Ch. 1I Really Didn't Mean It

Chapter Summary: “I Really Didn’t Mean It”

Key Plot Points and Events

  • A mysterious plague has devastated the entire Aelir continent, killing enormous numbers of people within weeks and causing the dead to rise as increasingly powerful undead.
  • Plantia Floating City, the proud center of Aelir magical civilization, has become a ruined, undead-infested wasteland. Its magical towers have either been overrun or sealed themselves off from the outside world.
  • Fourteen days earlier, a dying Archmage activated a powerful confinement spell that locked the city in place 4,000 meters above the ground for one hundred years. Teleportation, flight, and falling-slowing magic no longer work, making escape seemingly impossible.
  • The plague has also destroyed civilization on the ground. Survivors have fled into remote wildernesses or sailed to distant lands, while the Aelir civilization faces total collapse.
  • The disease is revealed to have originated from Raymond, an Earth transmigrator. When he caught a cold and sneezed after arriving in the magical world, Earth-borne viruses and bacteria spread and mutated through exposure to magical energy.
  • Raymond has spent the aftermath investigating the plague through necromantic dissections. His observations suggest the disease is caused by numerous mutated pathogens, producing skin eruptions, organ failure, respiratory collapse, digestive damage, and persistent infection even through undead corpses.
  • Inside his tower, nearly everyone has died, including apprentices, guards, slaves, monsters, and beasts. Only Raymond and Vermees, a female red dragon imprisoned in the Binding Chamber, remain alive.
  • Raymond’s mentor and collaborator, the Archmage Astar, disappeared before the outbreak, apparently attempting to become a lich. With the tower’s food supplies contaminated and no escape seemingly possible, Raymond claims to have devised a plan to flee.
  • The chapter ends with Raymond insisting that he never intended to cause the disaster and that it was merely a horrific accident.

Character Developments

  • Raymond is presented as a physically transmigrated Earth human in a childlike body, only about 130 centimeters tall. He is intelligent, methodical, and scientifically curious, studying the plague through autopsies and diary records.
  • Despite being responsible for the catastrophe, Raymond appears more surprised and regretful than malicious. His repeated insistence that he “really didn’t mean it” establishes a tone of dark irony and reluctant accountability.
  • His practical behavior—washing himself, using alcohol to sterilize his body, recording medical observations, and planning an escape—shows his resourcefulness and survival instinct.
  • Astar, Raymond’s absent mentor, is characterized through speculation as ambitious and morally dangerous, having pursued lichdom through forbidden rituals.
  • Vermees, the captured female red dragon, is one of the only surviving beings in the tower. Her continued imprisonment suggests she may become important to Raymond’s escape plan or future survival.

Significant Themes

  • Unintended consequences: A trivial human illness becomes a civilization-ending catastrophe after interacting with magic.
  • The fragility of civilization: Even a powerful society ruled by Archmages collapses rapidly when faced with an unknown threat.
  • Science versus magic: Magical healing and potions fail against unfamiliar biological agents, while Raymond’s systematic observations provide the clearest understanding of the disease.
  • Isolation and survival: The confinement spell traps survivors physically, while the plague and societal collapse leave them emotionally and socially isolated.
  • Death and transformation: The plague does not merely kill; it creates undead life, turning the entire environment into a realm dominated by negative energy.
  • Moral ambiguity and dark humor: Raymond is both the unwitting cause of mass death and a victim trying to survive, creating an ironic contrast between the scale of the disaster and his apologetic defense.

Character Interactions

  • Raymond’s relationship with Astar is that of apprentice, collaborator, and subordinate, though Astar’s disappearance leaves Raymond to deal with the catastrophe alone.
  • Raymond has no direct interaction with Vermees in the chapter, but their shared survival—and his decision to keep her sealed away—creates an important tension between captor and fellow survivor.
  • The broader relationship between the Aelir spellcasters and the people beneath them is exposed as hierarchical and exploitative: mages, warriors, slaves, and creatures all perish together when the plague strikes.
  • Raymond’s interaction with the dead is clinical and investigative. Through dissection and observation, he treats corpses as evidence while confronting the consequences of the disaster he accidentally caused.

