Overlord IV – 09 – Baking a Softer Biscuit

After chastising a courtier for interrupting her, Albedo cuts to the chase: The Sorcerer Kingdom is declaring war on the Re-Estize Kingdom, but they won’t deploy their forces for a whole month, and Ainz promises not to use any “large spells” like the one that killed 200,000 on the Katze Plains. Brain knows Ainz is planning something (duh).

A month later, and Ainz has already taken steps to ensure a swift invasion of Re-Estize, focusing on destroying the villages near the borders in order to prevent outside forces from interfering. But he’s loath to reveal to his always-gung-ho generals the fact that he’s holding back on purpose, resulting in some humans surviving and escaping.

While not wholly his idea, since Ainz is, deep down, just a regular human gamer, he’s both more empathetic and respectful of the opinions of fellow “lowly” humans, or in this case, slightly-less powerful underlings, like Albedo’s older sister Nigredo (who is missing her face skin…if she ever had it) and the dog maid-themed Pestonya. They urge their overlord not to snuff out a race as innovative as humanity too rashly.

The Sorcerer Kingdom’s latest target is the seaside town of E-Naeul, who have contracted the mithril adventurer group Four Armaments, led by a cool beauty and including a slightly perverted mage. Like many new Overlord introductions, this four-person party brings an immediate lived-in quality with their easy banter and subtle swagger. At the end of the day, they’re professionals, and if their job is to hold E-Naeul as long as they can, they will hold.

The zombie rabble that constitutes the main Sorcerer Kingdom force isn’t particularly intimidating; the onna kishi who leads the Four Armaments is far more concerned about the two giant Death Knights, wondering if only two were sent because that’s all it was assumed would be needed to cause the town to fall.

After provoking the Death Knight to charge the front gates, The onna kishi has her partymates buff her up with attribute enhancements, and she conjures a doppelganger of her hand axe so every strike counts twice. More than anything, she doesn’t flinch even a little bit in the face of a massive undead warrior getting all up in her space.

While she’s not taking any damage thanks to her superior speed and agility, she’s not really causing any to the Death Knight, and when the dual-wielding Death Warrior catches up with its companion, it starts to look like even one of the more renowned adventurer groups in the kingdom is going to start experiencing what the “stick” in Ainzs’ carrot-and-stick plan entails.

But then, suddenly, the Death Knight’s head is blasted off, and the knight crumbles into a pile of ash. The shots came from high in the sky, where a figure in a high-tech red metal mech suit is brandishing an equally anachronistic machine gun. The Death Warrior does its best to deflect the red one’s shots, but eventually falls as well, and the red one simply gives a friendly gesture and flies off into the wild blue yonder.

With the biggest enemy threats removed, it’s highly likely the Armaments and town forces will be able to repel the remaining zombies and prevent E-Naeul from falling. But when reports come back of the Death Knights’ defeat, Ainz shocks his Guardians by remarking that he expected this. So who is the one in red, who is identified by the Armaments as an adamantite adventurer…and will Ainz eventually have to fight them?

Rating: 4/5 Stars

Overlord IV – 06 – Runes for Revival

Feo Jera is about to be besieged by the Quagoa, and the Drawves’ scant military contingent prepares for the fight of their lives, but their general is suddenly informed of another visitor: an Undead wanting to discuss the Quagoa. When the general meets Ainz Ooal Gown, he recognizes that time is of the essence. He doesn’t consult with the Regency Council, but asks for Ainz’ aid in this immediate existential battle.

Of course, it’s just a dawdle for Ainz to summon two Death Knights to go out and slaughter the Quagoa. It’s only the fact that they start crossing the bridge across the Great Chasm that the Quagoa’s commander Lord Yohz cuts the ropes and sends them plummeting. With his forces decimated, Yohz and the survivors flee, concerned that the Dwarves have managed to tame Golems.

When Ainz senses his Knights have been eliminated, he assumes someone powerful, perhaps even a fellow Player to be the culprit, not mere gravity. But the Dwarves’ Regency Council (a colorful, hairy bunch) give him an audience, and he states his case: in exchange for reclaiming the Dwarves’ Royal Capital, he not only wants to open trade routes, but also claim all of the Dwarven Runesmiths and bring them to the Sorcerer Kingdom.

