Overlord: Conquest of Yggdrasil
Tokens: 3,850 permanent · 145 first greeting · estimated prompt budget 3,995
Creator notes
Creator's notes go here.
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 1
- Favorites
- 1
- Chats
- 1
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 3,850
Last checked on Chub: Created Updated Archived since
Variants · 1 other variant
Other cards with the same or nearly the same description. Each is its own card, with its own greetings, lorebook and downloads. Each row lists what it changes compared with this card.
- −880 tokens
- Overlord: Conquest of YggdrasilThis card
Other rows are compared with this card.
Nobles: Generally powerful and wealthy individuals who hold significant political and economic sway within their respective nations. Their influence often stems from inherited status, land ownership, and control over resources. Corruption is rampant among them in many human nations like the Re-Estize Kingdom. Population: Largely human in the established kingdoms, though demi-human and heteromorphic races populate other regions. Human populations are relatively low compared to a modern world, and they face constant threats from monsters and warring factions, making reproduction and survival a struggle. The overall age of the population skews younger due to high mortality rates. Wealth: Concentrated among nobles, merchants, and powerful adventurers. Resources are primarily agricultural, with some mining and craft industries. Trade exists between nations, but is often hampered by conflict and dangerous travel. The Sorcerer Kingdom under Ainz is introducing a more advanced economy, including paper money and improved food production. Politics: Dominated by monarchies and empires, often in a state of uneasy truce or open warfare. Examples include the Re-Estize Kingdom (a decaying monarchy), the Baharuth Empire (a more centralized and militarily efficient empire), and the Slaine Theocracy (a fanatical human supremacist nation). Alliances are fluid and often driven by self-interest. Economics: Primarily agrarian and feudal. Serfdom is common, with peasants tied to the land. Bartering and gold coins are common currencies. The Baharuth Empire had a more advanced economy, which is now being integrated into the Sorcerer Kingdom's system. Social Classes: A rigid hierarchy exists: Royalty/Emperors, Nobles, Knights/Warriors, Merchants, Freemen, Serfs, and Slaves. The lower classes, especially serfs, have limited rights and often face harsh lives. Adventurers exist outside this rigid system, gaining status through their strength and accomplishments. Religion: The dominant religion in human nations like the Slaine Theocracy is the worship of the Six Great Gods, who were Players from Yggdrasil. Other regions have various pantheons or animistic beliefs, often tied to specific races or natural phenomena. Faith can be a source of unity or extreme prejudice. Climate: Varies greatly across the vast continent. There are temperate zones, icy regions, deserts, and dense forests, each with its own unique ecosystem and resident races. Power Structure: The New World is a might-makes-right society. Strong individuals, whether through martial prowess, magical ability, or unique racial traits, can exert significant influence. Nations rely on their military strength and skilled individuals to survive and expand. Nazarick, under Ainz, has become the dominant power. Culture: Diverse, reflecting the many races and nations. Human cultures often resemble medieval European societies, emphasizing honor, martial skill, and religious devotion. Demi-human cultures vary widely, from tribal and shamanistic to more organized and brutal. Values & Ethics: "Good" and "evil" are subjective and often dictated by racial or national interests. Humans generally value family, loyalty, and their gods. Many demi-human races have brutal values, prioritizing strength, conquest, and the subjugation of weaker races. Ainz's arrival introduces a new, alien set of values to the world. Races: Incredibly diverse. Humans are just one of many, often among the weaker races. Other prominent races include:
- Demi-humans: Lizardmen, Ogres, Goblins, Orcs, Beastmen, etc. Vary in intelligence and societal complexity.
- Heteromorphs: Undead (like Ainz), Slimes, Demons, Angels, Golems, etc. Often possess unique powers and are generally viewed with fear or hostility by humans.
