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Fandom Overlord - Message From Another Time (REDUX) - Lore

Lady Moldoma

Professional Sweetypie
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Roleplay Type(s)

The Guild Itself​

The Logos guild's is one of the later guilds to develop a presence in the world of YGGDRASIL. It was initially founded as an armistice between several of the strongest/highest ranked/most notable players. And eventually formed into a fully fledged guild after an agreement was proposed to aggregate the collective resources of the armistice members. The guild leader/organizer was Restless Dreamer, a heteromorph player with an insanely high bounty, and an equally insane KDR, who had convinced the other members of the Armistice with the unspoken open secret intention of using the guild as leverage to keep themselves from being hunted. At its height, the group held a power-monopoly, and had several Vassal and Auxiliary guild's under its control. Additionally, the group was known for having a base with 12 - 14 levels and a large amount of high level NPC guardians, that had never been successfully conquered (Much like the tomb of Nazarick in the canon timeline.) Along with multiple World Items at their disposal, both outwardly identified and otherwise.

The Guild Hall Structure:​


Floor 0: The Sleeping Portal Inn

Floor Description: Designed to be as unassuming as possible, the Sleeping portal Inn is the 0th floor of the massive complex that makes up the Guild Hall. The guild hall is staffed by a small team of dedicated Humanoid and NPCs all leveled in the 10 - 15 range, and did act as a legitimate inn in YGGDRASIL. There is a single entryway behind the grand fireplace into a network of tunnels that lead to the true entrance to the Guildhall, a magical portal. Restless Dreamer originally made this design choice because she felt it would be easier to manage, as it was small, unassuming, and easy to defend should need be. The idea won out over having anything large. The Inn would periodically move every time a guildmember left, seemingly vanishing from one location and reappearing over the course of a night. It takes a form that befits its surroundings, even going as far as to connect a path to any nearby roads or pathways. The spell that is used to do this apparently involved the usage of the world item "Atlas", but due to Atlas's nature, this ability is lost in the New World, causing the inn to seemingly randomly appear in the middle of a field, like the Tomb of Nazarick did canonically.

Floor 1: The Forest of Gadeaux

Floor Description: The Forest of Gadeaux consists of a large rainforest contained within a pocket-space. RD mentions that it "has a sort of tropical feel". It is described as having massively oversized fauna and flora, particularly in relation to the trees and insects. Among the intelligent inhabitants are a small civilization of a race of large, catlike chimeras. Along with several core guardians.
It is noted that the civilization of chimeras is advanced culturally and spiritually, but not technologically, only being around the same level of tech as Ancient Egyptians. The chimeras appear at first to be blind, but instead have specialized organs that grant them True Sight VI in juvenile specimens and evolving to True Sight VIII in Adults and Echolocation, making them immune to many conventional illusory or misdirecting tactics. However, they are noted to have a particular weakness to sound based damage and cold based damage, due to their skin not being designed to withstand low temperatures. The Chimeras boast Regeneration V (Level 50, consistent between life stages), and have a passive rank VI (Level 60 in Juveniles) or rank VIII (level 80 in Adults) poison modifier on attacks with their claws and bites. If you can believe it, they're actually on the weaker end of the spectrum of horrors in store for any adventurers who'd be able to get into the guildhall successfully. RD hypothesized that it would maybe take 2 - 3 level 100 players to wipe out the entire chimera population, and that they're "mainly just pest control for overconfident noobs."

