Carl and Mordecai

Suggest a change

Mentor Bond

Carl and Mordecai form a partnership that begins when Carl reaches a tutorial guild on the first dungeon floor. Mordecai, a former crawler bound to serve as a guide, teaches Carl how to read the crawl's systems and survive its early floors. Their...

Carl and Mordecai form a partnership that begins when Carl reaches a tutorial guild on the first dungeon floor. Mordecai, a former crawler bound to serve as a guide, teaches Carl how to read the crawl's systems and survive its early floors. Their association continues after Princess Donut gains him as her manager. Carl comes to rely on Mordecai's knowledge of earlier crawls, alchemy, and dungeon politics, while repeatedly choosing risks that Mordecai considers needless. Their closeness is complicated by a decision Carl conceals from him and by the losses Mordecai suffered during his own crawl.

The tutorial guild

Carl's first encounter with Mordecai is contentious. Mordecai initially refuses to open the guild door while goblins remain outside, citing the rules against admitting a crawler with nearby mobs. Carl's fight outside shakes the supposedly secure entrance, and Donut gets inside. Mordecai fears punishment for allowing a crawler in under those circumstances. Once Carl is admitted, however, he becomes the pair's guide rather than sending them away. The meeting establishes a recurring pattern: Mordecai knows the formal restrictions, while Carl's immediate actions create situations those restrictions do not comfortably cover.

Inside the guild, Mordecai explains that he is a displaced person, not a creature created solely for Earth. He was a skyfowl crawler who reached the eleventh floor in an earlier season and accepted a deal that left him working in the dungeon. His employers change his body from floor to floor; on the first floor Carl sees him as a rat hooligan. Mordecai's possessions include a photograph of his brother and his mother's ashes. Donut's disturbance of the ashes makes their introduction personally painful for him, long before Carl learns what happened to his family.

Mordecai gives Carl a practical orientation rather than a promise of safety. He activates and explains the crawler interface, including map symbols, notifications, inventory, skills, statistics, and the placement of spells or items on the hotlist. He also describes the economy surrounding the broadcast: views can lead to followers, favorites, patrons, and sponsor boxes. Carl learns that surviving a fight is only part of the task; the crawl rewards people who remain visible and useful to an audience. Mordecai evaluates Carl's existing abilities and later helps him interpret loot, including the value of regeneration and unarmed combat. Carl's early choices draw on that instruction, even when the guide is absent.

The lessons include warnings that Mordecai cannot fully explain. After registering as Carl and Donut's guide, he says they can return to his guild with questions but should lose access to him on reaching the fourth floor. As they leave, he privately urges Carl to be wary of exit deals before the twelfth floor and to negotiate any offer carefully. Carl cannot yet judge the warning against the prospect of merely surviving the next level. The advice nevertheless reveals that Mordecai regards a crawler's apparent escape as a possible new form of confinement, a judgment grounded in the deal he himself accepted.

Carl soon returns for more specific help. Mordecai discusses how to read boss encounters for clues and assesses Donut's dangerous attack, which can inflict severe damage while exposing her fragile body. When the pair acquire Mongo, they bring the hostile young dinosaur to the guild. Mordecai explains that acquiring a pet does not complete the bond, that Mongo must lose his automatic hostility before he can develop normally, and that the floor collapse imposes a deadline. He also warns that an untrained Mongo could endanger the whole party. His role is already broader than teaching Carl menu controls: he translates unfamiliar rules into choices about the lives of Carl, Donut, and their companion.

From guide to manager

Odette's involvement exposes the first serious asymmetry in Carl's trust. She tells Carl and Donut that she trained Mordecai during his crawl and has continued watching him. Mordecai responds with open hostility when Carl passes along her invitation to contact her after his contract ends. He warns Carl that Odette can be useful but has interests of her own. Odette, in turn, tells Carl that Mordecai's current season counts toward his indenture only if one of his crawlers reaches the fourth floor. Carl now understands that the guide's personal prospects are tied to their progress, though Mordecai did not volunteer that condition.

On the third floor, Odette's advice leads Carl and Donut to seek the Manager benefit attached to one of Donut's class choices. Donut selects Former Child Actor, and Mordecai becomes her manager. He protests because the change prevents his planned transfer to a magic guild and obliges him to appear wherever Donut uses a saferoom. It also costs him access to some resources he formerly used as a guide. Carl has helped bring about a valuable advantage for the team while concealing his own part in the choice. He recognizes that Mordecai might never forgive him if he learned the class decision was deliberately engineered.

The new arrangement changes what Mordecai can do for Carl. He can use party chat, move outside his guild on suitable floors, make potions, and offer information from his long experience without the same limits on a guide's advice. During Carl's own third-floor race and class selection, Mordecai spends hours examining options with him. He explains both the potential and the demanding investment required by Carl's Primal race and Compensated Anarchist class. He points out a benefit of Carl's Escape Plan skill that he could not previously have disclosed. Carl chooses a difficult build with his manager's assessment in hand, rather than simply following the safer of the suggested paths.