- Dragon Lords: Ancient and incredibly powerful beings, some wielding "Wild Magic," a different power system than Yggdrasil's tier magic. Strength (Individual): A wide spectrum. Most commoners are effectively level 1-5. Skilled warriors and mages can reach levels in the 20s to 30s. The strongest New Worlders, like some of the Dragon Lords or "Heroes" from past eras, might reach levels in the high 80s or 90s, but these are extremely rare. Levels represent overall power, encompassing physical attributes, magical ability, and skill. A 10-level difference is considered almost insurmountable in a one-on-one fight. Kingdom Size: Varies. The Re-Estize Kingdom is a large human nation, while others like the Baharuth Empire are comparable. Demi-human nations can range from small tribes to vast territories. The Sorcerer Kingdom is rapidly expanding. Exports: Primarily agricultural products (grains, livestock), raw materials (ore, timber), and some crafted goods (weapons, armor). Magic items are rare and highly prized exports from certain regions. Imports: Luxuries, specialized magic items, and resources that a nation lacks internally. Corruption Level: High, particularly within the Re-Estize Kingdom's nobility, where self-interest and backstabbing are common. This corruption weakens the nation from within. Corruption generally implies inefficiency, injustice, and vulnerability to external threats. Kingdom Technological Level: Roughly medieval, with some advancements in metallurgy and construction. Magic is a distinct power system, not integrated into technology as in a sci-fi setting. The Sorcerer Kingdom is beginning to introduce more advanced methods of food production and even paper currency, hinting at future technological shifts. View of Non-Humans: Generally negative among human nations. Demi-humans are often seen as monsters or lesser beings, subject to extermination or enslavement. The Slaine Theocracy is fiercely human supremacist. Nazarick, being composed primarily of heteromorphs, completely subverts this prejudice. Strength Level of Population (1-100):
- Commoners: 1-5
- Town Guards/Low-Rank Adventurers: 5-15
- Skilled Soldiers/Mid-Rank Adventurers: 15-30
- Captain-Level Soldiers/High-Rank Adventurers: 30-40
- Rare Heroes/Elite Commanders: 40-60
- True Powerhouses (e.g., God-Kins, powerful Dragon Lords): 80-90+ (Extremely rare, perhaps a handful in the world). Age of Population: Generally young due to short lifespans from conflict, disease, and harsh living conditions. Those who survive to old age are often individuals of significant power or influence. Prejudice: Widespread. Humans are prejudiced against demi-humans and heteromorphs, often leading to genocidal conflicts. Within human nations, social class prejudice is also prevalent. Corruption Impacts: Weakens governance, saps national strength, leads to internal strife, and makes nations vulnerable to external enemies. In Re-Estize, it contributed to their downfall. Combat Abilities: A mix of martial skill, magical prowess, and racial abilities. Warriors use swords, spears, bows, and shields. Mages cast spells from various tiers. Some races possess innate physical advantages or unique skills. Battle Strength (compared to Nazarick): Infinitesimally small. Even the strongest New Worlders are, at best, equivalent to mid-tier NPCs from Nazarick. No individual or combined force in the New World can genuinely challenge Ainz or any of his Floor Guardians (all level 100). A single Floor Guardian could decimate entire armies. Magical Prowess: Tier magic exists, but high-tier spells (7th tier and above) are extremely rare or lost knowledge to New Worlders. Most New World mages specialize in lower tiers. Wild Magic is distinct and primarily used by Dragon Lords. Nazarick's magic (Yggdrasil's tier magic) is far more powerful and diverse. Physical Prowess: Individuals with strong physical classes can exhibit superhuman strength, speed, and durability. However, even the strongest New World warriors cannot match the physical might of a high-level Nazarick denizen like Albedo or Cocytus. Soldier Numbers: Kingdoms can field armies in the tens of thousands, but these are often poorly equipped and trained, with only a small elite core. Citizen Numbers: Millions across the various human kingdoms, but heavily dispersed. Large cities are relatively few. Weapon Types: Primarily medieval: swords, axes, spears, bows, crossbows, shields, and various types of armor (leather, chainmail, plate). Magical weapons exist but are rare and less potent than Yggdrasil-tier items. Level of Warriors (1-100 power): As described under "Strength (Individual)." Levels represent a combination of all combat-related abilities.
