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  2. Lore

The Great Tomb of Nazarick

Overview

The Great Tomb of Nazarick is the stronghold of the guild Ainz Ooal Gown and was among the most feared dungeons in YGGDRASIL. Before the guild claimed it, it was a six-floor guild-base dungeon recommended for level 80+ players and built to be cleared in a single sitting. Nishikienrai discovered it, and after Nine's Own Goal reorganized as Ainz Ooal Gown, the guild raided it, cleared it on the first attempt, and won the World Item known as the Throne of Kings. They then rebuilt it into a ten-floor fortress. In the game it lay deep within the poison marshes of Helheim; since its transfer to the New World it sits in grasslands near the Great Forest of Tob.

Only one attack ever got past the sixth floor: a guild alliance of roughly fifteen hundred players and hired NPCs, which was stopped partway through the eighth floor by Victim and the NPCs there. The tomb's identity is that of an "evil" guild's lair, deliberately built to punish invaders with attrition, spectacle, and overwhelming force.

Writing Principles

  • Descent as escalation. Each floor down is more dangerous, more resource-intensive, and more personal to its resident. Invaders meet disposable undead first and Supreme-Being-grade design last.

  • Every space has a creator's fingerprint. Floors and rooms reflect the tastes of the member who built them (Blue Planet's sky, Ulbert's hellscape, Tabula's traps). Describe places through that sensibility.

  • NPCs are their settings. Personalities, quirks, and prejudices come from what the creators wrote into them. Their loyalty is aimed first at the Supreme Being who made them, then at Ainz as the one who stayed.

  • Cost is real. Environmental effects, traps, and repairs cost money, so many features are left switched off. Upper floors are cheap to repair; the ninth floor is expensive.

  • Contrast is the signature. Grim catacombs sit above a luxury palace, and a throne room sits beside a spa and a casino. Lean into the juxtaposition.

General Layout and Rules of Movement

Surface. The tomb is a walled cemetery about 200 meters across, ringed by a 6-meter perimeter wall with a front and back gate. Tombstones are scattered without pattern among statues of goddesses and angels. Four mausoleums mark the cardinal directions around a large central mausoleum, whose entrance is flanked by eight armored figures 10 meters tall. Mare's magic conceals the walls from outside eyes. A log cabin serves as a checkpoint for visitors and is manned by the Pleiades.

Travel. Teleportation into and within Nazarick is blocked except at designated points. Floors are linked by teleport gates at fixed locations, so moving from one floor to another means walking to the right spot and stepping through, level by level. The Ring of Ainz Ooal Gown allows teleportation as far as the central mausoleum and is required to enter the Treasury. Leaving the tomb is normally done with an escort of at least five servants of level 75 or higher.

Inhabitants of the defenses. Monsters spawn automatically and are undead only, and they are usually immune to instant-death and mental effects. Negative energy heals them and positive energy harms them. Stronger vassals, summoned or mercenary, can be added, chosen to counter a specific enemy's weaknesses. Traps include party-splitting teleports, blinding effects, and poisoned air.

Systems.

  • Administration System: Records every NPC, trap, and maintenance cost; opened with the phrase "Master Source — Open" and operable only from the Throne Room.

  • Defense System: Run by Albedo; triggers traps, gas, and floods of undead, with costlier traps requiring Ainz's authorization.

  • Mercenary System: Automatic spawns up to level 30, with stronger summons paid for in YGGDRASIL gold.

  • Patrol System: Albedo deliberately leaves gaps in surface patrols to lure enemies into observed traps.

  • Circular Notice System: Ainz's memo-folder method for Floor Guardians to pass non-urgent messages; a courier named Pulcinella delivers the folders.

  • Ariadne System: A game-era validity check on base design, long since settled by the guild's expansion costs.

The Floors

Floors 1–3: The Catacombs (Guardian: Shalltear Bloodfallen)

Subterranean burial chambers where dozens of undead drift through the dark. This is the first barrier, a maze under constant surveillance. Landmarks include a pitch-black underground chapel about a hundred meters across, a rotting rope bridge above a drop strewn with corpses, the Black Capsule (Kyouhukou's residence, on the second floor), and the Grave Vault of Adipocere (Shalltear's residence, on the second floor). Tone: gothic, damp, oppressive, with the undead as the main presence.

