An Oracle’s calling is to shepherd the hopes of your Champions. You do not know what the Starquakes, the Transformed Lands, or the Harbingers are, but you do know something you will only tell other Oracles in strict confidence: if a whole generation of Champions loses their hope at once, they may be the last generation of Champions. These Starquakes, if they threaten the hope of all Champions to make meaningful change, can destroy the social order of Questing Country as you have always known it.
This means - and you’re sorry for it - that you may need to lie to and deceive your Champions. That’s the action of a Dark Oracle, but so be it, if it saves a generation of Dreamers. You have to not only end the Starquakes, but find something dramatic and meaningful your Champions can succeed at, to rekindle their belief in themselves. You only hope that you can find a Nightmare or the force behind the Starquakes to take the fall - because otherwise the Travelers or the misguided, Adversary-fearing Oracles of the past may have to serve as your ‘rivals’ to defeat, and that would break your heart.
Thread expectation: five threads in week one, and three threads every week thereafter. Please ask the mods for ANY information you or ANY character is curious about that pertains to your era - we’ll supply it OOC, & you can supply it IC. We’d like at least five questions in Week One. We’ll answer ASAP.
Plot Skill: Open The Way. Whenever your Dreamcatcher is full, you may expend the power in it to create a narrow path between dream-islands to a specified destination of your choice. When used in the Waking World, there’s a one-day delay, after which people forget to lock doors, check tickets, or in other ways prevent travel to a given destination. This does not make reaching the destination certain or easy - only possible.
Council of Senpai, Starquake-Era - Right
This means - and you’re sorry for it - that you may need to lie to and deceive your Champions. That’s the action of a Dark Oracle, but so be it, if it saves a generation of Dreamers. You have to not only end the Starquakes, but find something dramatic and meaningful your Champions can succeed at, to rekindle their belief in themselves. You only hope that you can find a Nightmare or the force behind the Starquakes to take the fall - because otherwise the Travelers or the misguided, Adversary-fearing Oracles of the past may have to serve as your ‘rivals’ to defeat, and that would break your heart.
Thread expectation: five threads in week one, and three threads every week thereafter. Please ask the mods for ANY information you or ANY character is curious about that pertains to your era - we’ll supply it OOC, & you can supply it IC. We’d like at least five questions in Week One. We’ll answer ASAP.
Plot Skill: Open The Way. Whenever your Dreamcatcher is full, you may expend the power in it to create a narrow path between dream-islands to a specified destination of your choice. When used in the Waking World, there’s a one-day delay, after which people forget to lock doors, check tickets, or in other ways prevent travel to a given destination. This does not make reaching the destination certain or easy - only possible.