Their disagreements become immediate on the third floor. Mordecai objects when Carl gets involved with Signet, an elite whose quest could kill them while the floor's shortened timer is running. Mordecai admits that drinking in his incubus form impaired his judgment, but he does not withdraw his warning about the quest's danger. Carl continues anyway and sends Mordecai updates as events develop. During the crisis around Grimaldi, Mordecai monitors Donut's health, directs Carl to act when it falls, and gives instructions for a mixture to help Mongo. The rescue depends on both Carl's willingness to proceed and Mordecai's ability to supply information at the moment it is needed.

Work inside the shared saferoom

On the fourth floor, the group buys and combines personal spaces. Mordecai explains the costs and benefits of upgrades, presses for an enhanced crafting studio, and eventually gains access to his own room within their communal base. For Carl, the result is a place to consult him between excursions and a workshop in which Mordecai can turn collected ingredients into usable supplies. Mordecai also sets a routine of food, buffs, and focused training. Carl chafes at his instructions, but the shared space makes the manager a constant participant in preparation rather than an occasional stop at a tutorial door.

Mordecai's alchemy becomes part of Carl's fighting capacity. He makes special brews and other potions, evaluates what supplies the party can afford, and studies the fourth floor's rail system while the crawlers investigate it. Carl uses his preparations in situations Mordecai cannot enter as a combatant. The limitation matters: Mordecai can plan, advise by chat, and furnish equipment, but Carl must make the final decision and bear the immediate danger. Their collaboration is therefore most effective when Carl reports enough detail for Mordecai to apply his knowledge; it weakens when Carl acts without telling him.

The Chaco incident shows how quickly that resource can disappear. During a fan-box prize presentation, the host Chaco recognizes Mordecai, who attacks him with a chair in the saferoom. The system stops the blow, marks Mordecai for misconduct, and removes him. Carl demands to know Chaco's connection to him, but receives only a partial account of events from Mordecai's earlier crawl. Without their manager for much of the floor, Carl and Donut must continue deciphering the rail puzzle and making dangerous choices without his usual answers. Carl recognizes how dependent he has become on sending Mordecai a question whenever something unfamiliar appears. When Mordecai returns, he acknowledges that attacking Chaco was a mistake and promises not to repeat it, while refusing to discuss the underlying history.

Mordecai's return also produces one of their sharpest direct conflicts. He sees the Ring of Divine Suffering on Carl's hand and urges him to remove and sell it. Carl values its immediate increase to his statistics and says he will not use its lethal ability. Mordecai explains that hunters seek such rings and that faction-war combatants can use them to accumulate extraordinary power through killing. Carl instead notices the strategic advantage the ring might confer. Frustrated, Mordecai strikes him on the head, then apologizes. Carl removes the ring but warns Mordecai never to touch him that way again and postpones the decision to sell it. The episode lays bare a difference in their priorities: Mordecai sees an instrument designed to draw a crawler into predation, while Carl sees an advantage he may need later.

Old losses and new obligations

Carl gradually learns why certain names provoke a stronger reaction from Mordecai than an ordinary dungeon threat. Odette was Mordecai's manager; Chaco participated in the events that killed his brother Uzzi; and Huanxin Jinx was involved through her sponsorship of a goddess. Mordecai gives Carl only fragments of that history and initially urges him to comply when Huanxin becomes involved in the current crawl. In private, he explains that defying her contributed to his brother's death. His silence is not simply a refusal to help Carl: his memories make him especially wary of anyone using the higher floors' divine contests to force another fatal choice.

Odette later gives Carl her account of the earlier disaster. She says she made an illicit bargain with Huanxin while managing Mordecai, broke it, and enlisted Chaco in a plan that defeated Huanxin's goddess but left Uzzi dead. She describes her subsequent guilt and her efforts to aid Mordecai from outside the dungeon. This is Odette's account, not a reconciliation between the former manager and her crawler. For Carl, it explains the emotional stakes behind Mordecai's reaction to both Chaco and Huanxin, while leaving Mordecai's own judgment of Odette intact. It also makes Carl's decision to keep information from Mordecai about current dealings with Huanxin more consequential.

Mordecai's responsibilities expand beyond Carl and Donut. On the eighth floor he secretly uses available attendant positions to shelter changeling children with compression sickness, including Ruby. When the arrangement comes to light, Carl sees that Mordecai has risked accusations over the team's resources to protect children unlikely to survive the fighting outside. Mordecai also works with Imani to address Katia's drug dependencies. He calls Katia part of his family and tells Carl that helping her is morally right, even while arguing that her predicament may threaten Donut. Carl refuses to treat that danger as a reason to abandon her. Their exchange is a personal version of a dispute present since the tutorial: how much responsibility can a survivor accept for others without destroying the people already depending on him?

On the ninth floor, Mordecai continues to provide specialized help. He works with Rosetta on a dangerous procedure intended to free Carl from Shi Maria's presence, prepares a modified drug and the Removal Order treatment, and warns that the outcome is uncertain. Carl agrees to undergo it while Mordecai and the others monitor him at a field hospital. Their relationship has moved far beyond the first floor's explanations of a map and loot boxes. Mordecai still cannot take Carl's place in the dungeon's battles, and Carl still resists advice that would sacrifice another person for a safer route. Yet Carl repeatedly entrusts his survival to Mordecai's knowledge, and Mordecai continues to invest his work, anger, and care in Carl's choices.