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[WB] Reign of the Overlord - Heavy WIP

Tazreale

Architect of Worlds
Joined
Nov 12, 2016
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Teaser Premise

Inspired primary from the hit anime 'Overlord,' a dark genre involving the transportation of a player and the guild of NPCs he was within into a New World; that takes a whole different approach to the Isekai genre. What is that? Villainy, conquest, of course the anime and LNs involved all sorts of elements as well; but its sheer ability of world building within it where the intruders of this New World really make an impact on it. Where every character within it contributed to the ongoing story instead of just one MC main focus(to point of LN having chapters dedicated the various NPCs of Nazerick.)

Now, does one need a good knowledge of Overlord? No, not really. This is, in no way, shape, or form going to be a Canon world game. I have been working on and off of a map for months, close to completion, but not quite there. I have already delve a few premises for start as well involving the project. This in itself is an Original World completely inspired off of Overlord; which will borrow plenty of the elements as well. Of course, I been mainly debating the key elements around it, so far more towards what route of Isekai to go with it. Since there are many different forms of Isekai.

Route A: Players part of guild. Maybe a few PCs will be transported and the other cast will be NPCs that came to life. The trouble with this, which is only slightly hinted in Overlord anime, but it is no spoiler less you are reading LN. If you read LN, you probably know what I mean since they completely skip over when it was going to happen in anime. But to simply put it, it mainly deals with the NPCs loyalty. Where in the anime, everyone is loyal to Ainz cause he was the only person that got transported and stay with them. They view the 'players,' as Gods/desses and Ainz was practically worshiped. Which in LN it caused a later conspiracy theory involving Albedo; but I won't say any further with that.

Route B: Probably the simplest of approaches and less complex. Our characters were already in a different world of fantasy origin and ended up summoned in a New World. This means, it allows for more established backgrounds as well. We can still say it may be of a somewhat 'game,' world they hail from. Since lot of Isekai still emphasis on various class systems and evolutions as a natural thing. *Cough* Re:Monster *Cough.* Which is also good f***ing manga and LN in itself that I also advise anyone who isn't reading to read. Any who, before straying off topic, back to Route B. This route, my character will be naturally an already achieved 'Overlord,' from his world, with a powerful flock of minions(other PCs) that support him and are loyal. Many of these people may of join him or just been conquered by him and forced into subjugation. Obviously, Route B will again allow much more character depth, plotting, planning, etc which is more than likely what I will default to. I haven't worked out the size of the party, I guess it ultimately depends on interest when I work out most of the concept.

So where does this take us? At first, the idea will be a slow approach, mainly introductions of characters in their new environment and then greater involvement will come. Depending on size of game, other GMs may be taken to aid in storytelling or world building. This is a large project. This will undoubtedly also be a darkly driven group game, so one can expect plenty of NPC death, potential non-con, and other taboos. Players won't be forced to partake in those elements and honestly I wouldn't mind players taking on other roles in the world besides the cast of invaders within it; even if they are just treated as sides or NPCs.
 