  • The Cat Chimeras [LV. 60 (Juveniles) - LV. 80 (Adults)]
    1672626320899.png
  • The Legendary Gadeaux Incarnate [LV. 100, Floor Guardian]
    1672624450409.png
  • Muffins [LV. 90, Sub Guardian]
    1672624584792.png
  • Ged Gassau, The Viper Demigod [LV. 90, Sub Guardian]
    1672624782259.png

Floor 2: Gehenna, The Bloody Bowels of Hell

Floor Description: Gehenna is a large, eldritch area that effectively acts as a "Womb Level". RD describes it as "Rivers of fire and blood, doorways of giant jaws complete with teeth, savage demons that would beat, rend and eat you as soon as they see you, and droves of damned souls who have given up escape." The area is populated by monstrosities composed mainly of meat, teeth, and blood. But none of which are excruciatingly detailed (As of yet.) It has a single identified resident: A multi stage Boss/Floor Guardian named "The Skinless Man" who gradually becomes more groutesque and powerful throughout his 3 forms. The forms are detailed below.

  • The Skinless Man [Form One] [LV.100, Floor Guardian]
    1672628542181.png
  • The Skinless Man [Form 2][LV.100, Floor Guardian]
    1672628618806.png
  • The Skinless Man [Form 3][LV.100, Floor Guardian]
    1672628650462.png

Floor 3: The Saltbrine
Floor Description: A completely underwater floor composed of a large cityscape (around the same size as E-Rantel), the buildings and structures of which are mainly made up of a whitish blue silver. Once again, another level left mostly up to interpretation, the floor guardian of the Saltbrine is a large, fishlike creature, named "Neptunia" whom has a brawler/grappling based fighting style, and is one of the strongest of the Floor Guardians in terms of pure physical statistics.
  • Neptunia [LV. 100, floor Guardian]
    1672629185374.png

Floor 4: Dead World
Floor Description: A massive desert devoid of life, filled only by a seemingly endless supply of Undead and Spectral enemies. At the center of the Dead world, where the door to floor 5 is, lies "Death's Palace." Death's palace has some of the strongest available non specialized undead NPCs guarding it, alongside the Floor Guardian, and her two sub-guardians. The notable Death's Palace and its notable NPCs are featured below.
(Death's Palace)
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  • She-Death [LV. 100, Floor Guardian]
    1672629604031.png
  • Space Reaper [LV. 98]
    1672629740540.png
  • Everest Eternal [LV. 97]
    1672631308216.png
  • Goku Shigechi [LV. 90]
    Daemonseed.png

Floor 5: The One With The Elevator
Floor Description: Humorously titled "The One With The Elevator" Floor 5 consists of nothing but a large confined platform that travels slowly down a 10 kilometer elevator shaft with no floor through an unknown mechanism. Periodically, enemies will fall onto the platform or inexplicably move in from alcoves, tunnel networking, and embedded buildings in the walls of the shaft. Floor 5 was inspired by an old movie from the 21st century, called "The Platform." And similar levels in beat em up games. The Floor's final boss and Floor Guardian, is a large Golem named Mega Millions, who's powers involve a slot-machine mechanic.
  • Mega Millions [LV. 100, Floor Guardian]
    1672632780821.png

Floor 6: Run The Gauntlet
Floor Description: The point of no return. Run the gauntlet is a series of 100 rooms in a straight line, each featuring a different bossfight, ultimately culminating in the final Boss and True floor Guardian of Floor 6 Zamn, a Golem composed entirely from Legendary and Divine Class Instruments, with an imposing frame. It is noted that Run the Gauntlet is where almost all adventuring parties have halted, and that Zamn has a KDR of 23 - 1. With the KDR getting gradually lower and less impressive the earlier in the run the bosses are placed.
  • Literally 99 Unnamed Sub-Guardians [Level 70 - 99]
    1672633996527.png
  • Zamn [LV. 100]
    1672633919586.png
 

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Floor 7:Manifold Labyrinth

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 guildmember to sell Codehead's keys. It is against the rules of the Assassination Game for any member of the assassination team 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.

The variety of guardians is detailed Below.

