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Fandom Overlord Message From Another Time: Floors of the Logos Guildhall

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Lady Moldoma

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This is the channel in which the floors of the logos guildhall will be documented.

Overview: There are 9 main combat floors, one final resistance battleground room, a mock cityscape that takes the place of the royal suite, and a “Tower” within the mock cityscape that holds the world item “The Throne Of Kings” and the only direct access route to the extra area: the treasury.

The floor template is below.

Floor Number: (Required. which number of floor it is)

Floor Epithet: (Required. A nickname given by the floor’s designer or decided by a group vote.)

Floor Layout: (Required. Details the layout of the floor.)

Notable Rooms: (Optional, but heavily recommended. Details any notable rooms on the floors.)

Core floor guardian: (required with the exception of the 10th, 11th, and 12th floors. The core guardian of the floor)

Floor Sub-Guardians/Area Guardians: (required, with the exception of the 9th- 12th floors and the treasury. guardians and area guardians on the floor.)

POP NPCs: (Naturally respawning NPCs that range from level 1-30 on the floor. Required with the exception of the 9th floor and the treasury.)

Floor Staff: (Required. Floors 11 and 12 only. Non-combat focused NPC Staffmembers)
 
Floor number: 6
Floor epithet : Abyssial Void
LmHZ2n1qr2IpfieAXwoo--4--n3glz.jpg

  • LmHZ2n1qr2IpfieAXwoo--3--ftf2d.jpg
    The floor 6 of logos is made as an dark space devoid of any light, still it is dimly illuminated by luminescent mushrooms that grow there, the sky is pitch black with giant tentacles wrapping around the atmosphere, with several floating eyeballs that always appear to be always staring at you, the ground there is however not barren, LmHZ2n1qr2IpfieAXwoo--1--wzk8n.jpg
    it's covered in a dark grass like plant growth that also has rings of lights glowing from it, the entity of the floor makes up a meadow like filed covered in these black grasses
    LmHZ2n1qr2IpfieAXwoo--2--vbx6u.jpg
 
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Floor no. 4
Floor epithet: Marble Garden of Sarpedon



  • Floor layout: The floor resembles a large grasssland with small hills, overgrown ruins covering the area with clouds of fog that decrease vision. Scattered about are statues resembling many of the playable races, including Humans, Elves, Goblins, trolls and Werewolves. Many of these statues appear to be petrified with their armor (a sign that they are just normal statues), posed as if they were hiding, running, or fighting something. The ruins act as a blockage that makes navigation diffocult, and require a high amount of bludgeoning damage to destroy.

    During raids, invaders would be assaulted repeatedly by the POP monsters residing in this area which emerge out from the ground below, along with the aid of the local Area Guardian, during which the Floor Guardian would be conducting her assault and fighting the enemies present. At times, the fog would intensify between certain areas, making visibilty between them nigh impossible. This weather was the product of Tuesday Blues, a player who helped in designing the floor.

 
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Floor Number: 5
Floor Epithet: Watery grave
Floor Layout: Intruders must swim from the suface, make their way to the throne of the mermaid queen. Then best her in battle. In addition to the dangers that dwell beneath the waves, Intruders have to deal with monitoring their air supply and struggle with the weightless feeling of being under water. In addition, upon death, their avatar bodies sink to the bottom and the items that were equip to them are lost to them.



Watery grave.jpg

Notable Rooms: Throne of the Mermaid queen

Core floor guardian: The Mermaid Queen

Floor Sub-Guardians/Area Guardians: The Mermaid queen's royal guard, her pet Krakken,
POP NPCs: Mermaids, Sirens, fish people, mythical and giant sea creatures
 
Floor Number: 7

Floor Epithet: Manifold Labyrinth

  • Floor Layout: Designed mainly in by the former Guildmember "Ganfield", The seventh floor of the Logos Guildhall is a 10 by 10 collection of 100 rooms, inspired at least partially by the deep dive virtual reality experiences Inside(2112) and Return to Spooky's House of Jumpscares (2118)

    The composition of each of the hallways connecting the rooms is composed of high level black cobblestone, much heavier than normal stone by several orders of magnitude. The cobblestone halls will open and close in a randomized pattern, changing the path that must be taken between the rooms each time. Additionally, the rooms themselves are capable of shifting shape, minus the special rooms, which remain the same. The level periodically resets every 24 hours, but this can be activated by failing a Roulette room.