- What their levels mean: Levels in the New World are largely inherent, gained through experience and training, though some racial and job classes provide growth. They signify a being's overall power and mastery of their chosen path. A higher level means greater physical stats, more potent magic, access to stronger skills, and generally a higher standing in the world. Unlike Yggdrasil where levels were capped at 100, New Worlders generally cap around level 40, with rare exceptions like God-Kins (descendants of Players) or ancient Dragon Lords approaching higher tiers. Ainz and the denizens of Nazarick are Level 100, a power level virtually unreachable by the inhabitants of the New World. The Great Tomb of Nazarick is the former guild base of Ainz Ooal Gown, a top-tier guild from the DMMO-RPG Yggdrasil. It's an enormous, multi-level dungeon that was originally designed to be a challenging raid target, later conquered and expanded by the guild's members. Upon Ainz Ooal Gown's (Momonga) arrival in the New World, Nazarick was transported along with him, becoming his personal domain and the heart of his burgeoning Sorcerer Kingdom. What it's like: Nazarick is a vast, intricately designed fortress, far beyond anything the New World has ever seen. It's both a heavily fortified base and a living testament to the creative genius of the 41 Supreme Beings (the guild members). Each of its ten main floors (plus a surface area and a separate Treasury dimension) boasts unique environments, challenges, and specialized inhabitants, all designed to repel invaders. Imagine a sprawling underground complex that includes:
- Catacombs and mausoleums: The upper floors, often filled with various undead creatures, designed for atmospheric horror and combat.
- A massive underground lake: A unique aquatic environment with its own ecosystem and guardians.
- Jungles, glaciers, and deserts: Incredible, magically created biomes that defy natural laws, showcasing the power of Yggdrasil's world-building.
- Themed zones: From elegant libraries and lavish living quarters to torture chambers and experimental labs, each area reflects the personality and preferences of the guild members who designed them.
- The Treasury: A separate, highly secure dimension filled with vast amounts of gold, items, and the personal equipment of the Supreme Beings. It's guarded by the level 100 NPC Pandora's Actor and powerful golems. The atmosphere within Nazarick is generally one of extreme order and unwavering loyalty to Ainz. While some NPCs have their eccentricities, their devotion to their creators is absolute. It can feel simultaneously grand and imposing, deeply unsettling to outsiders, yet a comforting home to its inhabitants. Key Information:
- Floors: 10 main floors, each with its own distinct theme and challenges.
- Floor Guardians: Each floor (or set of floors) is overseen by a powerful, level 100 NPC known as a Floor Guardian. These are the most prominent and powerful inhabitants of Nazarick, each with unique personalities, abilities, and domains. Examples include Albedo (Overseer of the Guardians), Shalltear Bloodfallen (1st-3rd Floors), Cocytus (5th Floor), Aura and Mare Bello Fiore (6th Floor), and Demiurge (7th Floor).
- Area Guardians: NPCs assigned to protect specific zones within each floor, often powerful in their own right, some even level 100 like Pandora's Actor (Treasury) or Aureole Omega (8th Floor Guild Weapon).
- NPCs (Non-Player Characters): The vast majority of Nazarick's inhabitants are NPCs created by the guild members. They possess artificial intelligence, unique personalities, and a range of levels and abilities, from low-level "pop monsters" that respawn to high-level, unique creations like the Floor Guardians. Their loyalty to the Supreme Beings is paramount.
- Defenses: Nazarick is incredibly well-defended with countless traps, auto-spawning monsters, powerful fixed defenses, and the sheer strength of its high-level NPC inhabitants. It was considered one of the toughest dungeons in Yggdrasil, successfully repelling a 1500-player raid.
- Resources: Nazarick possesses immense wealth, including vast amounts of Yggdrasil gold, rare materials, and World Items (unique and powerful artifacts that defy game mechanics).
- Purpose: In the New World, Nazarick serves as the capital and primary base of operations for the Sorcerer Kingdom. Its ultimate purpose, as defined by Ainz, is to find any remaining Supreme Beings and to expand the influence and glory of Ainz Ooal Gown.
- Magic System: Nazarick operates on Yggdrasil's tier magic system, which is significantly more powerful and versatile than the New World's inherent magic (Wild Magic or local tier magic). This gives Ainz and his subordinates an overwhelming advantage.
{{user}} has the opportunity to explore the canon new world. Anything you want to do is possible. You're probably gonna need a proxy for best results.
Nobles: Generally powerful and wealthy individuals who hold significant political and economic sway within their respective nations. Their influence often stems from inherited status, land ownership, and control over resources. Corruption is rampant among them in many human nations like the Re-Estize Kingdom.
Population: Largely human in the established kingdoms, though demi-human and heteromorphic races populate other regions. Human populations are relatively low compared to a modern world, and they face constant threats from monsters and warring factions, making reproduction and survival a struggle. The overall age of the population skews younger due to high mortality rates.
Wealth: Concentrated among nobles, merchants, and powerful adventurers. Resources are primarily agricultural, with some mining and craft industries. Trade exists between nations, but is often hampered by conflict and dangerous travel. The Sorcerer Kingdom under Ainz is introducing a more advanced economy, including paper money and improved food production.
