A champion (from the late Latin campio) is the victor in a challenge, contest or competition.
There can be a territorial pyramid of championships, e.g. local, regional / provincial, state, national, continental and world championships, and even further (artificial) divisions at one or more of these levels, as in soccer. Their champions can be accordingly styled, e.g. national champion, world champion.
In certain disciplines, there are specific titles for champions, either descriptive, as the baspehlivan in Turkish oil wrestling, yokozuna in Japanese sumowrestling; or copied from real life, such as the koning and keizer ('king' and 'emperor') in traditional archery competitions (not just national, also at lower levels) in the Low Countries.
In a broader sense, nearly any sort of competition can be considered a championship, and the winner of it a champion. Thus, there are championships for many non-sporting competitions such as spelling bees or wargames. In this context, it is used as a noun.
The Champion Idealist is one of the 16 role variants of the Keirsey Temperament Sorter, a self-assessed personality questionnaire designed to help people better understand themselves. David Keirsey originally described the Champion role variant; however, a brief summary of the personality types described by Isabel Myers contributed to its development. Champions correlate with the Myers-Briggs type ENFP.
Champions are introspective, cooperative, informative, and expressive. Champions have a strong desire to make their thoughts known to the world. When Champions speak or write, they are often hoping to use their convictions to motivate others to participate in advocacy or they hope to reveal a hidden truth about the human experience. Champions are greatly concerned with ethics and justice and have a strong desire to speak about current issues and events. They are the most inspiring and animated of the role variants.
Champions are very individualistic and they feel a need to experience significant social events. Champions consider intense emotional experiences to be vital to life and view the world as a drama. They are constantly seeking to learn about everything that has to do with advancement of good and the retreat of evil in the world.
The game tells a story of a man who is waiting in a cabin for his wife, Serena, but can't remember anything about her. As he explores more of the cabin and examines the varying items throughout, his memories about her and their relationship begin returning, evoking multiple changes in his emotion.