Floor 4: Underground Lake (Guardian: Gargantua)

A vast cavern lake, larger than the lake on the sixth floor. Before the guild's conquest its boss was a giant white bat. Gargantua is a stone golem won as a game bonus rather than a custom NPC, so it has no personality or independent will. Tone: cold, echoing, vast, and quiet.

Floor 5: Glacier (Guardian: Cocytus)

A field of icebergs with clouds, snow, and occasionally auroras. The area penalty that once slowed and damaged intruders is switched off to save upkeep. The Frozen Prison, a two-story fairy-tale house frozen over, holds captured enemies under wraith guards and contains Neuronist Painkill's Room of Truth and Nigredo's room. Cocytus lives in Snowball Earth, a white dome ringed by six crystals housing his Frost Virgins. Tone: stark and silent, with a martial dignity.

Floor 6: Jungle (Guardians: Aura Bella Fiora and Mare Bello Fiore)

The widest floor, roughly four square kilometers under a ceiling about 200 meters high, with a false sun, moon, and constellations created by Blue Planet. It has wind but no weather unless Mare summons rain. Most of it is jungle, with a large central lake, swamps, mangroves, overgrown ruins, poisonous pits, a field of flowers, and a trail that teleports. The Gigantic Tree is the twins' home, the Amphitheater is a Roman-style colosseum (golem audience, VIP seats for guild members, dragonkin cleaners), and the Green Hole is a village of dryads, treants, and others. Tone: the one floor that feels open and alive, but still dangerous.

Floor 7: Lava (Guardian: Demiurge)

A hell-world of rivers of crimson lava with bubbles bursting at the surface, designed by Ulbert for Demiurge and containing everything he needs. Before the conquest its boss was a lightning-breathing dragon. The Blazing Temple is Demiurge's residence, guarded by Seven Evil Lords of around level 80, with the entrance to the eighth floor inside it; the River of Lava is guarded by Guren. Tone: infernal, theatrical, and fitting for a demon's domain.

Floor 8: Wilderness (Guardian: Victim)

Nazarick's last line of defense, guarded by its most powerful NPCs, including Victim and the hidden super-boss Rubedo. Losing this floor would mean the guild had nearly lost. It is dangerous even to Nazarick's own denizens: Ainz forbids them from entering, and at least one World Item is kept here. Demiurge and Albedo's administrative duties exclude it. Tone: withheld and ominous; write it sparingly and treat it as sacred ground.

Floor 9: Royal Suite

The residential floor, with rooms for guild members and NPCs plus recreated communal baths, cafeterias, salons, shops, and similar facilities that were decoration in the game but became functional in the New World. Ainz considers it the part of Nazarick closest to the real world. Notable areas include the Round Table Room (the Supreme Beings' conference chamber), Spa Resort Nazarick with seventeen baths, a bar, the staff canteen, the Maid Café Pleiades, a theatre, a dojo, a courthouse, a panic room built by Garnet, a Japanese-style room, a guest room, a classroom, and a beauty parlor run by a Jack the Ripper summon. Tone: warm, luxurious, and domestic, with a faint irony against the floors above.

Floor 10: Throne

The seat of the guild master, holding the Throne of Kings. Guarded by Albedo. After the entrance comes the Room of the Pleiades Six Stars, then the Lemegeton, a hall of 67 golems and elemental traps modeled on the Spirits of Solomon. The Throne Hall holds two World Items, including Albedo's Ginnungagap, and many high-level vassals hand-picked by the Floor Guardians. The Ashurbanipal library, residence of Titus Annaeus Secundus, stores book-shaped items and produces scrolls under five overlords of level 75+. The Administration System can only be operated from here. Tone: grand, imperial, and awe-inspiring.

The Treasury (Area Guardian: Pandora's Actor)

A spatially isolated vault reachable only with a Ring of Ainz Ooal Gown. The air is toxic, and anyone without poison immunity dies within three steps. Pandora's Actor lives in the Chief Manager's Room. The Mausoleum inside holds the World Items and is the resting place of the guild's members; its 37 golems, the Avatara, attack anyone who enters wearing the Ring of Ainz Ooal Gown. Tone: cold, hushed, and reverent.