Lore Keeper (A.K.A. Ion) Character in Fracture Lands | World Anvil
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Lore Keeper (A.K.A. Ion)

Lore Keeper was the end result of some scholarly priests' efforts to create a way to acquire, record, and preserve knowledge, particularly in an age with dragons, natural, and creature caused disasters could result in a loss of priceless knowledge. Committed to its purpose, Lore functioned largely functioned and was treated as a servant, carrying out its duties with a lifeless and joyless efficiency. The lone exception was the excentric Brother Tenma who often engaged Lore with questions about it's thoughts, wants and opinions. Brother Tenma even went so far as to give Lore a real name, Ion, though few used it.   Over the years, Lore became proficient in a number of subjects and improved its knowledge in the finer points of human interaction even mimic behaviors, even if it didn't fully understand them. Being addressed as Ion became more common place and it was increasingly referred to as 'he'. Eventually Ion was sent out on long distance errands to collect and record knowledge as he was less vulnerable to both the natural and man made dangers the road presented.   On one such trip he was assigned to catalogue the accumulated wisdom of the an aging, reclusive monk that never kept written records for most of her knowledge had been accumulated and passed to her by word of mouth in the form of stories and song. It took nearly years for Ion to make the monk's verbal history his own, in part because the monk insisted that Ion be able to perform the the songs and ballads she knew. Paper records weren't sufficient. It was during this time that Ion learned the lyre (maybe some other instrument). As the monk's health declined, she began to hum a captivating tune in her sleep. The tune stuck with Ion, it's notes stirring something within him, something he didn't fully understand. He grew curious and was captivated by this tune but when he asked the monk, she would never recall where she had heard it or when it was played for her. It was familiar to her but unlike every other song or score she had passed on to Ion, she couldn't remember the details of this one.   After the monk's passing, Ion returned to the temple a changed being. After adding the extensive number of stories and songs to the temples library, he requested that the temple allow him to venture out again, a first considering he hadn't previously had any wants of his own, so that he might learn more about the world and the Score the monk had hummed. The temple granted his request. He now travels, contributing to libraries and seeking out the complete version of that mysterious Score.   How do we think Remi and Ion met? My initial idea might be that Ion is exchanging songs or stories at an inn or a tavern, maybe even in a market place. Through his exchange with a local storyteller or bard or something, he plays the fragment of the score he knows. Remi overhears it and doesn't recognize it at first but it fills him with that same feeling he had on that day. That sense of purpose is what he recognizes more than anything at first. It's what catches his attention. Upon closer listening it does bear a resemblance to the part he knows but it's different.   then they travel together for a bit, following up on a couple leads of people into ancient music   Ion is following a lead. Remi wants to go with him. Over the course of that lead, Ion grows curious about Remi. His values of kindness and chivalry are praiseworthy, but there is something illogical about them to Ion. The vague statements about his past make him that much more perplexing. By travelling with Remi, Ion also seeks to learn more about these values and what drives him, etc
Species
Children

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Ion

Cleric 6 Class & Level
Adept Background
Warforged Race
Alignment

Strength 10
+0
Dexterity 14
+2
constitution 14
+2
intelligence 12
+1
wisdom 18
+4
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+4 Arcana
+0 Athletics
+0 Deception
+7 History
+7 Insight
+0 Intimidation
+1 Investigation
+7 Medicine
+4 Nature
+7 Perception
+0 Performance
+0 Persuasion
+7 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills Light armor Medium armor Shields Simple weapons
  proficiencies

 
19
Armor Class
50
Hit Points
+2
Initiative
30
Speed
Attacks

Heroes Enabled

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