Arrival
This section provides the information your character will be given when they first arrive into the game. The usual queries (where am I? why am I here? Where do I eat/sleep/live? Who's Orochi? What happened to my powers? Why should I leave this camp?) can and will be answered by NPCs around the main camp, and those answers can be found here.
Main Camp
In the center of Orochi's realm there is the main camp - one of few truly safe areas. This is where all characters arrive at first, whether they wake up in a tent or find themselves suddenly walking up the road past the guards. It is half military camp, half civilian, with soldiers everywhere doing as soldiers do while the Merchant hawks his goods and a couple of enterprising ladies have opened a Teahouse. Inside the camp is some green space, with a little creek spanned by a couple of bridges, but it is surrounded by a virtual wall of rock and lava formations with only one entrance/exit through them, at the main gate. This camp was the last thing left untouched by the Hydra, and now that it's gone, the area has begun to revive from its previous state of ruin.
In the interest of peace and harmony, a power-dampening field has been erected around the camp perimeter. Here, and only here, powers of any kind (magic, mutation, superpowers, mana, Devil Fruit, etc) will be subdued until the character passes beyond the gates. Exception: if the character needs that power to not drop dead on the spot. Powers will be extremely weak and fizzle quickly if attempted. To help maintain peace, the camp is well-guarded by a force of mystical soldiers in teal-blue uniforms, trained in a multitude of martial arts and prepared to subdue and arrest anyone who attempts to fight anyone else (PC or NPC), or generally cause chaos. There is a row of stocks near the Merchant's tent where troublemakers are publicly displayed for a night or two should they try anything untoward. Embarrassing, to be sure, but a unique way to introduce your character and create CR.
Along the main pathways where characters can meet and converse lie the shops: the Merchant, the Teahouse, and the Armory. The Merchant provides the mirrors to PCs, carries maps and other items of interest, and can provide messenger birds or couriers to deliver letters. The Teahouse is mainly a collection of rugs and low tables under fine silk pavilions, where characters can sit and have tea, throw private parties, or hold moon viewings for that special someone they'd like to get to know better. The Armory naturally has armor and weapons, but the blacksmith in charge can also repair damaged armor and sharpen weapons. He can also put you in touch with the stable master to get horses for travel.
Beyond that, there is a number of large, sturdy canvas tents grouped together to comprise different living areas. They don't leak when it rains, don't fall over in a heavy wind, but are far from comfortable and not intended for permanent residence. Up to 12 people can sleep comfortably in one tent. Additionally, there is a single large mess tent for group meals, which are not extravagant but will definitely keep everyone in residence fed and healthy, and at night there is usually a bonfire in the center to hang out by. Once in a while, newcomers will find themselves greeted by officers from one of the various factions abroad in the land, and there will also be banquet mingle logs on occasion for CR-building and general hanging out.
Arrival
Upon arrival, characters are provided with room in a tent, as well as a privacy screen and basic amenities, including a bedroll on a cot that sits low to the ground. When it comes to bathing and toilet facilities, they are also communal and rather primitive (no hot water, no plumbing), which may be all the motivation your character needs to get moving elsewhere. There is one small hot spring where the lava fence meets the creek, but it's not exactly the most private spot for a hot bath. Beds, meals, and amenities are provided free of charge.
If your character was approved to have a pet or bring a personal vehicle, those will also arrive with them in the Camp. As the Main Camp doesn't have any fuel available, it's advised to be cautious with whatever fuel the vehicle arrives with - don't go and do donuts in the middle of the camp!
The first thing your character will be directed to do is to visit the Merchant - while most of what he has to sell (maps, trinkets, and perhaps meat buns) will certainly cost some gold or other coin, he will provide a complimentary mirror enchanted by the Mystics, so that all characters can keep in touch with each other when they travel beyond the camp. He isn't looking for assistants, though. To this end, there are no real jobs to be had in the camp, as it is really only intended to be a neutral meeting ground for all the different factions before they go off to fight Orochi's minions. Characters are free to seek better digs elsewhere, and incentives will be offered to those who choose to travel, explore, and try to open up more of the map.
To help with that, crude maps of the known areas are available, and from time to time messengers may arrive with updated territory information. Sometimes, this information may involve a zone that newcomers may recognize from their home world. Once characters are ready to travel, the Camp is happy to provide them with a horse and probably an escort through any dangerous zones. Characters may also simply set out to explore on their own, in which case all the player has to do is message the mods to get a heads-up on what they'll find when and where they go.
If your character would have any questions, there are servants and guides who are happy to answer any or point them in the right direction. Feel free to handwave being given the full story of Orochi and the dimension, the wars, the current mysteries, and anything else included in the arrival notice each character receives upon being accepted to the game, so that they may begin playing immediately without having to do the "where am I and why am I here" intro dance. Other information is located in the game info and setting page. If there is anything that is not covered, ask and it shall be answered.
Options Upon Arrival
For characters hailing from the Musou/Warriors titles, this is all going to be old hat. They know these places and this foe, even if things have been thrown into chaos since their last victory. Koei characters have the option of being taken from their original canon or coming in as a resident of Orochi's realm with full knowledge of the conflict. If the latter, the character will be given extra information on their current lord's whereabouts, the zones belonging to their faction of choice, the miasma, and possibly extra plot information. Example, if someone apps Cao Cao from the WO timeline, he will be treated as de facto ruler of Wei and allowed to know the location of Luoyang, while apping Ling Tong will allow for some information on Wu to be spread but only commensurate to what he would know as a general of Wu at that time.
Since there are rumors being spread by Kiyomori that a number of the warlords and generals have been captured and are being held hostage, Koei characters also have the option of being introduced as a hostage or conscript. If you wish to enter the game as a hostage of the Orochi army and possibly even a minion of Kiyomori's, we can do that!
If a Koei Warrior has been brought in from their original timeline and world, and has no memory of Orochi, they will be free to choose their own IC loyalties but may be given such information as is currently known about their kingdom or whoever they were historically-loyal to. This will be taken on a case-by-case basis.
For the newcomers to this burning and twisted land, there are a lot of options - the Main Camp is only a starting point. They can stay there indefinitely for the free camp rations and bedroll, or they can join in with the army and fight against Orochi's forces. They can try to turn the Main Camp into a permanent village. If they hear rumors of a zone that sounds an awful lot like home, they can travel and settle down there instead - but they still need to be beware, because Orochi's demon army doesn't care where a territory comes from if it can be conquered. Or, if adventure is their thing, they could travel around the map exploring everything and discovering zones at random. It's risky, given the miasma and the demon armies out there, but there could be great reward.
If a character is more interested in fighting, the Resistance alliance which battles against Orochi's minions is always taking new recruits. It's a good way to receive weapons and training and be involved in the overarching metaplot. But there's something troubling, with most of the lords and generals missing and rumored captured – who could be left to lead? For the more peaceful folk, there are safer and more protected areas suitable for settling down and living quietly. And then there's the villains! Amoral or villainous characters are more than welcome, they have the option to either cast in with Orochi's army or raise their own armies, if they can get anyone to follow them. In a world this diverse, there's something for everyone, whether they're a fighter, a civilian, a teacher, an artisan, a king or a tyrant.
But beware, Orochi's minions are alive and well, and Taira Kiyomori has not relented in his mission to resurrect the Serpent King and lay waste to every single piece of this dimension. Sooner or later, every single territory has the potential to come under fire, to face invasion by demon, if not by others. Rumors abound that Dong Zhuo is still out there somewhere trying to usurp the land for himself, and then there's Lu Bu...

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