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Pokemon: The Arena

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Pokemon: The Arena Empty Pokemon: The Arena

Post by Miles Sat Apr 20, 2019 1:20 pm

We start our story in the Kanto region, many years ago. It started with a spark and spread like a wildfire, that sickness did. Many humans died before the disease was even identified, but it was quickly discovered that the disease was a deadly parasite that used Pokemon to move from human to human. As such, almost every remaining human was evacuated from the region, forced to leave their Pokemon partners behind. Some tried to stay, and only died as the World Pokemon League, the leading power at the time, closed Kanto's borders until such a time as the parasite had died off.

To the Pokemon left behind, however, the structured lives they had known were suddenly whipped from underneath them as human society crumbled. Wild instincts took over, and for the first year, chaos ruled. Then, the Order came. A group of humans, all seemingly immune to the parasite that had killed thousands already. They took the next two years organizing a new life for all Pokemon, splitting the region into 15 colonies, separated by the Pokemon's types. These colonies each had their own specific job to help the others function, and peace reigned under the Order's rule for the next hundred years.

In the middle of the region during this time, a huge building was constructed to house the Order. It was tall enough to be seen from any point in the region, and was a symbol of peace for many years. One fated year, however, the top of the building erupted in light, and a dome of energy formed around the region, impenetrable from the inside or out. The Kanto region was completely cut off from the rest of the world for as long as the Order held sway. As if that was not enough, though, a gas then filled the dome, and for three days no one knew what was going on within. On the third day, the roiling clouds dissipated, and where there were once Pokemon, there were now a freakish fusion of Human and Pokemon: the Gijinka. The Order calmed the chaos of this change rather quickly, saying that it was a gift from Arceus himself, proving the Pokemons' worth in his eyes. A lie, of course, but who was there to prove otherwise?

Yet years after this, the revolution started, and the Order was forced to take measures. The Gijinka of Kanto's colonies began questioning why they still had to be ruled by these humans, and more importantly, if it really had been Arceus that had given them their humanoid forms. The Order, of course, stomped out any sort of rebellion by publicly executing any Gijinka found guilty of treason against them. These executions eventually morphed into The Arena: a way to berid the Order of traitors and please the masses at the same time. The Arena pitted one pokemon from each colony against the others, with the last one alive winning freedom.

Now that peace had once again been restored to the Order, The Arena found a new group of "contestants.". As a precautionary measure against further uprisings, the contestants were randomly selected from all eligible members of each colony, instead of convicted conspirators. You are one of these unfortunate individuals destined to see The Arena. Whether you will die, fight, or win... All is up to you.

The Colonies:

Fighting:

The fighting type colony is in charge of security for the region. As such, they may often be in other colonies, but still call this one home. A percentage of this colony are taken at birth by the Order, to be trained and conditioned into their own personal guard and task force.

Flying:

The Flying type colony is in charge of transportation throughout the region, the most common of which are trams that hover along a magnetized track. Like the Fighting type colony, the Flying type colony is often spread out among the others.

Poison:

As experts on toxins, the Poison type colony is the main producers of medicines within the region. They are often withdrawn from the other colonies, and are distrustful of strangers.

Ground/Rock:

The Ground type and Rock type colonies, being located on opposite sides of Mt. Moon, work together to mine all of the raw materials for the region. More specifically, the Ground type colony is responsible for digging up the materials, while the Rock type colony refines and shapes these materials to a usable form.

Bug:

The Bug type colony is responsible for the upkeep of foliage and plant life within the region, and act as park rangers of sorts. They are often seen as the weakest of the colonies by the others.

Steel:

The Steel type colony is all about construction. They take the materials from the Rock type colony, and they put it to work creating the buildings and structures that the region needs. They often travel to other regions to construct things, but unlike the Flying or Fighting colonies, they often return home for extended periods. They are seen as the most technologically advanced of the colonies.

Ghost:

The Ghost type colony is where the prisoners are kept. They are smaller in population than most other colonies, and often set apart by their general creepiness, but they enjoy their solitude.

Fire:

Members of the Fire type colony are the ones in charge of the weather within the region. Their huge weather factories are a sight to see, and they pride themselves in being an integral part of the Order.

Water:

The Water type colony is the region's boating industry. They are in charge of travel on the ocean, though they often team up with the Flying colony for this job.

Grass:

The Grass type colony is the region's main source of food. They are in charge of hundreds of acres of agriculture, and even though technology has made farming easier than ever, the colony still insists on getting their hands dirty every now and again. Out of all the colonies, the Grass colony is probably the least policed, as it covers so wide of an area that ideas cannot spread quite so fast.

Electric:

The Electric colony is in charge of power for the region. More importantly, however, the elite of the Electric colony keep the Dome up and running, and some even work on the Arena.

Psychic:

As the minds of the region, the Psychic colony is in charge of designing everything. They are often put into managerial positions within other colonies, and are the closest the region has to an "upper class.". The Gamemaster of the Arena is also taken from this colony, trained and conditioned from birth like the Order's personal guard.

Ice:

The Ice colony is most known for their productions of weapons for the Order. They often work with the Steel and Electric colonies on this, but are known for making the sharpest blades in the region via secret techniques that they protect zealously.

Dark:

The function of the Dark type colony is actually a debated secret, even to its own members. The ones that are chosen from the colony by extensive testing that every member must go through are trained to be the Order's special operations force. The Dark colony prides itself in having the most victors of any colony.

Dragon:

The Dragon colony's citizens are the ones responsible for the courts of the Order. They settle inter-colony matters with their firm sense of justice and fairness, and are regarded of rather highly by other colonies. On rare occasions, one of them have been chosen as a game master as opposed to the usual Psychic type.
Miles
Miles
Leader

Posts : 1458
Join date : 2018-01-02
Age : 28
Location : The Moon

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