The Arena League in The Magitech Chronicles | World Anvil

The Arena League

We all know the sector's most popular sport is Arena, but there are worlds where it isn't played, or that have just discovered they aren't alone in the galaxy. This document is for you. If you have no idea what Arena is, or why people play, and watch, then hopefully I can enlighten you.   Arena is, quite literally, a religion. The legend goes that in the land of the gods, at the heart of the Great Cycle, lies the original Arena. There are a dozen competing myths on its creation or abilities, but the truth doesn't seem to impact the results.   Fighting and winning in the arena can bestow real magical power, if you fight in a consecrated Arena, in a blessed game. How that game is blessed is up to the local culture, but usually it involves some sort of invocation to a god of war.   Arenas themselves are amazing affairs. Some of them are technological marvels and can simulate a variety of environments within minutes. I've seen a floor shift from sand to lava to swamp in a single hour.    Magical arenas are much cooler. They can do all that, but they can also sense the abilities of combatants, and supply appropriate terrain and challenges. The oldest arenas, on planets like Virkon, are sentient and can even summon monsters directly into scenarios.   The scrap I found claimed that these arenas are grown from a shard of the actual Arena. I don't know if it's true, but it begs the question. Who has that shard now?    

The Modes

  Arena is played in a variety of competitive modes. The most common are squad versus squad or duels. They're popular among stable owners because they're easy to set up, and cheap to run. Fans prefer Last Warrior Standing, or Survival, because they're awesome.   Squad versus squad is usually five people versus five people, with a scout, a heavy, and three specialists. These roles are largely symbolic, with scouts focusing on movement and ranged attacks, heavies being slow but dishing damage, and specialists picking one specific way to ruin their opponent's day.   Occasionally 3 v 3 brackets are run, and I've even seen 2 v 2. The fights are over quickly, but teams are easy to form, so leagues are common.   Duels are exactly what they sound like. You're going toe to toe with one other person, winner take all.   Last Warrior Standing is my favorite mode. They unleash everyone into a large arena, and the last person still alive wins. In more interactive arenas the arena itself will shrink over time, and introduce larger threats, all designed to keep combatants fighting.   Survival is a fun one, and usually run when you have access to a magical arena. A team of combatants enters the arena, and the arena kicks the crap out of them until they cry uncle, or beat an agreed upon challenge.       

The Way of the Arena

  Anyone can set up an arena, anywhere. It can be as small as a dueling circle in their garage or cargo hold. People who adhere to the Way of the Arena take a covenant with the Arena itself, which proves that it exists somewhere as some sort of divine entity.   The Covenant is simple. You agree to focus on mastering combat. You cannot pass up the opportunity to test yourself against a worthy foe in combat, though that foe must be willing. This is why you'll see exasperated troops on both sides start posting annoyed holos on SEIZURE, because their commanders suddenly break into a duel and ignore the troops around them.   If both are adherents to the way, then combat is inevitable.   And what does this Covenant grant the combatant? They are swift, and sure, and kick much ass.     Warrior's Bearing (Miracle)   Effect: The warrior gains +1 initiative, and edge whenever making an attack in an arena, duel, or honorable combat.   Duration: Permanent   Covenant: Way of the Arena

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