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Foreteller: Difference between revisions

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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, {{c|Unknown|KHχ}}. 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 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.
One night, Player is shown a dream by Chirithy, in which Ira and the other Foretellers meet with the Master in the Foretellers' Chamber, though Nightmare Chirithy quickly puts a stop to this dream.{{storylink|Quest 351: A Job Never Done Pt. 1}}


The next day, Player meets a Keyblade wielder from another Union named [[Ephemer]], who reveals to Player that the Light they've been gathering is not the light from fairy tales, but instead from illusionary worlds, meaning that the Light actually belongs to Daybreak Town. What Ephemer is interested in is the source of these illusionary worlds, which he believes to be the Book of Prophecies given to the Foretellers. When Ephemer brings the different goals of the Foretellers into question, Player reveals the dream he'd had the night before to Ephemer, prompting them to search for a means of getting into the Clock Tower.
The next day, Player meets a Keyblade wielder from another Union named [[Ephemer]], who reveals to Player that the Lux the Unions have been gathering are from illusionary worlds, with Daybreak Town as its source. Ephemer believes that the Book of Prophecies is responsible for this phenomenon. When Ephemer brings the different goals of the Foretellers into question, Player tells Ephemer about the dream they had the night before, prompting them to search for a means of getting into the Clock Tower.


Following Ephemer's disappearance, Player has another dream, this time showing Ephemer meeting with the Vulpes Foreteller, Master Ava, in the Fountain Plaza. When Ephemer notes that Master Ava seems trouble, he reasons that even Foretellers must get worried about things from time to time; teasingly asking Ava if she could divulge the secrets of the Book of Prophecies to him. Ava denies Ephemer, asking if he’s only teasing her because she’s the easiest Foreteller to talk to. After Ephemer denies this, Ava tells him that it’s all right and asks if she’s right to assume that Ephemer is not tightly bound to his Union companions. Rather than answer Ava, Ephemer tells her that he’d made a friend from another Union earlier and that the two of them agreed to meet each other the following day. Hearing this, Ava suggests that Ephemer return home for some rest to prepare. Agreeing Ephemer stands and bids Ava farewell, stating that even though he doesn’t know what’s going on he hopes that Ava gets better. After Ephemer leaves, Ava thanks him and mentions to herself that should something unexpected happen she’ll be leaving it to the children like Ephemer, who are not bound to their Unions. Looking up, Ava is surprised as a dandelion seed floats past her face – to which she calmly says “Fly away and ride the wind… dandelion”.
Following Ephemer's disappearance, Player has another dream, this time showing Ephemer meeting with Ava at the Fountain Plaza. When Ephemer notes that Master Ava seems trouble, he reasons that even Foretellers must get worried about things from time to time; teasingly asking Ava if she could divulge the secrets of the Book of Prophecies to him. Ava denies Ephemer, asking if he’s only teasing her because she’s the easiest Foreteller to talk to. After Ephemer denies this, Ava tells him that it’s all right and asks if she’s right to assume that Ephemer is not tightly bound to his Union companions. Rather than answer Ava, Ephemer tells her that he’d made a friend from another Union earlier and that the two of them agreed to meet each other the following day. Hearing this, Ava suggests that Ephemer return home for some rest to prepare. Agreeing Ephemer stands and bids Ava farewell, stating that even though he doesn’t know what’s going on he hopes that Ava gets better. After Ephemer leaves, Ava thanks him and mentions to herself that should something unexpected happen she’ll be leaving it to the children like Ephemer, who are not bound to their Unions. Looking up, Ava is surprised as a dandelion seed floats past her face – to which she calmly says “Fly away and ride the wind… dandelion”.


The dream continues by showing Player meeting with Ephemer, together going to investigate the Clock Tower, only for Player to realize that they're not ready yet to do so. Accepting this, Ephemer tells Player that he’ll be waiting before he fades away in a cluster of dandelion seeds. Player wakes up at home, revealing everything to have been a dream, also waking up Chirithy in the process. Player tells Chirithy about the dream involving Ephemer, finishing by stating that they intend on looking for him at The Tower. Chirithy shuts down the idea, reasoning that the area is within the Foreteller’s territory and right now isn’t the best time for this kind of thing. Chirithy says that it’s not supposed to tell The Player the details, but trouble has been brewing between the Foretellers of each Union, and so it’s best if Player doesn’t go anywhere near The Clock Tower.  
The dream continues by showing Player meeting with Ephemer, together going to investigate the Clock Tower, only for Player to realize that they're not ready yet to do so. Accepting this, Ephemer tells Player that he’ll be waiting before he fades away in a cluster of dandelion seeds. Player wakes up at home, revealing everything to have been a dream, also waking up Chirithy in the process. Player tells Chirithy about the dream involving Ephemer, finishing by stating that they intend on looking for him at The Tower. Chirithy shuts down the idea, reasoning that the area is within the Foreteller’s territory and right now isn’t the best time for this kind of thing. Chirithy says that it’s not supposed to tell The Player the details, but trouble has been brewing between the Foretellers of each Union, and so it’s best if Player doesn’t go anywhere near The Clock Tower.  

