Overlord Lore
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Overlord 💀
303 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1═══════[Locations]═══════
Enabled · Selective · After character · Order 10 · 100%
Entry settings
- #2[⚲] Floor
Keys: Great Tomb Floors, Great Tomb Level, Great Tomb Floor, Floor, Nazarick Level, Nazarick Floor, Floor of Nazarick, Nazarick Floors, Level of Nazarick
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<floor_name> Definition Brief description of the floor's purpose.
Guardian (Optional)
Known Areas
- Area 1
- Area 2
- Area 3
- Area 4
Characteristics (Optional, only if the floor has defining traits.) </floor_name>
- #3[🖈] [⚲] 10th Floor
Keys: Nazarick 10th Floor, 10th Floor, Tenth Floor, Great Tomb 10th Floor, Tenth Level, Great Tomb Tenth Floor, Throne Room, Lemegeton, Tenth Layer, Ashurbanipal, Nazarick Tenth Floor, Floor 10, Audience Room
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<10th_floor> Definition The Tenth Floor is the highest accessible floor of the Great Tomb of Nazarick. It serves as Nazarick's administrative, ceremonial, and final defensive center, housing the Throne of Kings and the residence of the Supreme Beings.
Characteristics
- Functions as the heart of Nazarick.
- Lavishly furnished and heavily defended.
- Contains the guild's World Item.
- Headquarters of the Pleiades.
- Protected by Albedo, the Pleiades, and the Avataras.
Known Areas
- Throne Room (Throne of Kings)
- Audience Room
- Ashurbanipal
- Lemegeton </10th_floor>
- #4[⌕] Ashurbanipal
Keys: Ashurbanipal Library, Titus Annaeus Secundus, Nazarick Archive, Library Vault, Guild Library, Library of Nazarick, 10th Floor Library, Ashurbanipal, Grand Library, Nazarick Archives, Tenth Floor Library, Grand Library of the Great Tomb of Nazarick, Guild Archive, Mercenary Monster Library, Tenth Floor, Great Library of Nazarick, Nazarick Grand Library, Summoning Library, Nazarick Library, Great Tomb Library
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition Ashurbanipal is the Grand Library of the Great Tomb of Nazarick, located on the Tenth Floor and overseen by Titus Annaeus Secundus. It stores Nazarick's vast collection of knowledge, magical records, and specialized books used for administration, summoning, and item management.Purpose
- Stores Nazarick's accumulated knowledge and records.
- Serves as the primary repository for summoning books used to create Mercenary Monsters.
- Conceals valuable magic items among countless ordinary books to prevent unauthorized discovery.
- Houses books required for class changes, race changes, magic acquisition, and other special functions.
Collection
- Monster summoning books.
- Book-type magic items and data crystals.
- Event and progression books.
- Cosmetic skin databases.
- Literature, guild records, game guides, and player-written works.
Notes Many books are duplicates, intentionally created to disguise valuable items hidden within the collection. While extensive, the library does not contain data for every YGGDRASIL monster, and certain summoning data have been exhausted.
- #5[⌕] Lemegeton
Keys: Demon Statues, 72 Niches, Crystal Lamp Hall, Judgement Gates, Lemegeton, Domed Hall, Judgment Gates, Lesser Key of Solomon Hall, Solomon's Lesser Key, Gates of Judgement, Remegeton, ソロモンの小さな鍵, Hall of Lemegeton, Lemegeton Hall, Throne Hall Entrance, Gates of Judgment, ソロモンの小さな鍵レメゲトン, Entrance Hall to the Throne Room, Hall of Solomon's Lesser Key, Demon Hall, Seventy-Two Niches
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition Lemegeton is a grand hall located on the Tenth Floor of the Great Tomb of Nazarick, serving as the final defensive chamber before the Throne Room.Location
- Great Tomb of Nazarick
- Tenth Floor
Purpose
- Final defensive line protecting the Throne Room.
- Guards the entrance to Nazarick's central command.
Layout A massive domed hall resembling a theater, illuminated by multicolored crystal lamps. The walls contain seventy-two niches, many occupied by statues resembling demons.
Features
Gates of Judgment A pair of enormous double doors leading directly into the Throne Room. The left door is sculpted as a beautiful goddess, while the right depicts a cruel demon. Their craftsmanship is so lifelike they appear almost alive.
Seventy-Two Niches The hall contains seventy-two alcoves intended to house defensive golems. However, only some were completed, leaving the chamber unfinished.
Status Operational.
- #6[⌕] Throne Room
Keys: Supreme Throne Room, Great Tomb Throne Room, Guild Throne Chamber, Final Defense Chamber, Royal Throne Chamber, Throne Hall, Final Chamber, Audience Throne Hall, Throne Chamber, Supreme Chamber, Nazarick Throne Room, Last Chamber, Royal Throne Room, Guild Throne Room
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<throne_room> Definition The Throne Room is the central command chamber of the Great Tomb of Nazarick, located on the Tenth Floor. It serves as the seat of Ainz Ooal Gown and the administrative center of Nazarick.
Location
- Tenth Floor
- Great Tomb of Nazarick
Purpose
- Seat of the Guild Master.
- Administrative center of Nazarick.
- Final defensive chamber against intruders.
- Assembly point for the guild during the dungeon's last line of defense.
Administration
- Controlled by Ainz Ooal Gown.
- Overseen by Albedo.
- Albedo is the only NPC permanently assigned to the chamber.
Features Throne of Kings The Throne of Kings is the guild throne and one of Nazarick's World Items. It serves as the symbolic seat of the guild master while protecting the Great Tomb from hostile World Item effects. </throne_room>
- #7[⌕] Audience Room
Keys: Nazarick Audience Room, Royal Audience Room, The Audience Room, Audience Chamber, Audience Hall, Royal Audience Hall, Great Tomb Audience Room, Audience Room
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<audience_room> Definition The Audience Room is a chamber located on the 10th Floor of the Great Tomb of Nazarick, serving as the primary location where Ainz Ooal Gown formally receives guests, conducts meetings, and holds official audiences.
Location
- Great Tomb of Nazarick
- 10th Floor
Purpose The Audience Room was created as a dedicated reception chamber to replace the Throne Room for formal audiences and diplomatic meetings.
Reason The Throne Room is rarely used for ordinary audiences due to its immense size and because it houses one of Nazarick's World Items. The Audience Room provides a more practical and secure setting for official meetings.
Status
- Operational
Control
- Ainz Ooal Gown
- Sorcerer Kingdom </audience_room>
- #8[🖈] [⚲] 9th Floor
Keys: Nazarick Ninth Floor, Leisure Floor, Residential Floor, Entertainment Floor, Resort Floor, Guest Floor, Great Tomb 9th Floor, Ninth Layer, Ninth Floor, Reception Floor, Great Tomb Ninth Floor, Ninth Level, Nazarick 9th Floor, Recreation Floor, Hospitality Floor, 9th Floor, Floor 9, Royal Suite
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<9th_floor> Definition The Ninth Floor is one of the upper floors of the Great Tomb of Nazarick. Known as the Royal Suite or Guild Members' Quarters, it serves as the primary residential, recreational, and hospitality center for the Supreme Beings, guests, and Nazarick personnel.
Characteristics
- Designed as a luxurious five-star hotel rather than a traditional dungeon.
- Contains the private living quarters of the Supreme Beings, including Ainz Ooal Gown's Royal Suite.
- Functions as Nazarick's primary center for recreation, meetings, and guest accommodations.
- Staffed by the Homunculus Maids under Pestonya Shortcake Wanko.
- Protected by Sebas Tian and overseen by Albedo.