    There are secret doors That have a puzzle lock that only Keygenmaster Codehead knows how to solve. Which leads to Codehead’s Sub-Space Door Emporium. These can be unlocked by a series of keys that the Area Guardians and Core Floor Guardian each possess one of. Codehead can make extra keys if a Guildmember Requests it, or if the area guardians/core floor guardian are defeated in battle and their keys are stolen, but it is against Guild rules for a guildmemberto sell Codehead's keys. It is against the rules of the Assassination Game for any member other than Codehead to use the Emporium during a raid unless commanded by a guildmember.

    The only way to change the layout of the room connections manually is to directly access the guildhall defensive systems.
 
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Floor Number: 9
Floor Epithet: Final Destination, Heaven on High
Floor Layout:
In a vast desert of pure white sands with a great structure on the ever-distant horizon, a blazing and bright light descends from the sky to remove all shadows from the floor. The area is incredibly open with no cover on approach. The structure itself is atop a sheer cliff and appears constructed primarily of white metal, marble and gold materials that are also somewhat illuminant.

The blazing sun and distance slowly sap the stamina of those attempting to cross and give no areas for respite, in addition, the sand hinders movement on foot and the light itself impairs vision.

Core floor guardian: Lady Ophelia Payne
Floor Sub-Guardians/Area Guardians: N/A
POP NPCs: N/A
Floor Staff: N/A

Notable Rooms:
  • The Desert: A Vast desert of white marble sands, the ground will limit movement as well as sap energy from living targets who come in contact with it. There is also the bright light that will dazzle those within and further sap stamina. The desert itself will also subtly move backwards making progress to the central location difficult. The most detrimental effect, however, is the intense gravity which makes movements harder fewer people sink beneath the sands and flight all but impossible. Finally the desert offers little cover making the targets sit ducks for long-ranged attacks from the palace.
  • The Ascent: The palace itself is located atop sheer cliffs that are needed to be scaled through the gravity effects and slick surfaces, it also leaves targets similarly open due to the upper structures' murder holes.
  • The Palace: ???
  • The Arena: ???
 
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Floor Number: Floor 8

Floor Epithet: la cathédrale (The Cathedral)/The False Palace

  • Floor Layout: The Cathedral or The False Palace, was a devious group effort designed to be the 8th floor of the Guild-Hall. The insides are designed with wide, luxurious hallways and many false bedrooms and amenities, taking inspiration from roman catholic cathedrals, and in particular the Milan Cathedral, alongside palaces from the pre 22nd century world like the Palace of Versailles. The false palace is explicitly designed to be as climactic and expensive-looking as possible, to fool intruders into thinking that they’ve reached the final floor. The floor is populated with traps in nearly every room, most actually harder or more annoying to deal with than the Manifold Labyrinth’s traps. Rather than having shifting rooms, the Cathedral simply doesn’t follow the rules of common logic, being more fitting in a game like Stanley Parable or Superliminal than YGGDRASIL. Often playing with perception, as due to the enchantments of the Guild item Campamagna, a barrier exists within the floor that nullifies all non-super tier perception and sense enhancing spells within the floor, and creates a shield against monitoring magic around the whole of the Guild-hall, for all non-residents. Many of the Pops on this floor are animated and haunted objects, or mimics, who take forms ranging from treasure to mundane objects, to in some cases, whole walls, ceilings or floors. The true nature of the cathedral only reveals itself to Guildmembers and NPCs of the guild-hall. If an intruder’s illusion resistances are too low, they may find themselves wandering for hours, and possibly even dying of dehydration or decayed sanity if they spend too long inside. The guardian of the floor, Cyrette Casparr, is hard-coded to understand its layout and be able to freely maneuver around inside.
 
