Chikyu

Chikyu is a plane notable for its extensive population of magical monsters that come in all ranges of size, power, and hostility. Nearly every biome of the plane is overtaken by the most dangerous of the monsters. To combat this, the plane's humans have learned to train and bond with some of the less vicious monsters and use strategy and numbers to carve out delicate bubbles of civilization in "the Wilderness," where very few can safely traverse.

Chikyu is the setting for Monsters of Chikyu and Chikyu: Chaos Rains, as well as being featured in Karina's Explorations. Chikyu is based on Pokemon, reimagining the world to fit into the Magic Multiverse, much the same way that a set like Theros reimagines Greek mythology.

Spells
Humans of Chikyu have learned a number of spells that allow them to bond with and interact with the smaller and tamer of these monsters.
 * Monster Bond - A trainer attempts to create an empathic bond with the target monster, which may accept or refuse the bond. This allows some silent communication between the two, as well as enhancing the other spells that may be cast.
 * Monster Recall - A trainer attempts to 'recall' a bonded monster, putting them into a pseudo-stasis state and reducing them into spell matter. This numbs their senses, helping them weather heavier wounds. They do maintain some amount of awareness, and can release themselves from the recall, and will do so if left in the form for too long, for whatever the monster decides is too long.
 * Combat spells - Chikyu's humans can learn a small array of combat assistance spells, such as healing and buffing spells that can directly assist the monster in a fight.

Leaving Chikyu
Monsters of Chikyu are able to be taken to other planes by recalling them before leaving the plane. The recall spell will apply an amount of aether resistance, allowing the creature to survive the Blind Eternities through whatever method of planeswalking they use.

Regions
The civilizations of Chikyu are scattered across the plane, largely isolated from each other, and often partially isolated even from each other in some way. Technology, governance, and culture can vary wildly between these regions as a result.

Tohjo
Tohjo is the primary setting of Monsters of Chikyu. Tohjo formed from two different civilization networks managing to find each other among the Wilderness and unifying into one. Tohjo is made up of several towns and cities that are carefully protected by their citizens, connected by routes that are less well protected, allowing less dangerous wild monsters to roam the paths. These routes are usually safe enough for those with trained monsters, but the journey between towns can be perilous to those without.

Leagues
Monster fighting in Tohjo is divided into multiple tiers, often referred to as leagues:
 * The Training league is a series of challenges directed for young adults and teenagers of Tohjo, with a number of gyms across the region hosting leaders that must be defeated to prove themselves. These fights are rarely serious, fighting until the monsters are tired out, with the intent being the challengers should be able to win, but still needing to overcome some level of challenge. These gym leaders scale their challenge based on the trainer, rather than having a fixed difficulty.
 * The Master league are arranged as bracket tournaments among adult trainers, with fights being more intense, but falling short of causing permanent or even long lasting damage to the losers.
 * The Wild league is a largely informal name for those who venture deep into the Wilderness, fighting against the most vicious monsters past the edge of civilization, to search for other civilizations, new resources, or ever more ferocious monsters to claim for themselves. These fights are often life-and-death, with monsters and trainers regularly dying for their efforts. The great focus on monster battles ultimately leads to this, with most dedicated battlers doing some manner of work at this level.
 * The Death league does not exist as a unified league, but refers to battles that are truly brutal, a facsimile of the Wilds but against other humans. Despite the name, these battles are only occasionally to the death of the monsters, but grievous injuries are to be expected. These type of battles are illegal, but are still used by some, largely contained within the ranks of the Rocket Gang, both among each other and done to their victims.

The Rocket Gang
A group known as the Rocket Gang resides in Tohjo, terrorizing and robbing people across the region. Their leader Sakaki seeks to gain political power of the region in order to direct excursions into the Wilderness as he sees fit, but most Rocket underlings just know they're causing mayhem for their own amusement and profit.

In Monsters of Chikyu, Sakaki orders the capture of Ema in an attempt to monopolize her knowledge of Hoenn so that he could lead the charge on connecting the regions, and control the methods and benefits that would arise from such arrangements.

Wakaba
Wakaba is a small farming village at the center of Tohjo, acting as the connecting point between the two old regions and a waypoint while traveling between the two. Its position between Mount Silver and the sea has made it an optimal place for raising a variety of tamed "starting monsters" that are ideal for younger people to raise and learn to train and defend themselves with. Due to these factors, Professor Maple has made the place her home, and as such it is where Monsters of Chikyu begins, as Karina Oblay meets her there to experience the world as a native her age would. Masaru also originally lived in Wakaba, beginning his journey around the region alongside Karina.

Tamamushi
Tamamushi presents itself as the source of luxuries for Tohjo, discovering new developments in food, entertainment, textiles, and rare monsters. In truth, most of the town acts as a front for the Rocket Gang, giving them a revenue stream and a place to hide their headquarters.