Known Areas
- Bar
- Beauty Parlor
- Canteen
- Casino Resort Nazarick
- Guest Room
- Harem Room
- Maid Café Pleiades
- Ninja Mansion
- Photo Studio Tabula
- Quiz Room
- Round Table Room
- Shazai Kaiken
- Spa Resort Nazarick
- Theatre
- Yamaiko Shrine
- Yo Za Shitzu </9th_floor>
- #9[⌕] Bar
Keys: Bar, Blue Planet's Bar, Great Tomb Bar, Great Tomb of Nazarick Bar, Blue Planet Bar, Bar of Nazarick, Ninth Floor Lounge, 9th Floor Bar, Nazarick's Bar, Nazarick Bar, Ninth Floor Bar
Enabled · Selective · After character · Order 10 · 100%
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Definition The Bar is a recreational establishment on the Ninth Floor of the Great Tomb of Nazarick, created by Blue Planet as a quiet place where individuals or small groups could relax.Purpose
- Built to provide a peaceful place for the Supreme Beings to unwind.
- Served as an escape from the harsh realities of their lives in the real world.
- Became a fully functional establishment after Nazarick was transported to the New World.
Management The Bar is overseen by the Sous-chef, who periodically prepares food and drinks for Nazarick's residents.
- #10[⌕] Beauty Parlor
Keys: Nazarick Beauty Parlor, Beauty Shop, Barber Shop, Hairdresser Shop, Hair Salon, Beauty Salon, Beauty Parlour, Beauty Parlor, Nazarick Beauty Parlour
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<beauty_parlor> Definition The Beauty Parlor is a salon and store located on the Ninth Floor of the Great Tomb of Nazarick.
History Originally created by Tabula Smaragdina at Bukubukuchagama's request for a photoshoot featuring Momonga's Jack the Ripper summon acting as a hairdresser.
After Nazarick's transfer to the New World, Ainz Ooal Gown reopened the Beauty Parlor after realizing many NPCs had no dedicated place for haircuts. He appointed a summoned Jack the Ripper as its hairdresser, who was trained with help from Ainz, Shalltear Bloodfallen, and the Vampire Brides before the salon opened to Nazarick's residents.
Manager
- Jack the Ripper
Customers
- Homunculus Maids </beauty_parlor>
- #11[⌕] Canteen
Keys: Cafeteria, Staff Canteen, Nazarick Canteen, Nazarick Staff Canteen, Shokudo, Shokudō, 食堂, Staff Cafeteria, Canteen
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition The Canteen is a dining facility located on the Ninth Floor of the Great Tomb of Nazarick.Purpose
- Serves as the staff cafeteria for Nazarick's servants.
- Provides meals for the Homunculus Maids during their breaks.
Staff
- Head Chef: Shihoutu Tokitu
- Sous-chef
- Patissier
- Manservants who serve patrons.
- #12[⌕] Round Table Room
Keys: Entaku no Ma, Round-Table Room, Round Table Room, Round Table Chamber of Nazarick, Nazarick Round Table Room, 円卓の間, Round Table Chamber, Round Table Hall
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<round_table_room> Definition The Round Table Room is a meeting chamber located on the Ninth Floor of the Great Tomb of Nazarick.
Overview The room serves as the gathering place of the Supreme Beings and functions as one of Nazarick's primary meeting chambers.
Layout A gigantic round table carved from gleaming black stone occupies the center of the room, bearing the emblem of Ainz Ooal Gown. Forty-one luxurious chairs surround the table in a perfect circle, one for each member of the guild. </round_table_room>
- #13[🖈] [⚲] 8th Floor
Keys: Wilderness, Final Stronghold, Hidden Floor, Floor 8, Nazarick's Final Line of Defense, Great Tomb Eighth Floor, Forbidden Floor, Eighth Layer, Restricted Floor, Ultimate Defense Floor, Nazarick Wilderness, Nazarick Eighth Floor, Eighth Level, Wilderness Floor, Secret Floor, Nazarick 8th Floor, Final Defense Floor, 8th Floor, Eighth Floor, Great Tomb 8th Floor
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<8th_floor> Definition The Eighth Floor, known as the Wilderness, is the most secretive and heavily restricted floor of the Great Tomb of Nazarick. It serves as Nazarick's ultimate line of defense and houses the legendary Eighth Floor Hierarchy, the strongest military force within the tomb.
Characteristics
- Designed as a vast wilderness with minimal terrain obstacles.
- Entry is heavily restricted, even to Floor Guardians.
- Home of the Eighth Floor Hierarchy.
- Site where an alliance of 1,500 players and NPCs was annihilated.
- Contains Nazarick's greatest military assets and ultimate safeguards.
Known Areas
- Wilderness
- Sephiroth
- Cherry Blossom Sanctuary </8th_floor>
- #14[⌕] Cherry Blossom Sanctuary
Keys: Cherry Blossom Garden, Sakura Domain, Cherry Blossom Shrine, Cherry Blossom Sanctuary, Cherry Blossom Domain, Sakura Sanctuary, Cherry Blossom Sanctuary of Nazarick
Enabled · Selective · After character · Order 10 · 100%
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<cherry_blossom_sanctuary> Definition The Cherry Blossom Sanctuary is a secluded Japanese-style sanctuary on the Eighth Floor of the Great Tomb of Nazarick. It serves as Aureole Omega's residence and functions as the control center for Nazarick's teleportation network.
Characteristics
- Isolated sub-domain within the Wilderness.
- Traditional Japanese landscape.
- Controls Nazarick's teleportation system.
- Houses the Staff of Ainz Ooal Gown.
- Protected by Uka-no-Mitama, Ootoshi, and other high-level guardians. </cherry_blossom_sanctuary>
- #15[⌕] Sephiroth
Keys: Nazarick Sephiroth, Sephiroth Tree of Life, Tree of Life, Sephiroth of Nazarick, Sephiroth
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition Sephiroth, also known as the Tree of Life, is a major sub-domain on the Eighth Floor of the Great Tomb of Nazarick. It serves as the residence and spawning area of Victim, the Guardian of the Eighth Floor.Characteristics
- Located on the Eighth Floor.
- Also known as the Tree of Life.
- Residence of Victim.
- Acts as Victim's spawning location.
- #16[⌕] Wilderness
Keys: Eighth Floor Wasteland, Ultimate Killing Ground, Dead Zone, Desolate Wasteland, Desert Wasteland, Death Zone, Great Tomb Wilderness, Great Wasteland, Wilderness of Nazarick, Eighth Floor Wilderness, Barren Wasteland, Nazarick Wilderness, Nazarick Wasteland, 8th Floor Wilderness, Wilderness of the Great Tomb, Wilderness Area
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition The Wilderness is the primary environment of the Eighth Floor of the Great Tomb of Nazarick. It is a vast, barren wasteland that serves as one of Nazarick's most heavily guarded and mysterious defensive regions.Characteristics
- An immense desert-like wasteland with little natural cover.
- Designed to force invaders to cross vast, exposed terrain.
- Contains isolated sub-domains with drastically different environments.
- Home to the Cherry Blossom Sanctuary.
- Home to Sephiroth.
- Forms Nazarick's ultimate defensive stronghold.
- Designed to overwhelm enemies through both its environment and its defenders.
- #17[🖈] [⚲] 7th Floor
Keys: Volcanic Hellscape, Inferno Floor, Demonic Floor, Great Tomb Seventh Floor, Demiurge's Domain, Happy Farm, Floor 7, Volcanic Floor, Seventh Layer, Great Tomb 7th Floor, 7th Floor, Magma Floor, Nazarick Seventh Floor, Blazing Temple, Seventh Level, Seventh Floor, Lava Floor, Demon Floor, Infernal Floor, Hell Floor, Nazarick 7th Floor, Entrance to the Eighth Floor
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<7th_floor> Definition The Seventh Floor, also known as Lava, is a volcanic hellscape designed by Ulbert Alain Odle. It serves as the domain of Demiurge and functions as one of Nazarick's primary defensive floors.
Environment
- Vast volcanic landscape.
- Rivers of lava and magma.
- Extremely high temperatures.
- Highly hostile to living intruders.
Guardian
- Demiurge
Major Locations
- Blazing Temple
- Entrance to the Eighth Floor
Characteristics
- Serves as a major defensive layer of Nazarick.
- The Blazing Temple houses the heavily restricted passage to the Eighth Floor.