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Floor Number: N/a

Floor Epithet: The Treasury

Floor Layout: The treasury is a large extraspacial area locked behind a level 100 super tier enchanted door with an Egyptian aesthetic that will only open if it’s activation phrase is spoken: “I have seen the dark universe yawning Where the black planets roll without aim, Where they roll in their horror unheeded, Without knowledge, or lustre, or name.” A quote from the works of HP Lovecraft. Preceding entry to the Treasury is a large Middle Eastern vault style structure filled with mountains upon mountains of treasures and gold coins. It is notably the only area with two level 100 floor guardians.

Notable Rooms:

The Cave Of Wonders: Designed after the classic Disney movie Aladdin, the Treasury’s entryway consists of a large Middle-Eastern Style vault structure. The structure is incredibly large, measuring 1.6 kilometers long and 10 kilometers high, though this could change if more treasure were to be added. Inside are massive piles of gold and other miscellaneous treasures composed of gems and non-magic artifacts, The highest pile of gold, nicknamed “Behemoth” is comparable to the real-world Old Baldy hill in Garner State Park, Texas. RD states that the cave is actually probably the least valuable part of the Treasury. The Cave of wonders is guarded by the first of the two Floor Guardians, Goldmember Piercing Luster, the older, wiser “brother” of Capuchin Hunter Killer. At the end of the cave is a large egyptian style door with a glowing runic message encoded on its surface. Set out in front of the door is a large persian rug with gold inlays, which Goldmember sits on while guarding the area.

The Armory: The armory is a large organized librarium of large segmented stone rectangular prisms with glowing bands running along their sides. It is similar to the shelves of a large real world mega-warehouse, only with seemingly completely solid shelves. Using a magic enchantment, the prisms are capable of opening up to reveal hundreds upon hundreds of magical items, stolen guild items, and powerful artifacts, all organized by a complex system canonically devised by Belladonna von Dracule and Keygenmaster Codehead. But in actuality simply an extended inventory system devised by the guild, and in particular the former member Aureole Maginom and the remaining member DarkV0id

The Lobby: A lobby with a table and sofa set in the middle of the empty space. This is where the second of the two floor guardians Belladonna von Dracule lives. There is a hidden Japanese style futon with a wool blanket under the sofa if she ever needs to sleep.

Core floor guardians: Goldmember Piercing Luster, Belladonna von Dracule

Floor Sub-Guardians/Area Guardians: none

POP NPCs: none

Floor Staff: none
 
Floor Number: 10

Floor Epithet: The Barrier

Floor Layout: The barrier is a massive colosseum-like room with large hallways encircling it viewing on in to a massive inner battleground. This area, through a massive magic-punk mechanism, is capable of changing shape into a series of battle modes designed for different purposes. The main point of the Barrier is to provide a space for the guild to gather if an opponent is likely to break through the defenses of and prior to the 9th floor. It is the only floor with no native NPCs.

Notable Rooms: None

Core floor guardian: None

Floor Sub-Guardians/Area Guardians: None

POP NPCs: None

Floor Staff: None1664782662168.png
 
Floor Number: 12

Floor Epithet: The Tower of Heaven

Floor Layout: A large, black, obeliskoid tower in the center of the mock cityscape on floor 11, it's the deepest inner sanctum of the guildhall (sans the treasury) and is technically considered its own floor, even though it is located in floor 11. The tower was designed to harbor the "Throne of Kings" world Item in a throne room, and a guild forum roundtable room. There are a series of municipal and administrative rooms. The tower is essentially the command station for the guild, where they would plan things out such as PK missions or Guild Wars.

Notable Rooms:

The Throne Room: The throne room is a large room in the style of Japanese antiquity, which holds the Throne of Kings, one of the many world items obtained by the Logos Guild. There is enough room for every member of the guild, floor guardian, nearly every area guardian, and every non-combat member of the staff to fit inside simultaneously.