Map and Region Info
3ae31b1321828971.jpg

Map may be subject to change.
Now then going by the map there are the factions. I will also label their military might, trade, magic, and population between a scale of 0-5. Even if 5 is the highest in that world, it still may not do much to united monster groups. Monsters are another force entirely.
Military Might = How strong they are overall as a faction.
Trade = Not really the commerce between themselves, but how often they trade with other factions.
Magic = The potential of magic in the whole of a nation. This does not reflect to overall power, but the amount of people that are gifted with magic. Higher populations could wield lower overall score and lower population could wield higher score. This is also to give percentage of odds of someone being born with magic. But keep in mind, not all people born with magic are adept in it and most live with it dormant as they don't have the means or money to train it.
Population = Their size in comparison to other factions.
Lazerous - Blue, Overlord's territory and future territory. I don't mind expanding it as it is easy to do. All I have to do is make copy of map and shade it. But I do want to hopefully complete the map at some point. (Really grand scheme of things.)
Pyroka Dynasty - Brown. Race Beastkin(animal people.) They are also a low culture society and thrive off their trade with the Ashtar Alliance. The Pyroka Dynasty I see as a type of 'feudal China,' in buildings and all that. They do not have a strong military either, well, their military might is smallest.
Stats - Military Might: 1.5 / Trade: 3 / Magic: 3 / Population: 1
Krest Theoracy - Purple, they are a holy sect of religious fanatics believing in one 'God.' Guess you can relate to them as kind of the crusades of the Catholics back in the day, forcing their religion on others and even going as far as enslaving people(lesser races.) They see anything not human as a lower lifeform, even if it is intelligent. To them, the Pyroka inhabitants are nothing more than animals and often enslaved and made into housepets for rich nobles and ladies. This is a group that specializes in military might and holy magic through their act of God. The magic itself could come from some deity they worship. So.. Yea.. I see them kinda like Feudal Europe.
Stats - Military Might: 4 / Trade: 1 / Magic: 2 / Population: 5
Ashtar Alliance - Teal. They are mostly a trade group brought together by many factions on their neighboring islands, thus deemed Ashtar Alliance. Race=various humanoids and some monsters. Haven't worked out a Feudal Structure for them.
Stats - Military Might: 2 / Trade: 5 / Magic: 1.5 / Population: 2
Lo-Eliza Kingdom - Gold, mostly a placeholder at this point. Human governed.
Stats -Military Might: 3.5 / Trade: 2 / Magic: 2 / Population: 4
Trellia Republic - White, another placeholder. Human governed.
Stats - ? ? ? ?
Valdus Empire - Red, heavy military govern faction. It can be related to as 'Rome,' where only the strong are conscripted to be soldiers and those with power rise quickly in station to serve under the Empire. It is also believed that Valdus Empire has many military spies placed in the foreign provinces and is feared by the other territories given its military might.
Stats - Military Might: 5 / Trade: 4 / Magic: 2 / Population: 4.5
Monster Territories - Black and one is part of Green since I wanted to make it swampy. Monster territories are just that, places where monsters have laid down their camps. Monsters come in a variety as well, but the camps themselves belong to more humanoid or 'smarter,' types. This isn't to say there are roaming random monsters in the various territories(usually beasts that adventure guilds are hired to hunt down.) Still. Most monster land is uncharted and very few go there for good reasons. United groups of monsters are looked upon as a powerhouse of their own. While they may not be superior to the Overlord's coming, to the New World of mainly human occupants they are still an otherworldly threat themselves. Usually to combat monster expansions, forts are set up nearby if the military has the means to supply it; but adventurers are not the types to risk their necks to handle purging a monster den. Monsters are also generally not really united, despite various camps they may be at war with one another and all that. To put it simply. Monsters are the biggest dangers for the human residents in this world and monsters themselves may compete with each other. It is rare and unheard of for monsters to group together, but sometimes it has been done in the past. (Now, you can see what type of powerhouse the Overlord will have if he brings them under his control as he expands.)
 
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Military Might and Monster Scaling
To put it simply. Where as military might may determine a nations overall combat effectiveness and army size and all that. Monsters mostly scale different individually. A single ogre can wreck havoc to a group of soldiers. Most lone monsters are handled by again, adventurers clearing them as adventurers are the skilled and trained fighters or casters out there. While there are also some soldiers that may be powerful, most military employs common townspeople as their bulk of warriors/archers/etc. (This is not to say there may be Elites within their ranks, or former adventurers/etc.)

Making attempt at some scaling for these with races.