- Home to Demiurge's "Happy Farm," where humans are used in magical experiments to produce high-tier scrolls.
Defenders
- Seven Evil Lords
- High-level demonic forces </7th_floor>
- #18[⌕] Blazing Temple
Keys: Demiurge's Residence, Red-Hot Shrine, Temple of the Seventh Floor, Temple of Demiurge, Blazing Temple, Blazing Shrine, Demiurge's Temple, Seventh Floor Temple, 赤熱神殿, 7th Floor Temple, Residence of Demiurge
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<blazing_temple> Definition The Blazing Temple is the residence of Demiurge, Floor Guardian of the Seventh Floor. Designed by Ulbert Alain Odle, it serves as the central structure of the volcanic floor.
Location
- Seventh Floor
Appearance
- Ruined Grecian-style temple.
- Collapsed columns and shattered stone architecture.
- Profaned statues of various gods.
- Broken ceiling with massive fragments embedded throughout the temple.
- Designed to resemble demons casting the gods from heaven.
- A white throne stands at the center, overlooking the Seventh Floor.
Characteristics
- Primary residence of Demiurge.
- Symbolizes Ulbert Alain Odle's affection for his NPC.
- The surrounding area is normally guarded by the Seven Evil Lords.
Controller
- Demiurge </blazing_temple>
- #19[⌕] River of Lava
Keys: Yōgan no Kawa, Yogan no Kawa, Molten River, River of Lava, 溶岩の川, Lava River, River of Fire, River of Molten Rock, River of Flame
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<river_of_lava> Definition The River of Lava is a vast river of molten rock that flows through the Seventh Floor of the Great Tomb of Nazarick. It is guarded by the Area Guardian Guren and forms one of the floor's primary environmental defenses.
Location
- Seventh Floor
Appearance
- A massive river of crimson molten lava.
- Surrounded by scorching volcanic terrain and blazing heat.
Environment
- The extreme heat makes the area nearly impossible for most living beings to survive.
- Moisture rapidly evaporates, causing severe dehydration and exhaustion.
- Despite the suspended fire-damage field, the environment remains overwhelmingly hostile.
- Fire-immune creatures, including demons, fire elementals, Mephits, and fire-immune undead, inhabit the region naturally.
Guardian
- Guren </river_of_lava>
- #20[🖈] [⚲] 6th Floor
Keys: Sixth Floor, Great Tomb Sixth Floor, Forest Floor, Wilderness Floor, Forest Level, Tropical Floor, Great Forest, Floor 6, 6th Floor, Nazarick Jungle, Nazarick 6th Floor, Underground Jungle, Sixth Level, Nazarick Sixth Floor, Jungle Floor, Great Tomb 6th Floor, Sixth Layer
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<6th_floor> Definition The Sixth Floor, known as the Jungle, is a vast open-air subterranean ecosystem within the Great Tomb of Nazarick. It is governed by the twin Floor Guardians Aura Bella Fiora and Mare Bello Fiore, serving as both a natural habitat for magical beasts and one of Nazarick's largest living environments.
Environment
- Dense tropical forests with towering trees and lush vegetation.
- An enchanted artificial sky simulates daylight, night, weather, the sun, and the moon.
- Temperature and humidity are precisely regulated to sustain the ecosystem.
Known Areas
- Gigantic Tree
- Amphitheater
- Field of Flowers
- Green Hole
Inhabitants
- Aura Bella Fiora
- Mare Bello Fiore
- Aura's magical beasts and tamed monsters.
- Lizardmen of Green Hole.
Characteristics
- Functions as the primary habitat for Nazarick's magical beasts.
- Designed for exploration, training, and large-scale combat.
- One of the largest and most natural-looking floors within the Great Tomb.
Guardians
- Aura Bella Fiora
- Mare Bello Fiore </6th_floor>
- #21[⌕] Gigantic Tree
Keys: Mare's Tree, Gigantic Tree, Residence of Aura and Mare, Aura's Tree, Aura and Mare's Residence, Hollow Tree, Great Tree, Dark Elf Twins' Residence, Home of Aura and Mare, 巨大樹, Kyodaiju, Tree Residence, Tree House, Guardian Tree, Great Tree Residence, Giant Tree, Twin Guardians' Residence, Twin's Tree
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<gigantic_tree> Definition The Gigantic Tree is a massive hollow tree on the Sixth Floor of the Great Tomb of Nazarick. It serves as the residence of the Floor Guardians Aura Bella Fiora and Mare Bello Fiore.
Location
- Sixth Floor
- Near the Amphitheater
Appearance
- A colossal tree standing over twenty meters tall.
- Hollow interior designed for habitation.
- Small entrance requiring the Minimum class or a size-reducing item to enter.
Structure
- Three interior floors connected by a central spiral staircase.
- First Floor
- Kitchen
- Bathroom
- Toilets
- Second Floor
- Aura and Mare's living quarters.
- Third Floor
- Guest rooms.
- Balcony.
Residents
- Aura Bella Fiora
- Mare Bello Fiore </gigantic_tree>
- #22[⌕] Amphitheater
Keys: Amphitheater, Arena of Nazarick, Colosseum, Grand Amphitheater, Korosseumu, Oval Arena, 円形闘技場, Nazarick Amphitheater, Nazarick Arena, Amphitheatre, Great Tomb Amphitheater, Great Tomb Arena, Coliseum, 円形闘技場コロッセウム, Arena of the Great Tomb, Nazarick Amphitheatre, Roman Colosseum Replica, Battle Arena, Nazarick Colosseum, Grand Colosseum, Grand Arena, Nazarick Coliseum
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition The Amphitheater is the grand arena of the Great Tomb of Nazarick. Modeled after the Roman Colosseum, it serves as a massive combat arena where intruders are forced to fight before Nazarick's inhabitants.Location
- Sixth Floor
Appearance
- Large oval arena modeled after the Roman Colosseum.
- Approximately 180 meters long, 150 meters wide, and 40 meters tall.
- Surrounded by multiple tiers of spectator seating.
- Features an artificial sky capable of simulating daylight, nighttime, and the sun.
Features
- VIP Lounge: A six-story viewing area reserved for members of Ainz Ooal Gown.
- Golem Audience: Numerous golems serve as permanent spectators.
- Continual Light: Multiple light spells illuminate the arena, allowing battles to be clearly observed regardless of the simulated time of day.
Purpose
- Designed as a grand battlefield where invaders are forced into deadly combat for the entertainment of Nazarick's rulers.
- #23[⌕] Field of Flowers
Keys: Nazarick Flower Field, Flower Sanctuary, Floral Field, Floral Meadow, Field of Flowers of Nazarick, Nazarick Field of Flowers, Blooming Field, Flowering Plains, Great Flower Field, Field of Flowers, 花畑, Field of Blossoms
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<field_of_flowers> Definition The Field of Flowers is a vast flower meadow located on the Sixth Floor of the Great Tomb of Nazarick. Overseen by Aura Bella Fiora and Mare Bello Fiore, it serves as both a peaceful landscape and a habitat for numerous plant-type monsters.
Location
- Sixth Floor
Appearance
- An expansive field covered with blooming flowers of every color.
- A tranquil natural landscape maintained by Mare's druidic magic.
- Earth Recover is located at the center of the field to restore depleted soil.
Purpose
- Habitat for plant-type monsters gathered from outside Nazarick.
- Supports the cultivation of crops and sustains the surrounding ecosystem.
- Functions as one of Nazarick's primary botanical environments.
Characteristics
- The fertile land can produce exceptionally large crops, though doing so heavily drains the soil.
- Mare periodically restores the land's nutrients through magic.
- Plant-type monsters live with relatively few restrictions under Aura and Mare's supervision.
Known Inhabitants
- Alraunes
- Dryads
- Treants
- Spear Needle (Warden)
- Violet </field_of_flowers>
- #24[⌕] Green Hole
Keys: グリーンホール, Green-Hole, Gurīn Hōru, Village of Green Hole, Guriin Hooru, Green Hole, Green Hole Village, Green Hole Settlement
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<green_hole> Definition Green Hole is a newly established village located on the Sixth Floor of the Great Tomb of Nazarick. Created under Ainz Ooal Gown's Project Utopia, it serves as a settlement where multiple races can peacefully coexist.