  • Capuchin Hunter Killer [Lv. 100, Floor Guardian]
    1672634682243.png
  • Keygenmaster Codehead [LV. 90], No image given
  • Scope [LV. 85]
    1672634704858.png
  • Skelekonig [LV. 85]

    1672634730422.png
  • Meownyn[LV. 90]

    1672634750350.png
  • Pururinyan-Tan [LV. 50]
    1672634775522.png
  • Grungelord Shina [LV.88]
    1672634836115.png
  • Vampire Lord Champagne Tragedy [LV.95]
    1672634857143.png
  • 4 Million Years Water Weird [LV.86]
    1672634905236.png
  • Grand Mechanica/Yliaster [LV.100, Forgemaster NPC]
    Out of Powered Battlesuit:
    XN8xJz1Cq3haUf7GCy9y58i1lRfapDsBuD8BFof_UAhDxK9No22FDMnD1gq0zugOZUMc7GMI7bD3OglosvYRQBq9F89ivHDVY2HFBBScUHJzZdwe_SJcX-mpVRVIgbmSnSJKolJ3Dc51b8m3Ov6BLlzCqw1Py64bvDBE2-6JCCfnxsq0S-gkIpMgGA


    Regalia Battlesuit:
    vPIqjG6FJ2itJWYhiqO6QsLseJjAqq4OiU61TpC0cKp0RjamvF51WoU8wurn08lRcOv9u-Y8o2GnibZIsxpmsvV_MAEuUXCZmTKfZAzTbVi8j44Ar7uJs7j1iUhXj8Y0AItlvVh03fRSSHhRYQxrUA6Ue-yiZKM3ZflMf4QDwMrR1CPPQE46TrKJDg


    Taurus Battlesuit:
    1666673527972.png


    Crisis Battlesuit
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  • Fun Fun Fun [LV. 99]
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Floor 8:La Cathedrale/False Palace
Floor Description: 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. The Notable NPCs are listed below.
  • Cyrette Casparr [Lv. 100]
    Cyrette Casparr (Overlord).png
  • The Four Great Generals
    • "10 Million Years Sage Cockroach" Koriosa [Lv.99]
      1672635995950.png
    • The Infraggable Demon Core [Lv. 98]
      1672635885430.png
    • Carcanonne [Lv. 95]
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    • Hellkaiser V [Lv.95
      1672635586770.png
  • Angel Food Cake [Lv. 94]
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  • Zero, The Magician [Lv. 93]
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  • Mitsuki [Lv. 90]
    1672636179585.png
  • Neapolitan [Lv. 87]
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  • Doctor Device [Lv. 86]
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  • Rockmi Amadeus [Lv. 86]
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  • 100 Years Oracle Lord [Lv. 87]
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  • 10 Trillion Carat Magic Diamond [Lv. 85]
    1672637038245.png
  • The Recycled Man [LV.85]
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Floor 9: Final Barricade
Floor Description: A large room that appears to be a limitless seascape but has well-defined boundaries. On the floor is a calm mirror-like pool of water that seems to go up to about half way up a normal person's foot. It has a single guardian, the strongest of the normal Floor Guardians, Remina. A being designed to be able to match players on the same level as RestlessDreamer and BringMeGiants. Due to her immense power, under no circumstances other than a unanimous vote by the guild is she allowed to leave.

Hellstar Remina [LV.100]
1672637658766.png
 
Floor 10: The Arena
Floor Description: 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. It has no native NPCs.
1672637775102.png
 
Floor 11: Legacy City
Floor Description: 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 ranging from levels 10 - 15, 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. (Image below.)
1672638031522.png
 
Floor 12: The Tower of Heaven
Floor Description: 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. The tower is run by A collection of 100 level 5 municipal workers, bureacrats, 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.

1672638408435.png
 
Floor 12+1: 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. 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.
Following this is 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 Salt lives. There is a hidden Japanese style futon with a wool blanket under the sofa if she ever needs to sleep.
Finally, past the lobby is The Armory, 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
The two guardian NPCs are listed below:
  • Goldmember Piercing Luster [LV.100]
    Goldmember Alt.png
  • Salt [LV.100]
    1672639805355.png
 
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