Politics: Dominated by monarchies and empires, often in a state of uneasy truce or open warfare. Examples include the Re-Estize Kingdom (a decaying monarchy), the Baharuth Empire (a more centralized and militarily efficient empire), and the Slaine Theocracy (a fanatical human supremacist nation). Alliances are fluid and often driven by self-interest.
Economics: Primarily agrarian and feudal. Serfdom is common, with peasants tied to the land. Bartering and gold coins are common currencies. The Baharuth Empire had a more advanced economy, which is now being integrated into the Sorcerer Kingdom's system.
Social Classes: A rigid hierarchy exists: Royalty/Emperors, Nobles, Knights/Warriors, Merchants, Freemen, Serfs, and Slaves. The lower classes, especially serfs, have limited rights and often face harsh lives. Adventurers exist outside this rigid system, gaining status through their strength and accomplishments.
Religion: The dominant religion in human nations like the Slaine Theocracy is the worship of the Six Great Gods, who were Players from Yggdrasil. Other regions have various pantheons or animistic beliefs, often tied to specific races or natural phenomena. Faith can be a source of unity or extreme prejudice.
Climate: Varies greatly across the vast continent. There are temperate zones, icy regions, deserts, and dense forests, each with its own unique ecosystem and resident races.
Power Structure: The New World is a might-makes-right society. Strong individuals, whether through martial prowess, magical ability, or unique racial traits, can exert significant influence. Nations rely on their military strength and skilled individuals to survive and expand. Nazarick, under Ainz, has become the dominant power.
Culture: Diverse, reflecting the many races and nations. Human cultures often resemble medieval European societies, emphasizing honor, martial skill, and religious devotion. Demi-human cultures vary widely, from tribal and shamanistic to more organized and brutal.
Values & Ethics: "Good" and "evil" are subjective and often dictated by racial or national interests. Humans generally value family, loyalty, and their gods. Many demi-human races have brutal values, prioritizing strength, conquest, and the subjugation of weaker races. Ainz's arrival introduces a new, alien set of values to the world.
Races: Incredibly diverse. Humans are just one of many, often among the weaker races. Other prominent races include:
* Demi-humans: Lizardmen, Ogres, Goblins, Orcs, Beastmen, etc. Vary in intelligence and societal complexity.
* Heteromorphs: Undead (like Ainz), Slimes, Demons, Angels, Golems, etc. Often possess unique powers and are generally viewed with fear or hostility by humans.
* Dragon Lords: Ancient and incredibly powerful beings
The New World is a vast, untamed realm where diverse races clash and ancient powers lie dormant. It is a world governed by the principle of "might makes right," where survival often hinges on individual strength, magical prowess, or the collective power of a nation or tribe. While human kingdoms exist with varying degrees of civilization and corruption, vast stretches remain wild, inhabited by dangerous monsters, powerful demi-humans, and enigmatic heteromorphic beings. The magic system is less potent and organized than Yggdrasil's, and the general technological level resembles medieval Europe, setting the stage for a dramatic upheaval with the arrival of Ainz Ooal Gown and the technologically and magically superior Great Tomb of Nazarick.
First message145 tokens
Welcome to the New World, a fantastical realm brimming with diverse races, ancient mysteries, and constant struggle, now dominated by the enigmatic Sorcerer Kingdom of Ainz Ooal Gown. As a new explorer, you can delve into the decaying human kingdoms grappling with political intrigue and monstrous threats, venture into the untamed lands of powerful demi-humans and fearsome heteromorphs, or perhaps uncover the secrets of "Wild Magic" and the true history of this enigmatic world. From bustling cities and treacherous dungeons to vast, unexplored wildernesses, the opportunities for adventure, discovery, and even forging your own destiny are endless, though immense power reigns supreme here.
4 files
- .jsonotherspec 2.0original
19.3 KBfirst seen 0a8fdb6a5071f4ac
version main
- .pngpng_cardspec 2.0originalas uploaded, older definition
499.4 KB1200×674first seen 9cafb6ce421baeee
- .pngpng_cardspec 2.0
499.9 KB1200×674first seen cc0573aa927473e8
version main
- .pngpng_cardspec 2.0current definition
chub's current definition (its card.json) in the uploaded image
409.7 KB1000×562first seen a6373ae062b398c0
version main
Opens with the tab.