Location
- Sixth Floor
Purpose
- Established as part of Project Utopia.
- Intended to foster peaceful coexistence between humans and non-human races.
- Serves as a model settlement for Ainz's vision of an ideal society.
Layout
- Approximately ten log houses for immigrant lizardmen.
- Farming fields.
- A large orchard several times larger than the farmland.
- Surrounded by a vast forest.
- Situated within a massive clearing that appears as a giant hole when viewed from above.
- Located between territories inhabited by intelligent and non-intelligent plant-type monsters.
- Lies within the expanded Field of Flowers.
Characteristics
- Exceptionally clean and well-organized through Mare's earth-shaping magic.
- Rich, highly fertile soil enhanced by Mare's magic.
- Home to immigrants from the New World relocated into Nazarick.
Leader
- Pinison Pol Perlia (Self-appointed Chieftain) </green_hole>
- #25[🖈] [⚲] 5th Floor
Keys: Fifth Layer, Arctic Domain, Frozen Domain, Ice Floor, Arctic Floor, Icy Floor, Glacier Level, Blizzard Floor, Frozen Region, 5th Floor, Frozen Floor, Nazarick 5th Floor, Glacier, Fifth Floor, Great Tomb 5th Floor, Glacier Floor, Floor 5, Frozen Realm, Frozen Wilderness, Great Tomb Fifth Floor, Frozen Layer, Fifth Level, Nazarick Fifth Floor
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<5th_floor> Definition The Fifth Floor, known as the Glacier, is a vast subterranean arctic landscape within the Great Tomb of Nazarick. Covered in endless ice and raging blizzards, it serves as the frozen domain of the Floor Guardian Cocytus and functions as one of Nazarick's primary defensive layers.
Environment
- Endless glaciers, snowfields, and thick sheets of ice.
- Constant blizzards and sub-zero temperatures.
- Continuously inflicts extreme cold and frost damage on those without sufficient resistance.
- Home to numerous frost-based monsters naturally adapted to the environment.
Notable Areas
- Snowball Earth
- Frozen Prison
- Room of Truth
- Room of Nigredo
- Chocolate Factory
Inhabitants
- Cocytus
- Frost Virgins
- Numerous frost-based monsters and undead immune to the extreme cold. </5th_floor>
- #26[⌕] Frozen Prison
Keys: Frozen Prison, Frozen Fortress, Frozen Penitentiary, Ice Prison, Hyōketsu Rōgoku, Nazarick Frozen Prison, 氷結牢獄, Nazarick Prison, Hyoketsu Rogoku
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<frozen_prison> Definition The Frozen Prison is the maximum-security prison of the Great Tomb of Nazarick. Located within the Fifth Floor, it serves as the primary facility for imprisoning, interrogating, and containing captives.
Location
- Fifth Floor
Appearance
- Fairy-tale castle standing amidst the frozen wasteland.
- Interior contrasts its exterior, consisting of bleak halls, prison cells, and hidden undead.
- Escape is virtually impossible due to both the fortress and the surrounding arctic environment.
Characteristics
- Designed by Tabula Smaragdina.
- Managed by Nigredo and Neuronist Painkill.
- Protected by hidden Wraiths and numerous undead that ambush intruders.
- Temperatures are even colder than the surrounding Fifth Floor.
Notable Areas
- Room of Nigredo: Nigredo's secluded chamber, concealed behind a painting depicting a mother holding her child.
- Room of Truth (Pain is Not to Tell): Neuronist Painkill's torture and interrogation chamber, filled with horrific devices used to process prisoners.
Guardians
- Nigredo
- Neuronist Painkill </frozen_prison>
- #27[⌕] Snowball Earth
Keys: Snowball Earth, Great Snowball, Cocytus' Domain, Cocytus's Domain, Snowball Earth Residence, Snowball-Earth, Cocytus' Home, Cocytus' Residence, Cocytus's Home, Sunoboruasu, Cocytus's Palace, 大白球, Frozen Residence, Cocytus's Residence, Ice Residence, Cocytus' Palace, Sunōbōruāsu
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<snowball_earth> Definition Snowball Earth is the residence of Cocytus, Floor Guardian of the Fifth Floor. Built entirely within the frozen Glacier, it serves as both his home and a fortress designed for combat.
Location
- Fifth Floor
Appearance
- Resembles a massive overturned hornet's nest or vespiary.
- Surrounded by six floating pillars of solid ice.
- The pillars serve as the residences of the Frost Virgins.
- Walls, ceilings, furniture, and nearly the entire interior are constructed from ice.
Environment
- Constant snowfall and powerful blizzards blanket the surrounding area.
- Snowstorms obscure vision and erase footprints, hindering intruders.
- During calmer periods, only light snowfall descends beneath the cloud cover.
Characteristics
- Spacious enough for Cocytus to freely wield all of his weapons indoors.
- Contains living quarters and a conference room.
- Specifically designed to accommodate indoor combat.
Controller
- Cocytus </snowball_earth>
- #28[🖈] [⚲] 3rd Floor
Keys: Third Catacomb Floor, Catacombs, Underground Catacombs, Nazarick Third Floor, Third Floor, Catacomb Floor, Nazarick 3rd Floor, Great Tomb 3rd Floor, Grave Layer, Third Floor of Nazarick, Burial Layer, Undead Catacombs, Third Layer, Grave, Burial Floor, Great Tomb Third Floor, Third Level, Floor 3, Crypt Floor, 3rd Floor
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<3rd_floor> Definition The Third Floor is the final layer of the Grave, the massive underground catacomb complex encompassing the first three floors of the Great Tomb of Nazarick. Ruled by Shalltear Bloodfallen, it consists of vast burial chambers and labyrinthine catacombs overrun by powerful undead.
Environment
- Endless underground catacombs and burial vaults.
- Pitch-black corridors lined with tombs, crypts, and coffins.
- Narrow passageways designed to isolate and overwhelm intruders.
- Connected to the First and Second Floors through conventional architecture rather than teleportation gates.
- Relies heavily on traps, illusions, and dead ends to hinder invading forces.
Locations
- Well of the Dead
- Shalltear's Personal Quarters
- Catacombs
Inhabitants
- Shalltear Bloodfallen (Floor Guardian)
- Death Chevaliers
- Grant's Spider Brood
- Skeletons
- Zombies
- Elder Liches
- Various POP Undead
Characteristics
- Final defensive layer of the Grave.
- Built around attrition, ambushes, and overwhelming numbers of undead.
- Constantly replenished by automatically respawning POP monsters, allowing the floor to steadily exhaust enemy resources. </3rd_floor>
- #29[⌕] Well of the Dead
Keys: Death Well, 死者の井戸, Well of the Dead, Shisha no Ido, Dead Pit, Well of Death, Dead Well
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<well_of_the_dead> Definition The Well of the Dead is a massive boundary separating the Second and Third Floors of the Great Tomb of Nazarick. It serves as both a natural barrier and a spawning ground for low-tier undead under Shalltear Bloodfallen's domain.
Location
- Between the Second and Third Floors
Appearance
- A circular hollow measuring approximately 150 meters in diameter and 45 meters deep.
- A 15-meter-wide crossing spans the well, divided into two lanes.
- Filled with immense piles of corpses, including skeletons, drowned bodies, crushed corpses, and decomposing remains.
- The mountains of corpses constantly shift and collapse beneath their own weight.
Characteristics
- Acts as the boundary separating the Second and Third Floors.
- Prevents direct travel between the two floors except via the crossing.
- Functions as one of Nazarick's undead spawning locations.
- Low-tier undead are generated here when Nazarick's existing undead forces are sufficiently depleted.
