Setting
- In this post....
- Main Camp | Arrival | Options Upon Arrival | Trade & Currency | Law & Order | Travel | Calendar | Weather & Climate
- Main Camp
- In the center of Orochi's realm there is the main camp - one of few truly safe areas.
- Militaristic and spartan, the gates leading to the camp are wide and clear, making it easy for wagons of supplies to pass through. The camp is well-guarded by a force of trained soldiers, make sure others feel secure. There are lava fields surrounding it, further keeping it protected by natural forces.
In the interest of peace and harmony, a power-dampening field was erected around the main camp. Here, and thus far only here, powers of any kind (magic, mutation, Devil Fruit, superpowers, etc) will not work at all until the character is beyond the gates. To help maintain this peace, the camp guards are 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 temp 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.
Aside from the main pathways where one can converse with others and find the shops, there are also 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, and while filling, said meals are anything but extravagant. Once in a while, newcomers will find themselves greeted by some officers of the Resistance, 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 bed roll. When it comes to bathing and toilet facilities, they are also communal and rather primitive (no hot water, no automatic flushing), which may be all the motivation your character needs to get moving elsewhere.
If your character was pre-approved to carry their canon weapon, 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 caution with whatever fuel the vehicle arrives with - don't go doing wheels in the middle of the dirt paths!
The first thing your character will be directed to do is to visit the Merchant - while most of what he has to sell (weapons, trinkets, and perhaps meatbuns) will certain cost some gold, gems, or crystals, he will provide a complimentary communications device provided by the Resistance leaders, tailored to fit each person's tastes and needs. This keeps all characters in touch with them, as the Resistance leaders like to do recruiting now and then.
As with any Merchant, he dislikes competition, and so while your character is free to stay in the camp as long as they like (and can stand), the Merchant will give them a hard time if they attempt to encroach on his vending turf by bringing in items to sell or starting a business of their own. To this end, there are no real jobs to be had in the camp, as it is really only intended to be a transit lounge before people move on to other, more comfortable and familiar, territories.
To help with that, crude maps of the known areas are available, and from time to time the Resistance leaders will send messengers with updated territory information. Sometimes, this information may contain a territory that newcomers may recognise from their home world. Once they are ready to be travelled to, and a character is rearing to do, the Camp is willing to provide them with a horse and probably an escort through any dangerous fields - a safe area one week may be swarming with demons the next, so the mods will provide updates on any large scale movements.
The one exception is a type of Welcoming Committee, for characters who know the ins and outs of the realm, like meeting new people, and really don't mind living in or nearby The Main Camp. They're welcome to apply to help out others. And while no one expects them (or their player) to thread out every interaction with every newcomer, long-term activity and IC knowledge is vital, and so mod permission is required. Please email the mods if interested.
If your character has any questions, there are servants and guides who are happy to answer any or point them in the right direction. Please see the IC FAQ. This will have most of the basics that new characters will be told when they arrive. If there is anything that is not covered, let us know.
IMPORTANT: Once in a while, due to the instability of the realm, characters will not appear in the Main Camp, but may appear in small groups in other random territories across the land. These will be announced ahead of time, and new applicants have the right to opt in or out of their characters being randomly teleported elsewhere. If this happens, they will automatically have the communications device with them.
- Options Upon Arrival
- For characters hailing from the Musou/Warriors titles, parts of Orochi's world may seem familiar. Many of the known territories are their own, though not always in the hands of those they're supposed to be.
If a Koei Warrior has been brought in from their original timeline and world, and has no memory of Orochi, they may find themselves gravitating toward many of the same people as they remember, but there is always reason to join up elsewhere as needed.
For the newcomers who recognise very little of the burning and twisted land, there are a lot of options - the Main Camp is only a starting point. While there, rumours may appear of a new land, strange land that sounds familiar to only a fair few. Characters can travel to their small piece of home land, and decided to settle - but 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, you could travel around the map exploring all sorts of things, like modern cities rising up from the middle of Greek ruins or lava fields melding New York and Paris with Chinese castles.
If a character is more interested in fighting, the Resistance army in all its various factions are always recruiting. It's a good way to receive new weapons and training. More the more peaceful folk, there are safer and more protected territories that need people for more mundane tasks. 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 commoner.
But beware, Orochi's minions are alive and well, and Taira No 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. Any villains who arrived have the option to either cast in with Orochi's army or raise their own armies, if they can get anyone to follow them.
