towns around the Dawnbreaker Federation. The party must race to level the playing field against an automaton built to flatten entire cities before they confront the deranged necromancer.
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The Church of the Lady Ascendant: Angharad the Traveller, the draconic dictator of Dragon’s Watch, has a problem. A cult purporting to worship her as a living god has committed a series of thefts across her city. While she has no problems with being worshiped, “stealing from another’s horde” is an intolerable crime and the party is recruited to track down and stop the mysterious thieves.
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Hunting the White Stag: The hunter Cassius Torgaden recruits the party for assistance tracking a legendary white stag recently seen in the Whisperwoods. Unfortunately for the party, they’re actually tracking an archfey who enjoys playing sometimes violent pranks on hunters in his woods while in his guise as a white stag.
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Infiltration and Emancipation: Tajel the Chainbreaker is looking for outside help with a plan to raid one of Zamar’s mines around Adelene’s Sound and emancipate its miners. She needs the party to infiltrate the Zamarian sea fort that guards the sound’s eastern entrance and sabotage the harbor chain that controls access so her ship can slip in and out before a response can be mustered.
Imagery Credits
[1] Stock Art by Liu Zishang used per license. Image modified by author
https://www.shutterstock.com/image-illustration/person-facing-purgatory-world-digital-painting-1877819761
[2] Stock Art by camilkuo used per license. Image modified by author https://www.shutterstock.com/image-illustration/2d-digital-illustration-character-design-concept-2016499865
[3] Stock Art by Liu Zishang used per license. Image modified by author
https://www.shutterstock.com/image-illustration/futuristic-knight-on-black-unicorn-entering-1511229275
[4] Stock Art by Liu Zishang used per license.
https://www.shutterstock.com/image-illustration/wizard-dark-dungeon-digital-painting-1747697951
[5] Map of Atlyria by author
[6] Stock Art by Liu Zishang used per license. Image modified by author
https://www.shutterstock.com/image-illustration/digital-painting-ancient-warships-traveling-on-1716320995
[7] Monster Slayer by Enmanuel "Lema" Martinez. Stock Art used per license.
https://www.drivethrurpg.com/product/177362/Lema-Stockart-12-Monster-Slayer
[8] Dagon by Enmanuel "Lema" Martinez. Stock Art used per license.
https://www.drivethrurpg.com/product/182727/Lema-Stockart-14-Dagon
[9] Underground Stone Temple Stock Art by Daniel Comerci. Stock Art used per license.
https://www.drivethrurpg.com/product/250278/Underground-Stone-Temple-Stock-Art
[10] Character art commissioned from mattrdl by author. Contact him at [email protected] if you’re interested in having your own art commissioned.
[11] Stock Art by SimpleB. Image modified by author.
https://www.shutterstock.com/image-illustration/digital-art-painting-design-style-priests-1760500274
[12] Stock Art by Liu Zishang used per license. Image modified by author
https://www.shutterstock.com/image-illustration/person-faces-monster-rising-ruins-digital-1821411233
Author's note: this entry is split across two posts due to hitting the character limit for a single post.