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YU-GI-OH: WEEEEEE!!!

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Synopsis

BACKGROUND SETTING

In a parallel world that mirrored Earth, everything once seemed perfect. The cities were bustling, technology had advanced, and life flowed in harmony. People lived their days unaware of any great cosmic force that might one day disrupt their peaceful existence. But the day Yu-Gi-Oh! was introduced, everything changed.

It wasn't the cards themselves that brought about the chaos—it was the power they contained. The world was unprepared for what followed.

The phenomenon began innocently enough. People played the game as a form of entertainment, unaware that the cards had a deeper connection to the world. They were no longer just paper—these cards held something more, something powerful. When a young boy named Karl found himself trapped on the rooftop of his school, surrounded by bullies who jeered and taunted him, he had no idea how drastically his life was about to change.

Desperate and cornered, Karl hand instinctively clutched the deck of cards he always carried in his pocket. The bullying had gone on long enough, and he felt the weight of his loneliness and despair more acutely than ever. But as the jeers of his tormentors grew louder, something else happened—a strange energy pulsed through the cards. In a flash of light, a dark figure appeared before him.

The figure materialized from the very card Karl had been clutching—a towering, shadowy being with glowing eyes, its body flickering like a glitch in reality itself. The bullies screamed in terror, but before they could even react, the spirit lashed out, effortlessly knocking them off their feet and sending them scrambling away. Karl stood frozen in shock, heart pounding, as the spirit turned toward him. The being's presence was overwhelming, both terrifying and mesmerizing. Then, as suddenly as it had appeared, the spirit vanished back into the card, leaving Hiroshi standing alone, trembling.

'What had just happened?'

He didn't understand it. No one did. But Karl wasn't the only one. Word spread quickly of similar occurrences. People, from every walk of life, began to experience strange awakenings. Spirits—creatures, figures, and even entire worlds—manifested out of cards, appearing in moments of extreme stress or danger, saving those in need. The phenomenon was called The Awakening. The world was left reeling, unable to comprehend the sudden onslaught of supernatural forces.

But this wasn't just some miraculous stroke of luck. It quickly became clear that the spirits were powerful and unpredictable, capable of both great protection and destruction. What began as a harmless game escalated, and the excitement soon turned to terror. As the phenomenon spread, people began awakening spirits not only for protection but for combat. The power of the spirits became a new form of conflict.

Countries, now aware of the potential strength of these awakened spirits, began using them to wage war. Terrorists harnessed the spirits' unpredictable nature to carry out attacks. What had started as a playful duel now brought devastation and bloodshed. The damage escalated quickly—cities shattered, landscapes were torn asunder, and the death toll rose exponentially. The balance of the world was no longer about peace; it was about control of the cards.

The widespread destruction led to the emergence of a new profession—the duelist. Duelists were those who could control these spirits, using special technology to summon and fight alongside them. The duel disks were invented—devices that allowed humans to interact with the spirits and maintain control, allowing them to summon these ethereal beings for longer periods without the danger of them vanishing or going rogue. The world became a place of uncertainty and peril, where people fought not just with weapons, but with the unpredictable power of the cards.

For some, duelists were heroes—protecting their communities, ensuring that the spirits could be used for peace rather than destruction. For others, duelists were entertainers, showcasing their incredible powers in tournaments watched by millions. But behind the entertainment, the world had become a battleground. Countries waged war through their duelists, and citizens faced the constant threat of spirit-related violence.

To prevent chaos, Duel Academies were established all over the world. These were special institutions where young people were trained to become legal duelists—individuals certified to summon and control spirits. Every child, upon reaching the age of 15, was expected to attend one of these academies, where they would learn not only the rules of dueling but also how to harness the spirits that would be awakened within them.

The key to awakening a card spirit was a device called the Awakener. This mysterious artifact was said to be connected to the spirit world, a relic discovered within the Tomb of the Nameless King, an ancient ruin found deep in the desert near the country of Ataroth. The tomb was over 3,000 years old and held the secrets of the first humans to encounter the spirits. The Awakener, believed to be forged from that ancient knowledge, allowed young duelists to unlock the power of their cards, connecting them with the spirits in a way that had never been possible before.

But this wasn't the only structure that defined the new world of dueling. As the power of the spirits grew, so did the competition. Each country had its own Duel Ace—the top duelist in the nation, the one who could command the greatest power and win battles against other duelists. These Duel Aces were celebrated, their names known across the world. They were powerful, revered, and feared.

Above all of them, however, was the Duel King. The Duel King was the ultimate champion, a duelist who had defeated every Duel Ace from the 26 countries and united the world under their strength. The Duel King was not just a title; it was a symbol of absolute power, the one who could control the fate of nations with the sheer force of their cards.

This is the story of an ordinary individual, who wished to simply game in peace. Lets follow along the adventure of Ray.