- Trade, Service & Currency
- Every world is different. Each one may bring in different types of buildings, different animals and plants, and different monetary systems. Trying to equalize all things across all territories is next to impossible, but as it is, each territory has its own internal machinations, and there is a bartering and trade system introduced between each world. The precious metals – gold and silver – can still be used as a standard measurement for payment for services, but for the most part, it is easier for characters to trade for the things they need.
With this, nobody has to find a job that pays a steady paycheck! After all, what exists within a territory is finite. No mail or new money is coming into each city from its home world, and no way to create new funds to pay people. However, characters will be allowed to use their existing money within their home territory (or territories that use the same currency).
When attempting to do business across territory lines with areas that don't have equivalent monetary systems, people work out trades for goods and services, one favor or item for another.
There is gold and silver floating around the land that can be used. Orochi used chests full of gold to bribe Dong Zhuo in past battles, and there is treasure that miscreants try to sniff out. Gold coins and other valuables may be rewarded in quests and plots, or warlords may pay some of their most faithful retainers with precious metals instead of rice. New territories brought in with new canons may also have the option to contain a treasure hoard of whatever that canon values most - money, food, etc. These hoards would not be accessible but rather serve as an IC incentive to protect the territory from being conquered and eventually OOCly open up quest plots to find said treasures. They require mod approval.
- Law & Order
- With law, the basics apply: theft, murder, rape, and other major crimes are prohibited universally.
But this dimension is one at constant war with Orochi's army, and there is a general sense of chaos. It may be harder to arrest and convict criminals, particularly for smaller crimes, so in some territories without a strong presence of law enforcement, its easy to get away with a lot. Those inclined are free to start up law enforcement or militia organizations within their home territories, if those territories are not affiliated with any of the warlords currently holding power across the majority of the land. Vigilante rule within their territory is also acceptable.
Through the largest portion of the territories belong either to Wei, Wu, Shu, or one of the Sengoku-era warlords, they do not hold the entire dimension to their own standards of law. Outside their own territories, they cannot dictate how anyone else will judge or punish thieves and murderers. Again, the main camp is subject mainly to a universal standard of law, but trouble will be swiftly dealt with by a military presence. But keep in mind, these ancient warlords aren't all about fighting all the time – they are well-skilled in diplomacy and know how to use it to keep the peace.
New-canon territories default to "independent" at first, but are essentially open to be claimed or conquered. The residents are free to petition to any of the nearby warlords for help and protection, make alliances, or form coalitions with each other for protection. At the worst, they can surrender their territory as a vassal or tributary of a warlord, and pay tribute for the privilege of being protected by somebody much bigger. As long as a territory is free and independent and no one is interested in attacking or conquering it, what goes on within its borders in terms of law and order is up to the residents.
- Travel
- There are some roads between zones, and some rickety bridges have been built by engineers to connect territories where terrain made it difficult to get around.
But roads in antiquated territories are mostly to be primitive, dirt, gravel, cobblestone. The foot bridges will hold the weight of horses but not a large truck. Even with this, travel is encouraged - Visit other lands! See the ancient historical places in all their glory! Watch battles from a lawn chair on top of the next hill!
Just remember that this is all Orochi's realm, and clusters of snake-demon troops still roam the land, trying to keep the Resistance from staying stable and secure. Some areas have greater concentrations of enemy troops than others. Be cautious when traveling, it might be useful to take an escort - especially if this is one's first time on a horse.
- Calendar & Time
- Your character may remember coming from 500 BC, 200 AD, 1650, or 1993, but that isn't the date in this world. The passing of time is measured in Orochi's world from the year he was first defeated - at the game start, it is Year 5 PO (Post Orochi). The lunar calendar is still used to keep track of months, so days and weeks will be kept to the same they are OOCly. The game-to-OOC ratio is 1:1. GMT will be used to determine regular time deadlines for OOC purposes, such as for reserve and application deadlines.
- Weather & Climate
- Once a territory is brought into the game, it syncs up with the season that the rest of the dimension is currently experiencing, but will still maintain its own climate.
For example, a zone set in Miami, Florida will not suddenly get feet of snow every winter like Scotland. The climate generally follows the seasons of the northern hemisphere, as most of the original territories were from there. Yet, every once in a while there may be an event that suddenly brings crazy mismatched weather to random territories.
If there is a territory with a unique situation as far as weather, let the moderators know.
|