As Gondo mentioned, Runesmithing is on the decline even among the Dwarves, so while it’s an unusual request, the Council ultimately decides to agree to Ainz’s terms, even if they don’t think he can drink alcohol and thus can’t entirely be trusted (Ironically, Gondo is the rare Dwarf who doesn’t enjoy alcohol).

Ainz meets the assembled Runesmiths personally (with Shalltear bearing choice hooch), showing them a twenty-rune sword (made by a former Player) and inspiring them to reverse engineer it and revive runesmithing to the time of its heyday.

Gondo volunteers to be Ainz’s guide as he, Shalltear, and Aura head to the Royal Capital. The “three dangerous areas” are crossed with effortless ease thanks to Ainz’s Mass Fly spell, while even the poisonous labyrinth is neutralized when he protects the non-undead Gondo and Aura with magic.

Ainz is operating under the mistaken impression that he’s dealing with an adversary capable of dispatching his Death Knights, when in reality Yohz relied entirely on luck (and a super-deep chasm). But even with an abundance of caution, there’s little doubt he’ll be successful in reclaiming the Royal Capital and even defeating the Frost Dragon.

But as with so many battles Ainz and his Floor Guardians happen to fight in Overlord, knowing the end result is victory isn’t a bad thing, it just makes the process by which they arrive at those victories that much more engrossing and fun.

Rating: 4/5 Stars

Overlord III – 11 – Enri the Golbin General

While his father sent him on an intel-gathering mission to Carne ostensibly to protect his heir, First Prince Barbro is determined to earn the throne through distinguishing deeds, not simply sit back and inherent it (also, he must suspect either the nobles or his siblings will ultimately plot against his succession once daddy’s dead).

This would be all well and good if Prince Barbro were good at anything. But reader: He is not. Scratch that: he’s good at making increasingly bad decisions and only quitting when it’s too late to save either his army or his own hide. And it didn’t have to be this way; had he negotiated peacefully with Carne rather than try to kill her, she wouldn’t have blown the little horn Lord Ains gifted to Enri.

When Barbro’s troops reform after initially getting their clocks cleaned by Carne’s trained ogres, he forces Enri’s hand, and with no other options and Barbro’s horsemen nipping at the heels of the escaping children, Enri blows the horn, not quite knowing what it will do.

Well, the Horn of the Goblin General does no less than summon a massive, 5,000 strong goblin army, extremely well-equipped, well-trained, and unquestionably loyal to the person who blew the horn. We’re presented to wave after wave of (somewhat shoddy) CGI columns of all the various units kitted out in splendid battle attire.

Even Momonga/Ains is caught off guard by this sudden development; he had assumed the horn would summon twenty decent goblins at best, but nothing like this. He deduces internally that the size and strength of the army must be determined by the individual blowing the horn; in this case Enri.  She already had the loyalty and love of her village and its goblin garrison; the horn thus conjured a suitably badass force.

Needless to say, Barbro’s forces are routed and thrown into retreat, though as I mentioned, the order to flee is given too late. Later that night we learn the truth of the matter: Beta “added her voice” to Enri’s horn blow, resulting in the overpowered goblin army (even she was surprised by how big it was).

She also nonchalantly (as befits one of the Seven Stars) breaks the bad news to Barbro that his existence isn’t part of Lord Ains’ plans, and so he and his entire force will be massacred forthwith.

So it’s R.I.P. Barbro–it’s probably better for the kingdom that he never ascended the throne–and all hail the Glorious Goblin General and victorious Chief of Carne Village, Enri Emmot. May she and Nphirea someday get to roll around in the hay without interruption from incompetent princes.

Overlord III – 10 – Prelude to War

Emphasis on prelude: this episode is all kinds of setup with no real payoff; a calm of political wrangling in the Kingdom before the storm of war with the Empire. Chief Warrior Gazef Stronoff knows what Lord, er, Sorcerer King Gown is capable of and makes it known to his king, but at the same time knows the king could never heed his advice to simply give up land without a fight.