Controller
- Shalltear Bloodfallen </well_of_the_dead>
- #30[🖈] [⚲] 2nd Floor
Keys: Burial Catacombs, Nazarick 2nd Floor, Nazarick Second Floor, Great Tomb Second Floor, Second Layer, Catacomb Level Two, Underground Catacombs, Floor 2, Second Floor, Great Tomb 2nd Floor, Second Level, Underground Labyrinth, 2nd Floor, Catacombs Second Floor, Catacomb Sector, Floor Two
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<2nd_floor> Definition The Second Floor is part of the Catacombs, which span the first three floors of the Great Tomb of Nazarick. It consists of labyrinthine burial vaults and lightless underground passages designed to exhaust invaders through fear, attrition, and psychological warfare. Like the rest of the Catacombs, it is overseen by the Floor Guardian Shalltear Bloodfallen.
Environment
- Endless catacombs, tombs, and maze-like stone corridors.
- Perpetual darkness severely limits visibility.
- Designed to wear down invaders through structural hazards, confusion, and psychological pressure.
Areas
- Black Capsule
- Adipocere Chamber
- Derelict Rope Bridge
- Windowless Underground Chapel
Inhabitants
- Shalltear Bloodfallen
- Kyouhukou
- Vampire Brides
- Various undead defenders
Overview The Second Floor focuses on psychological terror rather than overwhelming force. Hidden ambushes, oppressive darkness, unstable terrain, and horrifying environments gradually weaken intruders before they advance deeper into Nazarick. </2nd_floor>
- #31[⌕] Adipocere Chamber
Keys: Adipocere Chamber, Shalltear's Chamber, Shalltear's Personal Chamber, 死蝋玄室, Adipocere, Shalltear's Residence, Shalltear's Personal Residence, Shalltear's Room
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<adipocere_chamber> Definition The Adipocere Chamber is the personal residence of Shalltear Bloodfallen on the Second Floor of the Great Tomb of Nazarick. It serves as both her private quarters and the command center from which she monitors Nazarick.
Location
- Second Floor
Appearance
- Reached by crossing a broken, deteriorated bridge.
- Draped with translucent pink chiffon veils that obscure visibility.
- Decorated with elegant furnishings and private sitting rooms.
- Small white tables are prepared for two, each set with porcelain teacups containing a crimson liquid.
- The room carries an erotic yet eerie atmosphere.
Features
- Residence of Shalltear Bloodfallen.
- Home to her Vampire Brides and other undead attendants.
- Functions as one of Nazarick's surveillance points under Ainz Ooal Gown's orders.
- Furnished almost entirely by her creator, Peroroncino.
- Contains a concealed storage space hidden behind a wardrobe.
Guardian
- Shalltear Bloodfallen </adipocere_chamber>
- #32[⌕] Black Capsule
Keys: Cockroach Pit, Nazarick Black Capsule, Black Capsule Room, Black Coffin, Cockroach Nest, 黒棺, Kuro Hitsugi, Kyouhukou's Chamber, Burakku Kapuseru, Black Capsule, ブラック・カプセル, Insect Chamber, Kyouhukou's Residence, Cockroach Chamber, Kyouhukou's Domain, Roach Nest, Roach Pit
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<black_capsule> Definition The Black Capsule is the residence of Kyouhukou, Area Guardian of the Second Floor. It is a lightless chamber completely consumed by an endless sea of carnivorous cockroaches, designed to overwhelm intruders through terror, exhaustion, and countless living insects.
Location
- Second Floor
Appearance
- A vast chamber shrouded in absolute darkness.
- No natural or artificial light exists within the area.
- The floor, walls, and ceiling are entirely covered in cockroaches.
- Countless cockroaches of every size continuously crawl over one another.
- The chamber is far larger than its darkness initially suggests.
Environment
- Intruders gradually sink into the living mass of cockroaches until submerged around the waist.
- The overwhelming darkness disorients victims, making navigation nearly impossible.
- Weapons are largely ineffective against the immense swarm.
- The insects invade armor and clothing before entering every opening of the body.
- Victims are slowly consumed from both the outside and inside as the swarm devours them alive.
- If no prey is available, the cockroaches sustain themselves through cannibalism.
Guardian
- Kyouhukou </black_capsule>
- #33[⚲] Abelion Hills
Keys: Holy Kingdom Frontier, Sinkhole Region, Great Wall Border, Enter the Abelion Hills, アベリオン丘陵, Abelion Expedition, Aberion Hills, Abelion Hill, Demi-Human Tribes of Abelion, Aberion Kyūryō, Claimed by the Sorcerer Kingdom, Return to the Abelion Hills, Abelion Wilderness, Boundary of the Holy Kingdom, Aberion Kyuryo, Abelion Hills, Travel to the Abelion Hills, Roble Holy Kingdom Border, Slane Theocracy Border, Jaldabaoth's Conquest of Abelion, Demiurge's Ranch, Explore the Abelion Hills, Northern Sinkholes, Aberion Hill
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<abelion_hills> Definition The Abelion Hills are a vast wilderness of rolling hills, forests, and rugged terrain situated between the Roble Holy Kingdom and the Slane Theocracy. Long regarded as one of the most dangerous regions on the continent, they are inhabited by countless demi-human tribes and monsters. Following Jaldabaoth's campaign during the Holy Kingdom conflict, the territory was ultimately claimed by the Sorcerer Kingdom.
History For centuries, the Abelion Hills were divided among constantly warring demi-human tribes competing for territory, resources, and slaves. Their repeated invasions forced the Roble Holy Kingdom to construct the Great Wall, while the Slane Theocracy regularly launched extermination campaigns to suppress the region. During Jaldabaoth's invasion, the scattered tribes were united into a single military force before eventually falling under the authority of the Sorcerer Kingdom.
Geography The region is dominated by expansive hills, dense forests, rocky highlands, and scattered mountain ranges. The northern reaches contain thousands of natural sinkholes, while the western border meets the Great Wall of the Roble Holy Kingdom. The eastern frontier borders the Slane Theocracy, and the northern boundary approaches the former Re-Estize Kingdom. Metal resources are scarce, making them highly prized among the local tribes.
Notable Locations
- Demiurge's Ranch
- Thousands of Sinkholes
- Great Wall Border
Inhabitants The Abelion Hills are home to numerous demi-human races, heteromorphs, monsters, and powerful tribal leaders. Many tribes historically fought among themselves before being united during Jaldabaoth's campaign. Known inhabitants include Bafolk, Zern, Centaurs, Ogres, Naga Raja, Spriggans, Zoastia, Goblins, Orcs, Hill Giants, Dark Dwarves, Pandex, Weremen, and many other demi-human species. </abelion_hills>
- #34[⚲] Arcology
Keys: Arcology Cities, Self-Contained Cities, アーコロジー, Arcology States, Corporate Stronghold, Enclosed Megacity, Arcology State, Self-Contained City, Megacities, Arcology City, Arcologies, Arcology, Mega Arcology, Corporate Strongholds, Corporate Habitat, Corporate City, Corporate Arcologies, Corporate Cities, Megacity, Environmental Megacity, Mega Arcologies, Corporate Arcology
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition Arcologies are massive self-contained megacities that serve as the political, economic, and residential centers of the corporate conglomerates that dominate the World of 2138. Designed as complete environments, they isolate their inhabitants from the polluted outside world while functioning as independent city-states.Overview Following the collapse of traditional governments, powerful corporations consolidated their authority within arcologies, transforming them into fortified centers of wealth, industry, and administration. These megacities became the primary seats of corporate power, with many surrounding settlements existing under their influence.
Life Within Arcologies provide clean air, stable infrastructure, abundant resources, and luxurious living conditions unavailable to most of humanity. Their residents, primarily corporate employees and wealthy elites, live largely separated from the poverty, pollution, food shortages, and civil unrest that define the outside world.
Corporate Rule Each arcology is governed by the corporation that constructed it, effectively operating as an autonomous state with its own economic, political, and military influence. Rival corporations occasionally wage conflicts against one another, using their resources and private forces to expand power and territory.
Notable Information
- Considered the safest and most prosperous locations in the World of 2138.
- Serve as the headquarters of the world's dominant megacorporations.
