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Library/ The Gate of the Feral Gods
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Earlier appearances

Portraits revealed through your current reading position.

character

Mordecai

the changeling manager

Mordecai appraises Carl's god-tier loot, is unsure whether feral gods can be killed, and warns the whole AI is 'going primal.'

Story so far

Mordecai, the party's changeling manager and strategist, steadies the crew after Carl summons Emberus. He's unsure whether feral gods share regular gods' invulnerability — he's only seen them in far-floor storylines and once watched one die during a twelfth-floor Celestial Ascendency when all gods lose their shields — but guesses this one can be killed. He talks Carl through his windfall loot (the Enchanted Anarchist's Battle Rattle, Drakea's Enchanted Kerchief of Disorder, the mysterious stock certificates and plaintiff-mother photos), recognizing the dead author Drakea as a bune trap-master who helped bankrupt the nagas.

Most gravely, he explains 'Primal Degeneration' — all macro AIs eventually go insane, usually only by the twelfth floor, and this one is doing it early: a lifeform the Syndicate protects by law, now participating in the show rather than policing it. He fetches the Samantha head to consult her on Emberus.

Appearance

A skyfowl-cleric changeling with a beak, adjusting Carl's bandana with a talon.

Role

The party's mentor-strategist, appraising loot and diagnosing the AI's dangerous descent into madness.

Relationships

Carl — Whose loot he appraises and whose god-summoning he helps manage.
Emberus — The feral god he can't be sure is killable.
Drakea — The dead bune cookbook author he recognizes from the relic bandana.
Psamathe — The captive god-head he brings out to consult on Emberus.

Earlier in this series

Also appears in books you've already read — spoiler-safe to their endings:

Sources — 4 recorded facts, by chapter
Chapter 1
  • The party's freed changeling strategist, re-bodied on the fifth floor as a clipped-winged skyfowl cleric who can barely fly but brews potions better than ever.
Chapter 23
  • The party's skyfowl-cleric strategist warns off the Bloodlust potions and the Gate, insisting crawlers can't hop floors and the artifact is suicide to open.
Chapter 24
  • Mordecai explains withering spirits, argues to keep the deity-head for her knowledge, and lays out the ninth-floor faction wars and sixth-floor Hunting Grounds in detail.
Chapter 28
  • Mordecai appraises Carl's god-tier loot, is unsure whether feral gods can be killed, and warns the whole AI is 'going primal.'
Character sheet
LitRPG stats — unique to this series. Other books surface a different panel here.
Non-Combatant Manager LVL 50
Skills & spells
  • alchemy
  • strategy
  • lore
Notable gear
  • training-room ledger
Character portrait