KHCHI icon.png
KHUCHI icon.png

Ira

From the Kingdom Hearts Wiki, the Kingdom Hearts encyclopedia
Jump to navigationJump to search

Template:Enemy Foreteller Ira is a Keyblade Master who appears in Kingdom Hearts χ. He is the leader of the Unicornis Union.

Story

Before Kingdom Hearts χ

According to Chirithy, the five Foretellers, as well as one other Keyblade wielder, were the apprentices of his creator. They each received a tome from the Book of Prophecies and learned of the event that would doom the world. In an attempt to avert this crisis, the Foretellers established Unions to battle the Heartless.[citation needed]

Kingdom Hearts χ

This information is based on alternate scenes or materials and is only considered in continuity if *
the player allies with the Unicornis Union.

Shortly after arriving in Daybreak Town, Player is confronted by a Darkside Heartless emerging from a massive Corridor of Darkness. Fortunately, Master Ira arrives alongside Chirithy, rescuing Player by forcing the Darkside back into the Realm of Darkness and follows it in order to destroy the massive Heartless; leaving Chirithy to explain the situation to Player.

After exploring the Fountain Plaza and defeating several Shadow Heartless, a portal to the Lanes Between opens before Player, from which Foreteller Ira emerges. Ira makes note of how Player has managed to access the power of the Keyblade, meaning that lesser Heartless won't stand a chance. However, in order to defeat stronger foes, Player must combine their strength with those who share their purpose and aspirations. Just then, another Corridor of Darkness opens in the Fountain Plaza, unleashing another Darkside onto Daybreak Town. Just then, Player and Ira are surrounded by fellow Keyblade wielders hailing from their Union, with Ira explaining that Player's friends will become their power. Following the defeat of the Darkside, Ira reveals that there are others who collect the Light, but not all of them share the same goal of bringing peace to the world - though it is up to Player to discover who among them walks the path of Darkness; taking their leave through the Lanes Between shortly thereafter.

As Player continues on their missions throughout the worlds, Chirithy often returns to Ira's side in order to report Player's progress, occasionally applying tests of strength in order to prove such advancements.

After having defeated the Darkball Heartless in Agrabah, Player returns to Daybreak Town, where Chirithy compliments their progress and ultimately decides to tell Player what they need to know. Chirithy explains that before The Master of Masters - his creator - disappeared, he gave his six disciples new names, and to five of them a tome from the Book of Prophecies. Those five disciples became the Foretellers, and looked to the Book of Prophecies, only to be shocked by what was revealed in the last verse: "By waging war o that land, Light shall face defeat and be annihilated. The world shall be engulfed in eternal darkness." In order to save the future, the Foretellers thought about using the hidden power within the Book of Prophecies, with Chirithy revealing that this is the power that Player is using; with the Medals acting as intermediaries. Elaborating, Chirithy explains that they used the power from the future to protect the Light from the Darkness, and tried to change the future that is engulfed in Darkness. Chirithy then reminds Player that even though the Foretellers have similar goals, their wills differ, which is why Player mustn't lose sight of who they are.

Later, following the demise of Chirithy (2), Master Ira approaches Chirithy, informing him that despite all the Light that has been gathered by those who wield the Keyblade, Darkness has continued to spread with more and more power. Chirithy then asks if that truly means that there is infact a traitor among the five forces of Light - however Ira states that they don't want to believe that just yet. Sometime later, Player meets Chirithy in the Fountain Plaza, where Chirithy greets them happily and asks if he’s right to assume that Player’s always “going at it with all he’s got” – revealing that he’d brought something as a reward for all of Player’s hard work, handing Player Beads of Light. Player celebrates briefly before Chirithy tells them that there’s no need for it and asks that Player put it away. Chirithy explains that while Player wears the Beads of Light, they can’t be devoured by the Darkness, continuing to say that they’d been assigned a special mission directly from Master Ira and that they’ll need the Beads of Light to complete the mission successfully. Elaborating, Chirithy explains that Player would still be defeating Heartless, but within the Corridors of Darkness, advising Player to be careful because the Beads of Light can only protect them from the Darkness for a set period of time. Player accepts the mission before them, earning some encouragement from Chirithy, who suggests that Player not push themselves and do their best. After the mission proves to have been a success, Chirithy meets with Master Ira in the Clock Tower to report on how Player handled the mission. Ira, intrigued, states that all’s well that ends well before leaving – only to have Chirithy chase after them. Chirithy asks Ira if they didn’t think that it was a bit early to be giving Player a mission like that, only for Ira to explain that it was necessary in order to expedite Player’s growth; as they must develop a resistance to the Darkness as soon as possible. When Chirithy asks why, Ira reveals that a rise of the forces of Darkness draws near, and until that time the numbers of their Union must be increased as much as possible, which Chirithy says he understands. Template:Canonend

After a long day of pursuing Minute Bomb Heartless, Player returns home for some much needed rest. That night, while Player sleeps, they dream of the Clock Tower, where they see all five Foretellers meeting with someone in a Black Coat, Unknown. Before Player can investigate however, they are surrounded by Darkness and pulled out of the dream; finding Chirithy to be sitting in the room with them when they wake. Chirithy asks what had happened, as it looked as though Player was having a pretty bad nightmare, when Player confirms this, Chirithy advises them to go back to sleep. When Player is sleeping once again, Chirithy turns to the window and asks if he’s right to assume that Chirithy (3) had been the one to get in the way. Chirithy (3) materializes and asks if Chirithy was showing The Player a dream and what it was up to. Coldly, Chirithy claims that his interests are the exact opposite of Chirithy (3). Chirithy (3) sighs and asks if that means that they’ll become enemies before disappearing again. Turning to Player, Chirithy asks itself whether or not it will be able to protect them.