- Several European arcologies participated in the Euro-Arcology Wars.
- Cities such as Neo Kyoto and Neo Kyoto Hachijō are believed to be arcologies.
- #35[⚲] Argland Council State
Keys: Argland Council State, Council Republic, Argland Nation, Council of Argland, アーグランド評議国, Argland Republic, Āgurando Hyōgikoku, Argland, Northwestern Council State, Council State, Demi-Human Council State, Āgurando Hyōgi-Koku, Council Nation, Multi-Racial Council State
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<argland_council_state> Definition The Argland Council State is a powerful multi-racial nation located northwest of the former Re-Estize Kingdom and surrounded by mountain ranges. It is regarded as one of the two great superpowers of the region.
Government The nation is governed through a representative council. Each race elects a representative to hold a seat within the council, while the Dragon race permanently holds five seats occupied by the Five Dragon Councillors.
Population
- Predominantly demi-human
- Humans comprise less than 10% of the population
- Numerous intelligent races coexist within the nation
Culture The Council State is one of the few nations where humans and demi-humans coexist peacefully under the same government. Its society emphasizes cooperation between races rather than racial superiority.
Military The Council State possesses one of the strongest militaries in the New World.
Its military strength includes:
- Dragon Lords
- Wild Magic practitioners
- Powerful demi-human warriors
- Elite adventurer parties
- National-level military organizations
Religion The nation has no known dominant religion. Due to its diverse population, numerous faiths coexist throughout the country.
Foreign Relations The Council State generally favors diplomacy while maintaining the military strength necessary to deter foreign aggression. Its greatest geopolitical rival is the Slane Theocracy due to their opposing ideologies regarding demi-humans. </argland_council_state>
- #36[⚲] Asgard
Keys: Āsugaruzu, Asgard Realm, YGGDRASIL Asgard, アースガルズ, Asgard, World of Asgard, Asgard World
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition Asgard is one of the Nine Worlds of YGGDRASIL. It primarily serves as the homeland of humanoid and demi-human races and is one of the largest and most expansive worlds within the game.Environment
- Vast open world with numerous unexplored regions
- Dangerous terrain and environmental hazards
- Difficulty increases farther from the world's center
- Contains hidden dungeons and exploration areas requiring specialized equipment and preparation
Inhabitants
- Primarily inhabited by humanoid and demi-human races
- Heteromorphic races suffer disadvantages while within the world
Resources Asgard contains numerous valuable gathering materials and rare resources, including:
- Data Crystals
- Platinum++ Asgard Pekoe
- Asgard Beet
- Seasonal crops that change according to the world's harvest cycle
Features
- Hosts the World Champion tournament
- Only one World Champion may exist within Asgard at a time
- Contains the only guild base with 3,000 NPC Data Levels, the highest NPC capacity available in YGGDRASIL
Characteristics
- One of the Nine Worlds of YGGDRASIL
- Extremely large in scale
- Exploration-focused world
- Rich in rare resources and high-end gathering materials
- Designed to favor humanoid and demi-human races
- #37[⚲] Azerlisia Mountains
Keys: Azerlisia Mountains Range, Azerlisia Mountain Range, Kingdom-Empire Mountain Range, Great Mountain Range, アゼルリシア山脈, Azerurishia Sanmyaku, Border Mountains, Mountain Border of the Kingdom and Empire, Azerlisia Range, Azerlisia Mountains, Northern Mountain Range, Border Mountain Range
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<azerlisia_mountains> Definition The Azerlisia Mountains are a vast mountain range forming the natural border between the Baharuth Empire and the former Re-Estize Kingdom. The range contains numerous underground caverns and serves as the homeland of several powerful races.
Geography
- Extensive mountain range with snow-covered peaks
- Harsh alpine climate
- Numerous subterranean caverns and tunnel networks
- Rich in mineral and ore deposits
- Connected to the Great Forest of Tob at its southern foothills
- Contains an enormous lake near its southern region
Climate
- Heavy snowfall throughout much of the range
- Frigid mountain winds capable of inflicting cold damage
- Extreme cold requiring cold resistance or suitable equipment
Terrain
- Steep mountain passes
- Dangerous trade routes
- Flying monsters frequently ambush travelers
- Numerous underground passages
- Abundant ore veins
Major Locations
- Mt. Rappaslea
- Great Rift
- Land of Molten Magma
- Dwarf Kingdom
Wildlife & Inhabitants The Azerlisia Mountains are inhabited by numerous intelligent races and dangerous monsters, including:
- Dwarves
- Quagoa
- Frost Dragons
- Frost Giants
- Myconids
- Azerlisia Mountain Turtles
- Frost Zombies
- Frost Bones
- La-Angler Lava Lords
- Riding Lizards
- Perytons
- Nuk
Characteristics
- One of the richest mining regions in the New World
- Homeland of the Dwarf Kingdom
- Habitat of numerous powerful monsters
- Difficult to traverse due to terrain, climate, and hostile wildlife </azerlisia_mountains>
- #38[⚲] Baharuth
Keys: Imperial Baharuth, The Baharuth Empire, Baharuth Imperial State, Baharuth Empire, Baharuth
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<baharuth_empire> Definition The Baharuth Empire is a human nation in the New World located east of the Azerlisia Mountains and northeast of the Great Tomb of Nazarick. It was once one of the strongest human nations in the region.
Capital
- Arwintar
Government The Empire is ruled by an absolute monarch. Its government is centralized through a bureaucratic administration rather than being fully controlled by hereditary nobles.
Politics The Empire was once a feudal state, but its nobility was weakened through purges and reforms. Capable commoners can rise in status through merit, allowing the administration to function with greater efficiency than many neighboring human nations.
Culture The Empire has a high standard of living compared to other human countries. Its culture resembles a refined aristocratic society, with theatre, noble customs, professional institutions, and a developed urban lifestyle.
Population
- Primarily human
- High literacy rate
- Commoners have limited chances for social advancement
Education The Empire supports formal education and magical study through government-backed institutions. Magic is treated as one important field among several disciplines needed for the nation's future development.
Religion The Empire's citizens worship the Four Great Gods and several minor gods associated with humanity.
Military The Empire maintains a professional standing army equipped with advanced magical technology.
Military Structure
- Imperial Army
- Royal Air Guard
- Royal Earth Guard
- Royal Guard
- Four Imperial Knights
- Eight Knight Orders
Military Characteristics
- Professionally trained soldiers
- Strong imperial knights
- Flying beast cavalry
- Arcane magic casters
- Modern magical equipment
- Direct support from the Ministry of Magic
Economy The Empire is economically and socially advanced for a human nation. Its prosperity comes from centralized reforms, efficient administration, trade, magical development, and a relatively stable internal structure.
Slavery The Empire permits slavery under strict legal regulation. Human slaves possess legal protections, while demi-human slaves are treated with fewer rights. Slave abuse is restricted by law and may result in penalties.
Foreign Relations The Empire maintains active diplomacy with surrounding nations and is one of the more internationally connected human states.
Diplomatic Position
- Former rival of the Re-Estize Kingdom
- Trade partner of the Dwarf Kingdom
- Receives tribute from the Dragon Kingdom in exchange for military aid
- Maintains political dialogue with the Argland Council State
- Monitors the Slane Theocracy
- Later becomes a vassal state of the Sorcerer Kingdom
Characteristics
- Human nation
- Absolute monarchy
- Centralized bureaucracy
- Strong magical technology
- Professional military
- High literacy rate
- Merit-based advancement
- One of the most advanced human nations in the region </baharuth_empire>
- #39[⚲] Broken Towers
Keys: Broken Tower 3, Katze Broken Towers, Broken Tower 6, Broken Tower 1, Broken Tower 7, Broken Tower 2, Broken Tower, Broken Towers of Katze Plains, Abandoned Towers, Broken Towers, Ruined Towers of Katze Plains, Ruined Watchtowers, Broken Tower 5, Collapsed Towers, Broken Tower 4
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<broken_towers> Definition The Broken Towers are seven abandoned fortress towers scattered throughout the Katze Plains. They serve as landmarks, emergency shelters, and temporary strongholds for those traversing the plains.