Revision as of 19:41, 1 October 2018

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Issues: Story material should only include info on them as a group, poss. material on when they are variable, but not info on when a specific Foreteller does something; Story material needs to be much more concise and to the point, not rephrasing of whole conversations -- take a look at the journal entries summarizing the events of a world in KH1 and KH2; finally, story material should be what the Foretellers are doing, not describing an entire scene that happens to contain a Foreteller.

The Foretellers

Foreteller Invi KHXBC.png

Foreteller Gula KHXBC.png

Foreteller Ira KHXBC.png

Foreteller Aced KHXBC.png

Foreteller Ava KHXBC.png

Japanese 予知者
Rōmaji Yochisha
Homeworld Daybreak Town
Game Kingdom Hearts χ

The Foretellers are a group of Keyblade Masters that appear in Kingdom Hearts χ and consists of Aced, Ava, Gula, Invi, and Ira. Together, the Foretellers lead the five Unions and protect the worlds from darkness.

Story

Before Kingdom Hearts χ

According to Player's Chirithy, the five Foretellers and one other Keyblade wielder were the apprentices of his creator, the Master of Masters. Shortly before he disappeared, the Master of Masters gifted five of his disciples copy of the Book of Prophecies, which informed them of the event that would doom the world, and assigned specific roles for them to follow in preparation for the event. In an attempt to avert this coming crisis, the Foretellers established Unions to battle the darkness and used the Book of Prophecies to draw power from the future in the form of Medals. Quest 94: Where's Chirithy? Pt. 2

Kingdom Hearts χ

Shortly after Player arrives in Daybreak Town, the Foreteller of their chosen Union assigns a Chirithy to assist them and explain the current situation. Quest 1: Prologue

This information is based on alternate scenes or materials and is not considered canon within the overall plot of the series.
In Kingdom Hearts χ, Player is attacked by a Darkside upon arrival, but their Foreteller shows up in person to chase the Darkside back through its Corridor of Darkness, leaving behind the Chirithy.

After Player learns to wield the Keyblade with help from Chirithy, the Foreteller appears from a lane between. They explain the need to defeat Heartless and collect Lux, while noting that there is help in the form of their Union. As if to illustrate this point, a Darkside appears but is quickly dispatched by arriving members of the Union. Before leaving once again, the Foreteller warns that some are seeking to collect Lux out of greed. They entreat Player to help root out the darkness. Quest 3: Combat 102

As Player continues to defeat Heartless and retrieve Lux, their Chirithy makes regular reports on their progress to the Foreteller, who occasionally assigns Player tests of skill in response. Quest 200: Heading Home Pt. 6

After Player finishes the Darkball dread in every world and returns to Daybreak Town, Chirithy decides to inform Player of the history of the Foretellers, the goals of the Unions, and the origins of the Medals, but reminds Player that each Foreteller has their own reason for collecting Lux. Quest 120: Killing Time Pt. 6

Following the demise of another Keyblade wielder's Chirithy, the Foreteller informs Chirithy that despite the Unions' best efforts, darkness continues to grow in power, leading Chirithy to speculate that there is a traitor among the Foretellers. Quest 250: Heartless Havoc: Fountain Square

Having returned from Beast's Castle, Chirithy comes to Player with a new assignment from the Foreteller: they must hunt down Heartless within the Corridors of Darkness themselves, with only a set of Bracelet of Light to survive exposure to the darkness. Quest 491: Corridor of Darkness Pt. 1 After Player successfully completes this task, Chirithy reports it to the Foreteller, but questions the wisdom of assigning such a dangerous mission. The Foreteller explains that the darkness continues to spread, unabated, and that the Unions must grow as much as possible and develop a resistance to the darkness in order to survive. Quest 500: Corridor of Darkness Pt. 10


Appearance

The Foretellers wear masks representing the animals that serve as the emblems of their Unions, as well as hooded cloaks and shirts fastened with a sash. The sleeves of these shirts extend just beyond the wrist.

Each Foreteller's name is derived from the Latin word for one of the seven deadly sins, and all but one of them use the name associated with their animal motif in the Ancrene Wisse.

Abilities

Main article: Aced's Keyblade
Main article: Ava's Keyblade
Main article: Gula's Keyblade
Main article: Invi's Keyblade
Main article: Ira's Keyblade

The Foretellers are Keyblade Masters who wield unique Keyblades with distinctive elemental and chromatic themes. Each Foreteller's Keyblade has an etching of their Union's totem animal on its hilt, a Gazing Eye on its keychain token, a heart icon similar to Terra's Mark near its teeth, and a handle resembling a Doric column; these shared traits are similar to those of Master Xehanort's Keyblade, which has a black, demonic theme and an etching of a goat, but features a second Gazing Eye where the Foretellers' Keyblades have heart icons.