God Tier Threat: The Overlord(Couldn't help it.) Arch-Angels / Arch-Devils / High Behemoths / Dragon Lords / True Vampires (But really God Tier is entities beyond the next groups in terms of sheer power and capability. These beings are looked upon as a World Disaster level of threat altogether.)
Epic Tier Threat: Dragonoids / Dullahans, / Greater Dopplegangers / War-Devils / Vampire Lords(Very few fuck with these entities. Aka, Legendary Adventurers may handle these, but most of them are spoken in myths and it is unknown if such adventurers still exist.)
High Tier Threat: Angels / Automatons / Behemoths / Dragons / Fallen / Giants / Incubi / Mimics / Mindflayers / Mummies / Oni / Succubi / Vampires (These are generally out of league of most adventurers. Elite Adventurers handle these.)
Medium Tier Threat: Cursed Swords / Devilkin / Dopplergangers / Dryad / Gargoyles / Ghosts / Golems / Homunculi / Lichs / Lycans / Minotaurs / Naga / Nephilim / Ogres / Ropers / Slimes / Treants (High Class adventurers handle these. )
Low Tier Threat: Beast-kin / Centaurs / Ghouls / Harpies / Half-Golems / Half-Ogres / Hobgoblins / Kobolds / Lizardfolk / Orcs / Trolls / Imps / Etc (Middle class adventurers deal with these. Seasoned soldiers can deal with these.)
Minimum Threat: Fairies / Goblins / Skeletons / Zombies / etc (Newbie adventurers deal with these/base soldiers can deal with them with ease.)
Unscaled: Genies / Insects / Magical Beasts / Tieflings / Undead Variants

The threat levels and those deal with them are often looked upon in a one on one ideal scenario. Sometimes it may take even more members in that scenario to deal with a common threat of their class due to poor potential matchup (cleric Vs non undead, mage against a more warrior driven opponent, etc.)

This is basic summary of what I see in that world of powerscaling. Noooow, this doesn't mean that our characters from their world can come with a different powerscaling nor does it mean that all races are stuck in those threat levels. This is just a basis on the 'average or common,' creature within the world on how much of a threat they may be as oppose to a normal 'human race,' individual.

At some point when I have freedom of time and luxury maybe I'll scale every race by a default threat level.
 
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World Races

This will be a table of various races within the worlds, may also be subject to change with additions as it is not a complete table but emphasis on races between the different worlds. Those that are known of the Old World where the Overlord and his minions came from, those in both worlds that exist naturally in both worlds, and finally the New World. Therefore there will be some exclusive races.

Humanoid Races: Sapient individuals, humanoid races are just that, races that are purely human and have no path of evolution as far as some monster races go. They also are capable of interbreeding for the most part among themselves. The majority of humanoid race makes up the adventurer groups, since humans allow more freedom of 'job' like classes and a wider variety of skills.
Demi-Human Races: These are creatures that look humanoid, but aren't due to the sheer difference of skin color and additional features that may follow such as horns, tails, and the like. They are still not considered monstrous as they still mostly resemble humanlike and aren't treated much as humans given their limited amounts of intelligence. The latter may not prove true with some groups, but for the majority of their races it is often so and they are treated as primitive beings. Demi-Humans still benefit from additional skills from whatever race background they come from. Out of the three they have a balance of skills from their race and potential jobs they can learn; although the latter can be difficult at times given discrimination.
Heteromorphic Races: Also known as the monster races to the worlds. These are creatures that excel in various evolution and gain the majority of their abilities through their racial trees. While some can still seek out job classes, their job classes are often very limited. These creatures fall in different forms of alignment as well, as some races are more dedicated towards evil while others can be foreseen as entities of good. This, of course, does not mean that every race defaults to such, depending on general intelligence level their alignments may as much shift. Also out of the three they suffer the flexibility of breeding, some monsters can only breed with others, some cannot even copulate with humanoid or demi races and there are few that are unhindered by such.

Old World
Both Worlds
New World
Arch-Devil
Automaton
Behemoth
Doppleganger
Dullahan
Gargoyle
Giants
Greater Doppleganger
Gnomes
Harpies
High Behemoth
Homunculi
Mimic
Mindflayer
Oni
Roper
Slime
Treant
Angels
Arch Angel

Centaur
Cursed Swords
Demon Variants
Devilkin
Dragons
Dragonoid
Dryad

Dwarves
Elves

Fairies
Ghosts
Ghouls

Half-Elf
Half-Golem

Humans
Golem
Lycans
Magical Beasts
Succubi

Tiefling
True Vampire
Undead Variants
War-Devils
Vampire
Vampire Lord
Zombies
Beastkin
Dark Dwarves
Drow
Dragon Lord
Fallen
Genies