Roundtable Room: Ironically, the table in this room is not actually round, but rectangular. It's more named after the concept of having an open forum. There's open seating, and the room expands and contracts based on the number of members in the guild.

Core floor guardian: None. Unless you want to count RD, since she sleeps there. But considering she's a player, that's not really a fair comparison.

Floor Sub-Guardians/Area Guardians: None

POP NPCs: None

Floor Staff:
  • The Maid Corps (A collection of 100 level 5 municipal workers and servant maids, of many different species, homunculus, elves, lizard girls, etc. Many of them are simultaneously NPC inhabitants of floor Number 11, and were programmed to transfer from their assigned houses in the cityscape to the tower each day. In the new world, this translates to them literally making a daily commute via tram or train, much like in the real city of tokyo. They rotate out in time blocked groups between other roles and periods of free time, with 33 of them servicing the guild's members at any given period. The guild agreed they make the place seem more lively and less lonely, especially once membership started to decline.)
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Roundtable Room:
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Floor Number: 11

Floor Epithet: Giji-Sekai/Legacy City (The group could never decide which they preferred)

Floor Layout: A massive mock cityscape and pocket-dimension resembling a technologically advanced Tokyo Japan. Originally it only consisted of the tower in the center along with a few buildings, but as time went on, more and more sections were added either for aesthetics or with serious purpose. The 11th floor is populated by around 20,000 NPCs, and while many of them are stock, quite a few are custom made. The public transportation system is wide and fairly varied. Running in an underground subway is the "Zeitgeist XK99" A massive armored convoy-train that travels along a circular route around the city. Alongside several smaller trams and trains which travel the large underground network. Service elevators and above-ground trams are also a fairly common way of getting around. The flavortext for the city explains that almost all of the NPCs take public transportation. The inspiration for Floor 11's aesthetic, aside from Tokyo, seems to be the general Cyberpunk aesthetic of the 80's - 90's, and sub-urban/sub-metropolitan grunge aesthetic of the 2000s.

Notable Rooms:

Lyse's house: A large manor styled in Venetian, a large 3 story building in the shape of a square with a gate surrounding the entire building. The house is lavishly decorated with plenty of room for the staff and visitors alike. At the center of the courtyard at the center of the building is a large marble fountain constantly pumping water into the basin below. Underneath the manor is a sub-level used for storage and has a temple set up.

Darkv0id's House: DarkV0id would have had his home from the real world recreated on the floor, as he was from the upperclass his house would be large building with a well furnished interior sir purifiers on each room, carpets designer morden art sculptures and paintings to boot, although the sculptures and paintings on the game would have been heavily altered by himself to suite his personal interests, The house would also include a wine cellar and a Library, wine cellar filled with potions that look like wine, but the library however was filled with all sorts of copyright free books, that where stored there in a readable book form, all due to a few cashshop purchases

Patricia's Home: Located somewhere in the mountains, a fair hop and skip away from the city center, is Patricia's home. It appears to be a large palace-like structure constructed of a blue material. It was also detailed that she possesses a fairly large garden resembling a graveyard.

Johan's Home: Though somewhat underdetailed in the novel series, it is mentioned to be of a japanese style.

Core floor guardian: None

Floor Sub-Guardians/Area Guardians: None

POP NPCs: Various stock heteromorph and demihuman NPCs with low levels generally between 5 - 10

Floor Staff:
  • The Maid Corps: A collection of 100 level 5 municipal workers and servant maids, of many different species, homunculus, elves, lizard girls, etc. Many of them are simultaneously NPC inhabitants of floor Number 11, and were programmed to transfer from their assigned houses in the cityscape to the tower each day. In the new world, this translates to them literally making a daily commute via tram or train, much like in the real city of tokyo. They rotate out in time blocked groups between other roles and periods of free time, with 33 of them servicing the guild's members at any given period. The guild agreed they make the place seem more lively and less lonely, especially once membership started to decline.
 

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