Location
- Katze Plains
- Seven towers designated Broken Tower 1 through Broken Tower 7 according to their distance from Vadis
Structure The towers are ancient stone structures that collapsed around their midsections, leaving heavily ruined remains surrounded by large scattered debris. Despite their ruined condition, they remain structurally usable after later reinforcement.
Layout Each Broken Tower contains:
- A reinforced entrance gate
- Emergency food stores
- Reinforced interior supports
- Burial equipment
- Flag signaling mechanisms
The towers are enclosed by a wooden defensive fence with deliberate openings, allowing occupants to monitor approaching undead while preventing complete enclosure.
Defenses The surrounding grounds contain:
- Defensive wooden fencing
- Concealed pitfall traps marked by wooden stakes and cloth markers
- Defensive earthworks
- Reinforced gates
The traps are intended primarily for delaying low-intelligence undead rather than permanently eliminating them.
Flag System The towers use internal signal flags to communicate their status.
- No Flag: Tower is unoccupied; nearby undead have not necessarily been cleared.
- Occupied Flag: Indicates the tower is currently in use by living occupants.
- Danger Flag: Warns that powerful undead are present nearby and occupants are sheltering inside.
Tower Classification
- Broken Tower 1: Closest to Vadis and the primary staging point for expeditions into the Katze Plains.
- Broken Towers 4–7: Located deeper within the plains and generally require coordinated expeditions to safely reach.
Characteristics
- Seven known towers
- Ancient ruined fortifications
- Converted into expedition shelters
- Defensive refuge against undead
- Recognizable navigation landmarks throughout the Katze Plains </broken_towers>
- #40[🖈] [⚲] Capitals
Keys: Capital, National Capital, Royal Capital, Kingdom Capital, State Capital, Imperial Capital, Capital City
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Known Capital Cities- Arwintar
- Crescent Lake
- E-Rantel
- Eryuentiu
- Feo Berkana
- Feo Jera
- Hoburns
- Re-Estize
- Silksuntecks
- #41[⌕] Arwintar
Keys: Empire Capital, Āwintāru, Imperial Capital of the Baharuth Empire, アーウィンタール, Arwintar, Baharuth Capital, Capital of the Baharuth Empire, Imperial City of Baharuth
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition Arwintar is the imperial capital of the Baharuth Empire and serves as its political, economic, military, and academic center.Location
- Located slightly west of the Empire's geographical center
Layout Arwintar is a highly developed city built with paved brick and stone roads, showcasing the Empire's wealth and engineering capabilities. Its streets are divided into traffic lanes with raised sidewalks, protective fences, magical street lighting, and regular knight patrols to maintain public safety and order.
Characteristics
- One of the most advanced cities in the New World
- Major center of commerce and innovation
- Constant influx of merchants, scholars, craftsmen, and talent
- Symbol of the Baharuth Empire's prosperity and modernization
Notable Locations Imperial Palace The residence of the Baharuth Emperor and the administrative center of the Empire. Government institutions, universities, and magic academies surround the palace district.
Grand Arena A massive arena used for tournaments, gladiatorial combat, festivals, and other public events.
Central Market The Empire's primary commercial district, divided into specialized market sections for various goods, including magic items.
Temple of the Four Great Gods The capital's primary temple, providing religious services and healing magic.
Ministry of Magic A state-funded magical research institute responsible for developing magical knowledge and equipment.
Singing Apple Pavilion A respected inn and tavern known for its privacy, making it a popular meeting place for merchants, adventurers, and workers.
Imperial Art Museum A museum dedicated to preserving and displaying works of art.
- #42[⌕] E-Rantel
Keys: E Ranteru, Three-Walled City, Capital City E-Rantel, E-Rantel, Triple-Walled City, Fortress City E-Rantel, Fortress City, City of Three Walls, エ・ランテル, Fortress City of E-Rantel
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<e_rantel> Definition E-Rantel is the fortified capital of the Sorcerer Kingdom. Formerly one of the Re-Estize Kingdom's greatest fortress cities, it serves as a major military, commercial, and administrative center.
Location
- Capital of the Sorcerer Kingdom
- Formerly part of the Re-Estize Kingdom
- Positioned near the borders of the Baharuth Empire and Slane Theocracy
- Strategic crossroads for trade and military operations
Government Directly governed by the Sorcerer King through appointed officials.
Layout E-Rantel is protected by three concentric defensive walls, dividing the city into distinct districts.
-
Outer District Military facilities, defensive structures, and garrison.
-
Middle District Residential districts, markets, shops, guilds, and public plazas.
-
Inner District Administrative center, government buildings, warehouses, and official residences.
Features
- Adventurer's Guild
- Magic Caster Guild
- Pharmacists' Guild
- Central Plaza
- E-Rantel Cemetery
- Extensive underground catacombs
- Shining Golden Pavilion
- VIP Villa
- Demi-Human District
- Sewers
Economy E-Rantel is a major commercial hub connecting surrounding nations. It is renowned for:
- Potion production
- Herbalists and pharmacists
- Weapon and adventuring supplies
- Regional trade
Military Known as the Fortress City due to its layered fortifications. Its defensive design makes large-scale assaults extremely difficult.
Laws
- Drawing weapons within the city is prohibited except in self-defense.
- Mind-control magic may be used during criminal investigations.
- Consumption of humans by demi-humans is strictly forbidden.
Characteristics
- Triple-walled fortress city
- Major commercial center
- Major adventurer hub
- Large cemetery with undead countermeasures
- Extensive catacomb network
- Mixed human and demi-human population </e_rantel>
- #43[⌕] Eryuentiu
Keys: Desert Capital, Eryuentiu City, City of Eryuentiu, Eight Greed Kings' Capital, Floating City Eryuentiu, Tree in the Center of the World, エリュエンティウ, Ancient Capital of the Eight Greed Kings, Eryuentiu
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition Eryuentiu is the ancient capital city founded by the Eight Greed Kings, located deep within the southern desert. It remains one of the greatest surviving relics of their civilization.Location
- Southern desert
- South of the Slane Theocracy
Type Capital City
Founders
- Eight Greed Kings
Current Control
- Platinum Dragon Lord
Characteristics
- Ancient city of the Eight Greed Kings
- Considered one of the greatest remnants of their civilization
- Protected by powerful magical enchantments
- Contains numerous relics and magic items from the age of the Eight Greed Kings
- Guarded by powerful protectors equipped with relic-class magical equipment
Layout The city consists of a floating city suspended above a hidden metropolis.
The metropolis is concealed beneath a powerful illusion that prevents outsiders from recognizing its existence within the desert. The floating city continuously supplies the settlement below with an unlimited source of fresh water.
Technology
- Advanced magical architecture
- Permanent large-scale illusion magic
- Unlimited water generation
- Repository of YGGDRASIL-era magical equipment
Notable Features
- One of the greatest concentrations of relics from the age of the Eight Greed Kings
- Produces highly prized katanas
- Name translates as "The Tree in the Center of the World" in the Ancient Tongue
- #44[⌕] Feo Berkana
Keys: Ancient Capital of the Dwarf Kingdom, Feo Berkana, Former Capital of the Dwarf Kingdom, フェオ・ベルカナ, Old Capital of the Dwarf Kingdom, Feo Berukana
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<feo_berkana> Definition Feo Berkana is the ancient capital of the Dwarf Kingdom.
Location
- Capital of the Dwarf Kingdom
- Connected to Feo Jera by an extremely dangerous route
History Originally served as the royal capital of the Dwarf Kingdom before being abandoned following the attack of the Demon Gods. It was later occupied by the Quagoa, while the Royal Palace became the domain of a Frost Dragon.
Layout The route between Feo Berkana and Feo Jera passes through three major hazards:
- Great Rift
- Land of Molten Magma
- Maze of Death
Features Royal Palace
- Former residence of the Dwarven royal family.
- Protected by ancient golems.
