The asian themed thing is just to give a feeling of some degree of cohesiveness to the setting- a grab bag of western styles will generally mesh a bit more believably than a random assortment of themes from around the globe. The starting point for the plot, which we are free to branch off from, is that our characters wake up in a dungeon after being kidnapped by cultists. Working together they can escape, forcing them to learn to trust each other to an extent, and from there giving them the potential goal of pursuing the cult that kidnapped them. ...or we could wind up doing what so many D&D groups I've been in have done and say "fuck that I wanna go ________", where blank is anything from "be a pirate" to "take over towns" to "light random things on fire". Generally speaking, that last option usually leads to fairly predictably short campaigns :P