The current storyline in Overlord IV has had some very interesting elements, building upon the lore of the series while also giving us something that has been quite scarce this season; combat.
AfterShalltear’s MVP performance in the previous episode, Ainz’s group heads towards Feo Jera, the current stronghold of the Dwarven Kingdom, where they intercept more of the same beasts from before: the Quagoa. Their goal was to attack the Dwarves in their current place of residence, forcing them to head back to Feo Raidho, the city they abandoned prior to moving to Feo Jera. Ainz uses this opportunity to get the Sorcerer Kingdom and Dwarves off on the right foot.

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Dealing With The Threat at Hand
The Dwarves have fled conflict and death several times, the first being from the ancient Dwarven Kingdom Capital, Feo Berkana. The Quagoa once existed as eight warring clans; however, they have banded together under a single clan leader, Riyuro. This makes them more organized and threatening to the Dwarves, as coordinated Quagoa attacks have left them with only one underground city left unconquered.
With Ainz’s group arriving just in time to see the first wave of Quagoa advancing towards the gates of Feo Jera, the Dwarves are naturally wary of the presence of an undead in their underground city, but accept the help when Ainz offers. The twoDeath Knights summoned by Ainzprove to be too much for the Quagoa; however, their leader uses his wit to defeat both of them at once, which later comes to surprise Ainz.

Speech: 100
After being granted an audience with the council Ainz explains the reason for his visit, promising to help them deal with the Quagoa, and even help them take back their ancient capital.For trade, Ainz offers fresh produceand products not readily obtained in the underground network of caves that is the Dwarven Kingdom. In return; however, Ainz asks for every last runesmith in the Dwarven Kingdom to be granted permission to be taken into the Sorcerer Kingdom. The council is made up of eight members, each of which have their reservations about Ainz, but keep them hidden away for the most part until after he has left the room. One of the council members had a particularly cynical outlook, dismissing Ainz’s desire to establish a friendly connection with the Dwarven Kingdom with no ulterior motive.
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Despite their acceptance of Ainz’s terms, in the end, the council requests that a party from the Kingdom be allowed to travel to the Sorcerer Kingdom in order to ensure the safety of the last runesmiths, which Ainz fully understands. He promises to allow delegations from the Dwarven Kingdom to check on the status of the soon-to-be migrants. Ainz is inspired to create working conditions that are not exploitative, which does not convince the council; however, when he speaks to the runesmiths themselves, he is able to touch them in a way that greatly impresses Shalltear. There is also the fact Ainz applied the social lubricant that is alcohol, and presented the sword he obtained from Osk the merchant.
The Limits of Craft
When Ainz presents the rune-inscribed blade, the awe on their faces is palpable. When he asks if it would be possible to imbue a weapon with twenty runic glyphs, the Dwarves tell Ainz that the most that has ever been done is around six runes per item. This strengthens Ainz’s belief that runes as they currently exist had to have been throughthe influence of another player like himself.
Despite the limitations explained by the runecraftsmen, they all have an inspired glint in their eyes when Ainz tells them that he wants them to come with him to create incredible tools and weaponry. Afterwards, Ainz tells Gondo that the mission is successful, and Gondo is driven to tears at the Council’s decision to let die the long history of runecrafting in the Dwarven Kingdom. Ainz comforts the weeping Dwarf, telling him that one country’s trash is another’s treasure and that this is just another element in the history of runecrafting.

To the Promised Land
The final step in the plan to establish a friendly relationship with the Dwarven Kingdom is to deal with the Quagoa, traverse the dangerous landscape and take back the ancient city of Feo Berkana, the first capital of the kingdom. Despite the protests of the Dwarves present, Ainz and his small group embark on the journey, well aware of the danger.Using his “Mass Fly” magic spell, he carries himself and his companions across the massive chasm that proves to be the first of several dangers that await them. If Ainz can take back Feo Berkana, the absolute loyalty of the Dwarves, and the friendly relationship between the Sorcerer Kingdom and the Dwarven Kingdom will truly be solidified.
While continuing more like the first few episodes, Overlord IV episode 6’s use of combat, while welcomed, was dampened by the series' dubious application of CGI to crowds like the Quagoa, as well as to entities like the Death Knights. Despite this, the series continues an upward turn that might just pay off for fans in the end.

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