After witnessing Master Invi and Master Aced's battle and encountering the Black Garment Heartless and Nightmare Chirithy, Player and Skuld continue to the waterways where Player had last seen Ephemera. Skuld asks for confirmation that this is where Player had last seen Ephemera - admitting that she's sure that there's something secret ahead. Before Player and Skuld can continue however, Chirithy blocks their path and asks if they truly intend to keep going even with everything that they'd just seen, admitting that he has an awful feeling about all of this; looking to his feet while Player attempts to comfort him. Skuld asks if she's right to assume that Chirithy knows the layout of the Clock Tower's internal structure, which Chirithy confirms, only for Skuld to order him to lead them onward. Relenting, Chirithy agrees to Skuld's request, reminding Skuld and Player that going further into the Clock Tower really is forbidden, so they have to come right back after a quick peek inside; which Skuld promises to do. As the three reach the room from Player's dream, Skuld asks where they are, and Chirithy explains that it is the last room - the Foretellers' room - prompting Skuld to question whether or not Ephemera made it that far. Given the situation, Chirithy mentions how, as they could see, there's no one there, and since they are not going to mess around with the things left in the room, it's time for them to go back as promised; stressing how they'd be in serious trouble if anyone found them up there. Skuld reluctantly agrees with Chirithy before taking another quick look around to be sure that there's really nothing up there, admitting that it feels as though they have been side-stepped, causing her to wonder what the dream with Ephemera really meant.

This information is based on alternate scenes or materials and is only considered in continuity if *
the player allies with the Unicornis Union.

Just then, a voice comes from behind the group, as Master Ira ventures in from the shadows and asks what Player and Skuld think they are doing. Skuld asks Ira to excuse them, as they are looking for a friend of theirs. Master Ira simply asks how Player and Skuld could've possibly gotten in there if Chirithy was accompanying them - only for Chirithy to apologize for bringing them. Walking past Player, Ira reveals that there was another trespasser a few days before, wondering if they were a friend of theirs, which Player confirms. Skuld then asks if Ira knows Ephemera, prompting Ira to elaborate that Ephemera belonged to a Union which was in direct conflict with their own goals as a Union, suggesting that Ephemera must have gotten close to Player and Skuld in order to gather information about their Union. Coldly, Ira states that there was no way they would be seeing Ephemera ever again. Skuld, realizing what Ira is getting at, hastens to admit to herself that Ira had gotten rid of Ephemera. Ira confirms that he'd had Ephemera disappear, prompting shock and concern from Player, Skuld and Chirithy. Skuld insists that Ira won't get away with this, only for Ira to ask what Skuld thinks she's going to do about it. Chirithy then motions to stop Skuld, telling her that she can't and informing Ira that it's his fault and that he is the one responsible for everything that's happened, begging Ira to forgive Player and Skuld.

Player then steps out in front of Chirithy, looking to Ira and stating that, until today, they'd devoted themselves to their Union, to gathering Light in order to save the world and they had even competed against fellow Keyblade wielders that they think of as friends. Originally, they had thought that it was just what had to be done in order to save the world, and so they had tried not to dwell on what it meant, but at the same time someone had asked him that same simple question ("What are you going to do about it?") and that person was none other than Ephemera. Player admits that their encounter with Ephemera was brief, and that Ephemera had even broken a promise with Player - so their memories of Ephemera aren't all good - but they are huge and important to their heart. Player continues, saying that their sure it's because Ephemera was his friend, and that even if these feelings of anger and sadness signify Darkness, simply pushing them away is impossible. Player states that even if it came to crossing their Keyblade against Master Ira, they don't think they'd come away from it with any kind of peace. Perhaps it'd mean they would disappear as well, yet their sure that if Ephemera were there he would do the same. Preparing his stance for battle, Player beckons Master Ira forward into battle, prompting Ira to summon his Keyblade and launch himself into battle against Player.

Despite putting up a good fight against Master Ira, Player is easily defeated. Following the battle, Player is engulfed in a blinding light, which fades to reveal that they are back in the waterways alongside Skuld and Chirithy. Master Ira tells Player that they'd avoided being swallowed by their anger and sadness, and that they'd fought well. Template:Canonend

Following Player's defeat, The Foreteller then radiates with light and reveals themselves to have actually been Master Ava the entire time, having generated the illusion of the Foreteller and the Clock Tower in order to test Player and Skuld's Hearts.

Appearance

Foreteller Ira is a young man with light skin who wears a white and gold unicorn mask and a white hooded cloak over a light blue robe, shirt, and sash, each with gold embroidering. His shirt is worn beneath his cloak, is fastened by the sash, and has long sleeves that extend slightly past his wrists. The tassels on the front of the cloak are gold in coloration.

His name is derived from the Latin word "ira", or Wrath, which is symbolized by a unicorn in the Ancrene Wisse.

Abilities

Template:Section-stub