The Great Archivist

Category: NPC

Brief

The Great Archivist is a woman of remarkable knowledge, power, and prestige who hails from the noble House Pleayashayne. She possesses a tall and slender physique, and her aura is as timeless as the books and scrolls surrounding her.

As the Great Archivist, she holds a position of great authority and respect, tasked with safeguarding and organizing the vast collection of historical and magical knowledge that has been accumulated by her House over generations. She is a master of many languages and is fluent in ancient texts and scripts, allowing her to decipher even the most obscure and esoteric writings.

House Pleayashayne

Her dedication to her duties is unwavering, and she spends long hours poring over dusty tomes and manuscripts, carefully preserving and categorizing them for future generations. She is known to be a formidable scholar and a shrewd negotiator, using her vast knowledge and influence to shape the politics and power dynamics of her House and beyond.

Despite her intimidating presence, the Great Archivist is also deeply compassionate and empathetic, with a keen understanding of the human condition. Many revered her as a wise counselor and mentor, and her advice is often sought out by those seeking guidance and enlightenment. Overall, the Great Archivist is a towering figure of intellectual prowess and authority whose tireless efforts have preserved and expanded the knowledge of her House and helped shape the course of history.

Side Adventures

As a master of knowledge and a guardian of historical artifacts, the Great Archivist would likely send adventurers on quests that involve uncovering lost or forgotten knowledge, recovering lost artifacts, or exploring ancient ruins. Some examples of side quests she might assign could include:

Retrieving a lost tome – The Great Archivist may send adventurers on a quest to retrieve a rare and valuable tome that has been lost for centuries. The tome contains important historical and magical knowledge, and its recovery is crucial for the preservation of the House’s legacy.

Exploring ancient ruins – The Great Archivist may task adventurers with exploring ancient ruins that are rumored to contain hidden knowledge or artifacts. The ruins could be filled with dangerous traps and obstacles that the adventurers must navigate to uncover the treasures within.

Investigating mysterious occurrences – The Great Archivist may send adventurers to investigate strange occurrences or phenomena that are related to ancient texts or artifacts. This could involve unraveling a magical curse, deciphering an ancient prophecy, or uncovering a hidden conspiracy.

Cataloging new discoveries – The Great Archivist may ask adventurers to document and catalog newly discovered texts or artifacts that have been uncovered in recent expeditions. This could involve traveling to remote locations to record and preserve the knowledge contained within.

Dangers

Side Quests are a great way to earn extra coins, and favors for those who hire you to do them, however with all adventures and side quests, there are added dangers that can occur. Below is an example of different dangers that can occur.

Physical danger: Adventurers may face threats to their physical well-being such as dangerous terrain, hazardous weather conditions, wild animals, or hostile creatures.

Combat: Depending on the nature of the quest, adventurers may find themselves in combat situations where they have to fight against powerful enemies or defend themselves from ambushes.

Traps and obstacles: Some side quests may involve navigating through complex mazes or avoiding traps that can cause harm to the adventurer.
Moral dilemmas: Some quests may present moral dilemmas, where adventurers have to make difficult choices that can have consequences for themselves or others.

Betrayal and deception: Adventurers may encounter characters who are not what they seem or who have ulterior motives, which can lead to betrayal and deception.

Magical dangers: In a world where magic exists, adventurers may encounter magical creatures or objects that pose a threat to their safety.

Disease and illness: In some quests, adventurers may be exposed to diseases or illnesses that can affect their health and well-being.

It is important for adventurers to assess the risks and be adequately prepared before embarking on any side quest. This includes having the right equipment, supplies, and knowledge to face the challenges ahead.

 

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Supplies Needed

The specific supplies that a party of adventurers should take on a side quest will depend on the nature of the quest, the terrain they will be traveling through, and the potential dangers they may face. However, some general supplies that a party of adventurers might consider taking on a side quest on behalf of a librarian or archivist could include:

Maps and compasses: These tools can help adventurers navigate their way through unfamiliar territory and find their destination.

Writing and recording supplies: As representatives of a librarian or archivist, adventurers may need to take notes or record information they discover on their quest. Paper, pens, and recording devices such as voice recorders can be useful for this purpose.

Food and water: Depending on the length and difficulty of the quest, adventurers may need to bring sufficient food and water to sustain themselves.

First-aid kit: In case of injury or illness, a first-aid kit containing basic medical supplies can be a lifesaver.

Weapons and armor: Depending on the nature of the quest and the potential dangers, adventurers may need to bring weapons and armor for protection.

Climbing gear: If the quest involves scaling mountains or navigating through caves, adventurers may need to bring climbing gear such as ropes and harnesses.

Light sources: In case of darkness or low-light conditions, adventurers may need to bring sources of light such as torches, lanterns, or flashlights.

Survival gear: Depending on the environment they will be in, adventurers may need to bring survival gear such as tents, sleeping bags, and fire-starting equipment.

Communication devices: If the quest is long or dangerous, adventurers may need to bring communication devices such as walkie-talkies or satellite phones to stay in contact with each other and with the librarian or archivist who sent them on the quest.

It’s important for adventurers to carefully consider what supplies they need before embarking on any quest and to ensure they are adequately prepared for the challenges they may face.