A fight there must be, even if it won’t be like the other wars with the empire, all of them relatively quick, clean, and predictable. In a compromise to the noble and, er, ignoble factions, King Ramposa names Marquis Raeven as the leader of the forces who will defend the kingdom. The ep injects a bit of humanity in the guy by showing how much he loves his son. Unfortunately, Princess Renner has only a moment of screen time and no spoken lines.

While Raeven will lead the fight, the kingdom is counting on two months of stalling before the fighting actually begins, so they can prepare as much as they can. Of course, with another noble estimating Gown himself is as powerful as 5,000 men (five times Gazef’s strength), they face a very uphill battle.

Gazef comes through as honorable and levelheaded as ever, and reunites with his pals Brain and Climb prior to the war. The three agree to meet at a place in the capital to eat, drink, and celebrate when the war is done, but Gazef also warns Brain that he’d better not face off against Gown, or it will be the end of him.

99% of the episode is from the perspective of the opponent Gown has chosen, as part of his (really Demiurge’s) larger plan to gain power and territory for Nazarick. The final 1%, in which Gown takes the field of battle, opens a gate, and unleashes and entire legion of death knights, only comes during the end credits.

Renner’s King Ramposa’s eldest son and heir to the throne Prince Barbro, meanwhile, is sent to Carne to gather information, an errand he feels is both beneath him and meant to prevent him from achieving greatness, despite everyone’s insistence he’s the future king. But he should thank his lucky stars if he stays far, far away from the core of the battle in which Gown himself will take part; staying away means he’ll actually be alive to succeed his father.

Overlord III – 09 – Paving the Way

Faced with the overwhelming, terrible power of Aura and Mare, Emperor El Nix can hardly ignore a demand to travel to the Tomb of Nazarick to apologize personally. Though El Nix is such a busy man, the ensuing trip ends up being a rare opportunity for an afternoon nap, as well as a quick assessment of his potential queens, from Princess Renner (“praiseworthy but somewhat sickening”) to an “old hag that stays young with magic.” Ah, to be an emperor…

But once he and his retinue arrive, they are immediately reminded how much more powerful Ains Ooal Gown is than them, from the Maids who can control the weather (and whip up some top-notch Tang) to a healthy supply of Death Knights (who are relegated to serving said Tang). Nix’s Head Wizard Flugel is both terrified and amazed, almost to the point of rejuvination. His laugher is both out of sheer awe and wonder, but also kind of an “Oh shit, we’re so screwed.”

Once Nix & Co. are finally given an audience, things are actually quite cordial until Demiurge (in an animalistic disguise) talks out of turn, taking offense to Nix thinking he can use honorifics as if he was on equal terms with Lord Ains. Ains uses Demiurge’s little diplomatic snafu as an excuse to forgive the emperor for allowing his lord to send Workers into Nazarick.

This comes as great surprise to the young but cunning emperor, and uses that to suggest an alliance, in which Ains would start up and rule a country, and the empire would assist in any way they can. Ains agrees to this almost too easily for Nix to believe, but decides he’ll take every concession he can get, especially from a would-be foe he has absolutely no change against.

Once the two parties part ways, El Nix is confused by the ease with which his head wizard decides to jump into a coach and accompany him back to the capital. Nix knows Flugel well enough to know he wouldn’t be able to resist sticking around to try to acquire some of the immensely powerful magic he witnessed during their parlay.

And El Nix is exactly right: behind his back, Flugel has already met with “Momon” and agreed to give him “everything he has” in exchange for becoming the student of a tenth-tier “god.” Not sure he can truly rely on Flugel, El Nix plans to bring all of the human powers together in an alliance against Nazarick, all while pretending to be a friend to Nazarick.

Everything’s all going according to plan…only it’s Demiurge’s plan being carried out, not Ains. Ains actually doesn’t really know quite where Demiurge is going, and since he’s the boss, he can get away with ordering Demiurge to explain everything…for now. If I didn’t know better, I’d say Demi knew how ignorant Ains was to his plan, and was moving against him.

Of course, I know better…Demi would never move against his lord…or should I say, Sorcerer King—the winner in the throne room brainstorming session for a new title for Ains once he has his own country to rule.

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