Goblins
Half-Ogre
Hobgoblins

Insects
Kobold
Lizardfolk
Minotaurs

Mummies
Nephillim
Naga
Ogres
Orcs
Trolls
 
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Lazerous Roles and Floor Layout
God/desses of Lazerous: Mostly known as former player roles and the flags of the ten founders of the guild are hanging within the throne room on separate pillars in relation to their joining in distance from the throne; while the remaining flags of the regular members can be found along the walls. (Within the prior MMO of Divinity Online; Lazerous was considered a small elite Guild with less than 50 total members whether active or inactive.)
Valkyrias: Mostly female group of high level(60-80) NPCs. Their job was to serve as a last line of defense if anyone ever made it to the throne room, but they were also a means of a 'gimmick,' since no one ever got past the first floor.
Valkyria Commander: Max level(100) NPC that served as a boss mob over the Valkyria NPCs.
Arch Sentinels: Max level(100) NPCs task in guarding each floor of the guild. Think of these as Floor Bosses.
Sentinels: NPCs(0-60lvl) that may be warriors, magic users, whatever combat forces. Special variations are of high levels (30-60)
Servants: Basic servants of low level. Maids and whatnot that have no special tasks beyond cleaning, preparing food, dungeon maintaining and are not expected to be of a combat force.


FLOOR LAYOUT
1. Catacombs
> Arch Sentinel<
-Maze
-Death Traps

2. Swamp (Changeable)
> Arch Sentinel<

3. Forest
> Arch Sentinel<
-Lake
-Rivers
-Resource Gardens

4. Desert (Changeable)
> Arch Sentinel<
-Arena
-Prisons

5. Mines
>Arch Sentinel<
-Slave Encampments
-Rare Mineral Resource Farm

6. Underwater Ruins/Ice Dungeon? (Changeable)
>Arch Sentinel<

7. Living Quarters
-Royal Suite
-Grand Chambers
-Baths
-Stores
-Kitchen
-Large NPC residence

8. Command Post
-Throne Room
-Main room for the Valkyriaes
-Strategy room adjacent
-Valkyria Garrison

9. Nirvana
> Arch Sentinel ?? <
-Armory
-Work Station
-Treasure Vault (Protected by pass phrase and automated defenses)
 
Lazerous Strength By Level Vs New World
1-4: Copper Rank and majority of basic civilians. Run of mill Town Guards (Tier 1)
Fairies / Goblins
4-7: Iron Rank Adventurers. Trained Soldiers.
Goblins / Skeletons / Zombies
7-11: Silver-Rank Adventurers. Valdus Empire Trained Soldiers (Tier 2)
Beast-Kin / Centaurs / Ghouls / Harpies
11-15: Gold Rank Adventurers. Knights.
Half-Golems / Half-Ogres / Hobgoblins / Kobolds / Lizardfolk / Orcs / Trolls / Imps
15-18: Platinum-Rank Adventurers. Valdus Empire Calvary. (Tier 3)
Dopplergangers / Dryad / Gargoyles / Golems / Lycans / Ogres / Ropers / Slimes
18-22: Mithril-Rank Adventurers. Krest Paladins. Valdus Empire Equities.
Cursed Swords / Devilkin / Ghosts / Homunculi / Lichs / Minotaurs / Naga / Nephilim / Treants
22-26: Orichalcum Ranked. Krest High Priests. Valdus Empire Royal Guard. (Tier 4)
Angels / Automaton / Fallen / Mimics / Mindflayers / Mummies
26-29: Adamantite Ranked. Krest Pope.
Behemoths / Incubi / Oni / Skeletal Dragon / Succubi / Vampires
29-37: Realm of Heroes and considered Legendary Class in world. (Tier 5)
Dragons
37-49: Outliers (Those that had reached pentacle of magic in their world. Tier 6)
Elder Lich / Giants
49-60: New World 1 Percentile (Tier 7/8, Beyond Humanity)
Dragonoids / Dullahans / Greater Dopplegangers
60-70: Godkin (Tier 9)
War-Devils / Vampire Lords
70-80: Too High for New Worlders to compare to. (Tier 10)
80-100: Walking Natural Disasters (Global Threats) (Super Tier Magic)
Arch-Angels / Arch-Devils / High Behemoths / Dragon Lords / True Vampires
 
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