Kochiba
Kochiba is a sizeable port city on the Kanto half of the region, the center for waterway travel to coastal areas of primarily the Kanto half of the region, but with a growing number of trips traveling to Asagi or exploring out to the uncharted regions of the south sea. Kochiba is home to numerous strange historical artifacts, such as ancient, and largely out of date, maps describing regions both near and far in more detail than could be managed anymore.

Asagi
Asagi is a budding port town on the Johto half of the region, primarily facilitating travel and trade with its sister city Kochiba on the Kanto half of the region, but also acting as a home port for those exploring the seas. While smaller than Kochiba, it is growing in size to match. In Monsters of Chikyu, Ema lands nearby Asagi and is ambushed and kidnapped by the Rocket Gang on her way to the town.

Yamabuki
Yamabuki is the largest city at the heart of Kanto, surrounded by smaller towns that limit Yamabuki's exposure to the Wilderness; Tamamushi to the west, Kochiba to the south.

Kogane
Kogane is Yamabuki's sister city on the Johto half of the region, the large population hub safely surrounded by smaller towns.

Fusube
Fusube is a small village in the mountainous areas around Mount Silver, home to a clan of dragon trainers that have limited interaction with the rest of the region. While travel to and from Fusube is limited, it is the home of many of the region's greatest trainers, pushing the borders of the region and searching for more towns that have managed to hold fast in the wilds.

Sekichiku
Sekichiku is a town with very few "civilian" residents, as its primary purpose is to contain a small number of truly wild monsters from the Wilderness, for use in training those about to enter the Wilderness in a slightly safer manner, and in an attempt to tame the fearsome creatures eventually.

Masara
Masara is a small research settlement near the Tohjo connection. It was once the mainland connection to an island closer to Masara than Kochiba, but travel to the island has ceased in recent years.

Hoenn
Hoenn is the primary setting of Chikyu: Chaos Rains. In Hoenn, towns are much closer together than they are in Tohjo, with much smaller and more carefully guarded routes. The mainland of Hoenn tends to be much safer, and has allowed for more technological development and growth within the region. However, the outskirts of the region tend to be more dangerous than that of Tohjo, between the volcano and desert in the northern part of the region, and in the waters that surround it. Off the mainland, the many inhabited islands have things less easy, with monsters of the seas of Hoenn being some of the most hostile known in the plane. Several sailing crews exist to brave the treacherous waters and fight the monsters in their way for the travel and trade to and from these dangerous but fruitful islands, with the Aqua Gang being the largest and most well regarded, and often most expensive, of the crews.

Mega Evolution
Hoenn has discovered a unique method of further empowering their monsters with the use of particular enchanted stones held by the monster. The trainer and monster cast a spell allowing the monster to transform into a more powerful form. Maintaining this transformation takes a light but growing physical toll on the trainer and monster, limited the amount of transformations and the time they last.

Known Mega users

 * Sanaito wears a stone as a necklace.
 * Ema's sableye Nirami wears a stone, hidden in its back like one of its other gems.
 * Jack of Gaowuld's mawile Smiley.
 * Iviana's salamence.

Sinnoh
Sinnoh is a region divided by a large mountain range, which is can be traversed by those who know the way, but threatens those who don't with a terrain that is very easy to get lost and die in. Sinnoh sits far further north than most other regions of Chikyu and is much colder, with the furthest reaches of the region seemingly perpetually in winter. During the daylight, traveling Sinnoh is relatively safe, but as night falls, it is risky to be out in the open even within the cities. Monsters that can control fire are highly valued, but also extremely rare.

Galar
Galar is a region contained within one island, which has successfully removed the most dangerous monsters from it. A more manageable Wilderness sits at the heart of the region, with ancient fortifications separating the Wilderness from the towns surrounding it, although now they exist largely for show than for actual defense. With less time dedicated to eternally keeping themselves safe, Galar has developed working with the tamed monsters in ways unseen in many other regions, with monster battles becoming a spectator sport rather than a necessity for survival.

Worldsoul
Chikyu's Worldsoul manifests itself as many Wardens, avatars responsible for keeping elements of the world in balance through more direct action than most planes. These avatars are mortal and potentially even capturable by those on Chikyu, however as an extension of the Worldsoul, the immense power and responsibility of the Wardens can be recovered and reborn into a new Warden rather than killed or controlled by another. This does not always occur: As long as the Warden is still performing its duties as expected, mortals may still find ways to harness the power of Wardens.

Known aspects of the Chikyu Worldsoul are:
 * Dreams
 * Seas
 * Wishes
 * Soul
 * Depths
 * Mind
 * Night
 * Fire
 * Origin
 * Heart
 * Tremors
 * Lives
 * Growth
 * Skies
 * Time

Natives

 * Sanaito
 * Isamu
 * Professor Willow

Planeswalker Visitors

 * Bessie
 * Iviana
 * Jack of Gaowuld
 * Karina Oblay
 * Lucien Manji
 * Simul

Trivia

 * Pokemon names are treated similarly to species name in-universe; where necessary the Pokemon's name in lowercase can be used though this should generally be avoided where it can be.