You arrive near the gate when the sun is already high in the sky. There seems to be a lot of movement in the quarters, with guards making haste from the courtyard to the barbican warding the path leading to the top of the mountain. Suddendly, one of them spots you and runs to you quickly. "Hail, trainers. We were waiting for you. Please, this way". You follow uncertain the man up to the stone building close to the gate and wait as he knocks the door repeteadly. "The trainers are here, sir!", he tells with excited voice at the person on the other side of the door. Shortly after, what looks to be some kind of officer or commander opens the door and greets you warmly. "Welcome, trainers. The Champion is over there".
Near a rough wooden table, Lance was discussing over a map near a woman with blue hair and a fluent black cloak, but both turn their attention on you as soon as you enter the quarters. "You've come at the right time, trainers", says the champion with a smile. "We're planning our operation on the summit of Stormrage Mountain - ah, allow me to introduce you to Clair. She will lead this expedition". Once mentioned, you now recognize her as the Gym Leader of Blackthorn town.
"Nice to meet you, trainers", greets you the woman. "But we don't have time for presentations. The hour has come to reach the top of the mountain and put an end to this crisis".
"Well said, Clair", agrees Lance. "You must leave as soon as possible. How many guards do you need to bring with you?"
"None", replies the gym leader. "We can't afford to weaken our already scarce presence here. These two trainers and I will be more than enough".
"Very well, then", concluded the champion. "Good luck, guys".
Clair nods and then turns her eyes on you. "Let's go!"
The path slowly rises in circles, following the shape of the mountain. Strangely, the weather is really calm, more than it ever has been since your arrival at Stormrage Mountain. It does not take more than an hour before you reach the summit. "There we are", says Clair, looking around. "This is the highest echelon of the mountain". This rather large plateau is surrounded by several sharp peaks, but all in all it looks pretty barren. You wonder if what you're looking for is actually here or not. Even the gym leaders appears to be quite surprised.
"That's strange", comments Clair perplexed. "Maybe the legendary birds were the only cause for the altered weather?"
"Unlikely", tells one of you. "From what Lance said, while the mountain is calmer now, the surrounding regions are still affected by violent storms"
"You're right", agrees her. "I guess that, although inactive at the moment for some reason, the cause for the wild weather must lie somewhere around here".
"Superbly correct, milady".
The sudden, deep and cold voice cause you and Clair to turn around. A blonde man with an odd red eyeglass is slowly walking towards you, dressed in an ancient regal robe. You find his face familiar, but you can't recognize him. The same can't be said for Clair. "Ghetsis!"
"Welcome, vanguards of the New Dawn", greets them the sage. "That's how you're called, isn't it?"
"You had been missing for ten years!", replies Clair astonished. "Why are you here?".
"The wheels of fate already started to spin again", explains Ghetsis, with an ample gesture of the arm. "The time for the Great Renewal is approaching. It is all part of the plan".
"You're completely mad", comments the gym leader. "What are you babbling about?"
"It is not necessary for you to know anymore. I am only a pawn, like Mewtwo", answers the man. "Whatever happens here matters little"
"Mewtwo?", repeats Clair. "Is he involved? That's impossible! This entire story is preposterous!".
"If you can't believe my words, how will you understand what your eyes are going to see?", asks Ghetsis, taking a strange wand from his robe and raising it above his head. The clouds above the mountain start to rumble menacingly. Then, two giant shades become slowly visible through the mist until they break through the cloudscape.
Clair stares in fear at the sight of the two majestic birds, and so you do. "The might of elements... the means to cleanse this world for the Great Renewal", says Ghetsis in an estatic attitude. "All lies in my hands now... the wheels of fate are spinning before your very eyes!".
"Ghetsis, stop this!", shouts Clair, running towards him with a Poké Ball in her hand. But the sage points the wand towards her and summons a red lightning bolt, which strikes the ground beneath her and knocks her back, beyond the precipice.
"Clair!", you cry, terrified.
"Your fate runs short, trainers", comments Ghetsis with a malicious laugh. "But don't worry, the end of your brethen is just as nigh. Farewell!". And out from nowhere, he disappears in a lustering burst of red light, leaving you alone to face the two mythical creatures!
TravelLog's team

Empoleon [Pengwin] (M) @ Life Orb
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Water
Water: Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 53 (-) (60/1.15)
EC: 9/9
MC: 0
DC: 5/5 (Unlocked)
Attacks:
Pound
Growl
Bide
Bubble
Water Sport
Peck
Bubblebeam
Fury Attack
Metal Claw
Swagger
Drill Peck
Mist
Whirlpool
Aqua Jet
Hydro Pump
FeatherDance
Flail
Mud-Slap
Mud Sport
Yawn
Signal Beam
Water Pledge
Brick Break
Dig
Grass Knot
Ice Beam
Protect
Rest
Scald
Sleep Talk

Kitsunoh [Nox] (M) @ Expert Belt
Nature: Adamant (+Atk, -SpA)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
EC: 6/6
MC: 0
DC: 5/5 (Unlocked)
Attacks
Tackle
Leer
Scratch
Tail Whip
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Ice Fang
Thunder Fang
Curse
ShadowStrike
Metal Burst
Fake Out
Revenge
Perish Song
Magic Coat
Meteor Mash
Pain Split
Psycho Shift
Yawn
Aerial Ace
Dig
Earthquake
Protect
Taunt
Will-o-Wisp
Flamestrike's team

Carracosta(*) - Shellstrike (M) @ Expert Belt
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 27 (32/1.15v)
EC: 6/6
MC: 6
DC: 5/5
Attacks:
Bide(*)
Withdraw(*)
Water Gun(*)
Rollout(*)
Bite(*)
Protect(*)
Aqua Jet(*)
AncientPower(*)
Crunch(*)
Wide Guard(*)
Brine
Smack Down
Curse
Shell Smash
Rock Slide
Rain Dance
Hydro Pump
Body Slam(*)
Iron Defense(*)
Rock Throw(*)
Knock Off
Whirlpool
Earthquake(*)
Stone Edge(*)
Waterfall(*)
Toxic
Ice Beam
Protect
Dig
Double Team
Rest
Focus Blast
Scald
Substitute
Dive

Gallade - Mindstrike (M) @ Light Clay
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic/Fighting
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 69 (80/1.15v)
EC: 9/9
MC: 6
DC: 5/5
Attacks:
Leaf Blade
Night Slash
Growl
Confusion
Double Team
Teleport
Fury Cutter
Slash
Lucky Chant
Magical Leaf
Calm Mind
Heal Pulse
Swords Dance
Psychic
Psycho Cut
Imprison
Hypnosis
Close Combat
Disable
Encore
Shadow Sneak
Endure
Helping Hand
Ice Punch
Icy Wind
Low Kick
ThunderPunch
Vacuum Wave
Taunt
Light Screen
Thunderbolt
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Will-O-Wisp
Stone Edge
Thunder Wave
Rock Slide
Trick Room
Focus Punch