 

GM Tips:

Integrating The Great Archivist and Her Quests

The Great Archivist, a formidable figure from House Pleayashayne, serves as an excellent source of quests and lore within the world of Ertha. Her role as a master of ancient texts and guardian of rare artifacts offers a wealth of opportunities to immerse players in Ertha’s intricate history, moral dilemmas, and magical mysteries. Here are some tips for using her character and associated quests to enrich your campaign.

Developing Quests and Challenges, Quest Hooks from The Great Archivist, Use the Archivist to introduce a variety of side quests that tie into the broader narrative:

Lost Knowledge: Send players to recover an ancient tome from ruins guarded by traps, puzzles, and potentially hostile factions like the Cartel of Chance or members of House Alkozomier seeking the same prize.

Artifact Retrieval: Task the players with reclaiming an artifact stolen by the Assassins Guild. Players must navigate shadowy networks and survive ambushes while unearthing the artifact’s mysterious purpose.

Prophecy Fulfillment: Introduce an ancient prophecy the Archivist is deciphering. The party’s choices during their missions could alter its fulfillment, challenging their perceptions of destiny and free will.

 

Adding Dynamic Dangers

Each quest assigned by the Great Archivist should include diverse threats, including:

Magical Hazards: Use cursed scrolls or enchanted traps tied to the protection of forbidden knowledge. The Shapers Guild or rogue members of the Healers Guild could have experimented with these magical artifacts, creating volatile conditions.

Moral Ambiguity: Present dilemmas that force players to question their actions. For instance, a powerful artifact might harm a local population if disturbed, or recovering it might empower an authoritarian regime.

Betrayals and Subterfuge: NPCs hired by the Archivist might have hidden agendas, leading to unexpected betrayals. The Outlaws or the House of Shadows could pose as allies while working against the party’s goals.

Creating Immersive Challenges

Encourage players to carefully consider their preparation for each quest. Use the environment and mission objectives to highlight the importance of specific supplies:

•Mapping and Navigation: Require maps and compasses to navigate complex ruins or dense wilderness. Maps from the Cartographers Guild might include hidden paths or locations.

•Recording Discoveries: Introduce situations where documenting findings is crucial. Players might need to replicate ancient runes for the Archivist or use magical recording tools provided by House Zend-Wynn.

•Adapting to Hazards: Harsh terrain, magical anomalies, or traps might call for climbing gear, enchanted torches, or protective charms sourced from the Artisans Guild.

 

Crafting NPCs and Factions

Making the Great Archivist a Dynamic Character

The Archivist should be more than a quest-giver; she can shape the story’s tone and depth:

Mentor Role: Offer wisdom and moral guidance, especially when the party faces ethical quandaries. Her compassion and intellect make her a trusted ally.

Hidden Motivations: Occasionally hint at deeper motives or secrets she’s not sharing. Is she acting purely for knowledge preservation, or does she have an agenda tied to her house’s prestige?

Personal Stakes: Introduce personal connections or vulnerabilities, such as a rival Archivist from another guild or threats to her house’s holdings.

Faction Interactions

Involve other guilds and houses to create layered narratives:

Healers Guild: Collaborate with the Archivist on quests involving rare medicinal herbs or curing magical ailments tied to ancient curses.

Stonemasons Guild: Use the expertise of House Brandlekliener to decipher architectural clues in ancient ruins.

Navigators Guild: Partner with explorers mapping uncharted territories to recover lost artifacts or knowledge.

 

Creating Meaningful Choices

Each quest should challenge the party’s ethics and decision-making:

Artifact Consequences: Should the party deliver a potentially dangerous artifact to the Archivist or destroy it to protect the world? The repercussions of their choice could shape future interactions with House Pleayashayne.

Competing Interests: Introduce other factions vying for the same prize. The Assassins Guild or the Cartel of Chance might offer the party a better reward to turn against the Archivist.

Knowledge as Power: Force players to consider whether some knowledge is too dangerous to uncover. Will their actions unleash unintended consequences?

 

Using Rewards to Deepen Engagement

Quests for the Great Archivist should yield meaningful and story-rich rewards:

Rare Artifacts: Offer enchanted relics with both narrative significance and gameplay benefits.

Access to Knowledge: Provide exclusive lore or secrets about Ertha’s history, granting players an edge in future quests or faction interactions.

Guild Favors: Completing tasks for the Archivist might strengthen ties with House Pleayashayne or other allied guilds, opening new opportunities and resources.

 

Linking to Overarching Plots

Use the Archivist’s quests to tie into larger storylines:

Uncovering Ancient Threats: Artifacts and tomes recovered by the players might hint at long-forgotten dangers, such as the reawakening of Voidborn entities or the destabilization of the Shadowgate.

Guild Politics: Highlight the Archivist’s role in navigating the alliances and rivalries of Ertha’s guilds. The players’ actions could tip the scales in favor of one faction, altering the balance of power. By embedding The Great Archivist into your campaign with these GM tips, you can create a dynamic blend of knowledge, danger, and moral complexity that enhances the depth and engagement of your game world. Let her presence guide players through the mysteries of Ertha, challenging them to balance curiosity with caution as they uncover its secrets.

 

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