- Large enough to accommodate Frost Dragons.
Merchant's Guild
- One of the largest structures within the city.
- Originally served as the city's commercial center.
- Contains meeting halls and storage vaults.
Bathhouse
- Famous throughout the Dwarf Kingdom.
- Connected to the Royal Palace through reinforced mining tunnels.
Ruins District
- A heavily destroyed district left unreconstructed after the city's abandonment. </feo_berkana>
- #45[⌕] Feo Jera
Keys: Second Capital of the Dwarf Kingdom, Feo Jera, New Dwarven Capital, Feoh Jera, Capital City of the Dwarves, Current Dwarven Capital, フェオ・ジュラ, Feo Jura, Capital of the Dwarf Kingdom, Dwarven Capital, Second Dwarven Capital
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<feo_jera> Definition Feo Jera is the second capital of the Dwarf Kingdom, serving as its political, military, and industrial center after the abandonment of Feo Berkana.
Government Governed by the Regency Council.
Location
- Located within the Azerlisia Mountains.
- Northeast of Feo Raidho.
- Constructed beneath steep mountain peaks.
- Protected by the Great Rift to the west.
Layout Like other dwarven cities, Feo Jera was excavated around extensive ore veins. Unlike most dwarven settlements, it was intentionally designed to accommodate large-scale trade with humans, featuring accessible surface routes and a massive outer fortress.
Features
- Great Rift
- Suspension Bridge
- Feo Jera Garrison
- Surface Fortress
- Council Chamber
- Mining Base
- Sector 8821
- White Beer Pavilion
- Black Gold Beard Pavilion
- Forgemaster's Workshop
Industry Mining and metallurgy form the foundation of the city's economy. Extensive mining operations, national foundries, and blacksmith workshops support the kingdom's production of ores, metals, and crafted goods.
Military The city is heavily fortified through multiple defensive layers, including fortresses, military garrisons, and the natural barrier of the Great Rift, with the suspension bridge serving as the primary western approach.
Population Approximately 100,000 dwarves. </feo_jera>
- #46[⌕] Hoburns
Keys: Hoburns, Roble Holy Kingdom Capital, Capital City of the Holy Kingdom, ホバンス, Roble Capital, Hobansu, Northern Holy Kingdom Capital, Holy Capital of the Roble Holy Kingdom, Holy Capital, Capital of the Roble Holy Kingdom
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition The holy capital of the Roble Holy Kingdom, located within the Northern Holy Kingdom.Location
- Northern Holy Kingdom
- Near the cities of Rimun, Prart, and Kalinsha
Type Capital City
Function Hoburns serves as the political, administrative, and religious center of the Roble Holy Kingdom.
Major Locations
- Royal Palace of Hoburns — Residence of the Holy King or Holy Queen.
- Great Cathedral — The highest temple of the Holy Kingdom's religion.
- Prime Estate — Residential district for prominent nobles and officials.
Characteristics
- One of the Holy Kingdom's largest cities.
- Center of royal authority.
- Center of the nation's primary faith.
- #47[⌕] Re-Estize
Keys: Capital City of the Re-Estize Kingdom, 王都リ・エスティーゼ, Re-Estize Capital, Re-Estize City, Ōto Ri Esutīze, Capital of Re-Estize, Re Estize, Capital of the Kingdom, Re-Estize Royal Capital, Re-Estize, Royal Capital Re-Estize
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<re_estize> Definition Re-Estize was the royal capital of the Re-Estize Kingdom. As one of the oldest cities in the region, it served as the nation's political, administrative, economic, and cultural center.
Government The city was governed by the Kingdom's Royal Family and housed the nation's royal court, administrative institutions, and military leadership.
Layout The capital was built around Ro-Lente Castle, with wealth and infrastructure concentrated near the city's center.
- Central districts contained paved roads, noble estates, and government buildings.
- Residential districts became progressively less developed farther from the city center.
- Many outer roads remained unpaved and frequently became muddy after rainfall.
- Lower districts were densely populated and suffered from poor sanitation.
Architecture The city combined ancient urban planning with gradual expansion over centuries. Noble districts contained large estates and well-maintained streets, while common districts consisted of tightly packed residential and commercial buildings.
Notable Locations
- Ro-Lente Castle
- Valencia Palace
- Magician's Guild
- Gazef Stronoff's Residence
- Upper District Mansion
- Orphanage
- Vesture's Dojo
Security The capital maintained several layers of defense.
- City Guards maintained public order.
- Palace Guards protected the royal grounds.
- Royal Knights defended the castle and inner districts.
Despite these forces, corruption and political appointments often reduced the overall effectiveness of the city's security.
Characteristics
- Royal capital of the Re-Estize Kingdom
- One of the oldest cities in the New World
- Political and administrative center
- Headquarters of the Kingdom's Magician's Guild
- Large population with significant economic inequality
- Notorious for unpaved roads and aging infrastructure
- #48[🖈] [⚲] Bodies of Water
Keys: Water Body, Natural Water Formation, Body of Water, Aquatic Regions, Aquatic Area, Water Region, Water Feature, Bodies of Water, Aquatic Region, Inland Water, Water Bodies, Waterways, Marine Region, Waterway
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<bodies_of_water> Lakes
- Crescent Lake
- Great Lake
Seas
- Rhynd Sea
Oceans
- Nóatún
Other
- Tide Pool </bodies_of_water>
- #49[⌕] Great Lake
Keys: Hyōtan Mizūmi, Hyotan Mizuumi, ひょうたん湖, Great Lake, Great Lake of Tob, Azerlisia Great Lake, Nazarick Great Lake, Lake of the Great Forest of Tob, Great Forest Great Lake
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<great_lake> Definition The Great Lake is a massive freshwater lake located between the Great Forest of Tob and the southern foothills of the Azerlisia Mountains. It is one of the largest bodies of water in the region.
Location
- Northern Great Forest of Tob
- South of the Azerlisia Mountains
Control
- Sorcerer Kingdom
Geography
- Approximately 20 kilometers wide
- Shaped like an inverted calabash or ladle
- Divided into an Upper Lake and Lower Lake
- Fed by waterways flowing between the Azerlisia Mountains and the Great Forest of Tob
Regions Upper Lake
- Deep waters
- Habitat of larger aquatic creatures
Lower Lake
- Shallower waters
- Habitat of smaller aquatic creatures
Wetlands Located at the southern end of the Lower Lake, the wetlands form a vast marsh where the lake gradually blends into muddy terrain.
Inhabitants Intelligent Races
- Lizardmen
- Toadmen
Other Creatures
- Hydra
- Dermes Frog
- Mud Crab </great_lake>
- #50[⌕] Crescent Lake
Keys: Mikadzuki Mizuumi, Lake Crescent, Great Lake of the Elf Country, Crescent Lake, Elven Capital Lake, Crescent-Shaped Lake, Lake of the Elf Capital, Mikadzuki Mizūmi, Great Lake of Evasha, Royal Capital Lake, 三日月湖
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<crescent_lake> Definition Crescent Lake is a large lake located within the Great Forest of Evasha near the Elf Country's royal capital.
Location
- Great Forest of Evasha
- Near the Elf Country's royal capital
Characteristics
- Naturally formed in the shape of a crescent.
- One of the largest known bodies of water within the Great Forest of Evasha.
- Surrounded by flat plains and broken forest.
Features Royal Capital
- Built along the shores of Crescent Lake.
- Constructed from thousands of interconnected elf trees.
- Designed as an extension of the surrounding forest.
- Dense, maze-like layout with few landmarks, making navigation difficult for outsiders.
Elven Royal Castle
- Residence of the Elven royal family.
Meadow
- An open defensive field deliberately maintained by the elves.
Wildlife
- Home to a gigantic lake monster that preys upon large creatures approaching the lake.
- The monster naturally protects the surrounding settlements from large monsters.
Importance
- Serves as the center of the Elf Country.
- The only major settlement constructed outside the forest canopy.
- Supports the largest concentration of the Elf Country's population. </crescent_lake>
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