Ch. 2Legacy and Heir

Chapter Summary: “Legacy and Heir”

Key Plot Points and Events

  • Raymond completes another entry in the journal he has kept since arriving in the magical world.
  • He works in a gruesome laboratory filled with preserved organs, body parts, corpses, and stitched-together human and monster remains. Over the past month, he has dissected plague victims from across the tower—including humans, familiars, beasts, and monsters—to investigate the outbreak.
  • He has also conducted experiments using mice to determine whether his saliva, blood, or waste remain infectious.
  • Raymond’s exposure to necromantic dissection and experimentation has made him almost completely indifferent to gore, death, and suffering.
  • His mentor, the Necromancer Archmage Astar, previously forced him to perform thousands of dissections and construct undead creatures and flesh constructs.
  • The chapter then introduces a mysterious, star-like book that appears when Raymond activates his power. Its title page describes itself as a “legacy” and “gift” intended for an unknown heir, encouraging the recipient to pursue ambition, knowledge, exploration, and power while warning of enemies who covet the heir’s “spark.”
  • Raymond skips the inspirational message and examines the book’s status information, which reveals his abilities, classes, quests, and progression requirements.

Character Development

  • Raymond: His adaptation to the brutal magical society is emphasized. To avoid appearing abnormal, he has deliberately suppressed much of his former morality and learned to behave like the other apprentices. Although he once possessed ordinary ethical boundaries, constant exposure to slavery, necromancy, and death has hardened him psychologically.
  • He remains highly disciplined and pragmatic, focusing on his research rather than reacting emotionally to the horrific environment.
  • His intelligence and potential are reinforced by his high Intelligence attribute, his photographic memory, and his unusual combination of Planeswalker and Creator abilities.
  • Astar: Though not present directly, Astar’s influence is crucial. His harsh training shaped Raymond into a skilled dissector, necromancer, and flesh-construct maker.

Character Interactions

  • Raymond’s principal relationship is with his mentor, Astar, whose cruel instruction forced him to master dissection, corpse manipulation, and necromantic creation.
  • His interactions with the wider Aelir society are largely indirect. He imitates the behavior of fellow apprentices and spellcasters in order to survive within their oppressive culture.
  • The chapter also depicts Raymond’s detached relationship with experimental subjects—slaves, plague victims, animals, and magical creatures—whom he treats as research materials rather than individuals.

Significant Themes

  • Adaptation and moral erosion: Raymond’s transformation demonstrates how people can become accustomed to cruelty when survival requires conformity.
  • Power and social hierarchy: The Aelir civilization is built on slavery, with spellcasters ruling from floating cities and treating lower classes as disposable property.
  • Science and ethics: Raymond’s plague research may be medically valuable, but it is conducted through disturbing experiments that raise questions about the cost of knowledge.
  • Legacy and inheritance: The mysterious book presents Raymond as an heir to a larger destiny, linking knowledge, ambition, exploration, and danger.
  • Identity and transformation: Raymond’s former human morality conflicts with the role he has adopted as a necromantic apprentice and potential interplanar traveler.

Important Status Revelations

  • Raymond is a Level 2 Planeswalker and a Level 5 Creator.
  • His Planeswalker powers include cross-plane teleportation and the ability to convert discovered magic, creatures, equipment, and objects into reusable cards.
  • His Creator abilities involve refinement, reshaping, alchemy, magical crafting, and eventually granting life or sentience to creations.
  • He possesses Mind Library, granting perfect memory, and Mimicry, allowing him to temporarily reproduce other magical classes.
  • His main immediate quest is to create a land card, which is necessary for advancing his Planeswalker level and preserving class abilities across worlds.

Ch. 3Planeswalker

Chapter Summary: “Planeswalker”

Key Plot Points and Events

  • Raymond reflects on the mysterious star-like book that brought him to the magical world. The book was created by a previous Planeswalker using their Spark and now stores the cards and possessions they created.
  • The book rewards Raymond with cards after he completes guidance missions. His previous rewards include Mimicry and Mind Library.
  • Raymond’s mana pool is finally nearing the amount required to create his first Land Card, a major milestone because Land Cards provide a permanent, stable source of magical energy.
  • He explains the three ordinary ways he gathers mana:
    1. Slowly absorbing it from the environment and wizard-tower provisions.
    2. Absorbing magical and life energy from dead creatures.
    3. Using his Creator ability, Refinement, to extract energy from potions, equipment, and magical objects, though this destroys them.
  • A Land Card functions as a permanent mana channel linked to a Planeswalker’s Spark. Creating even the weakest one requires at least 100 colorless mana and causes a noticeable disturbance.
  • The plague has created enough deaths—and therefore enough accessible mana—for Raymond to approach this goal.
  • Raymond plans to create and bind a Land Card to his Creator class, then fight through the constructs and guardian monsters blocking access to the portal. His ultimate aim is to escape the collapsing Floating City and reach another magical world.
  • He considers fleeing to a safer world, such as the magical Earth of Harry Potter, but admits that changing the portal’s destination would require extensive preparation and could otherwise send him into lethal outer space.
  • Raymond recalls how his Spark and the lingering Spark within the Legacy violently resonated when he first became a Planeswalker. The event dragged him into an unknown space and caused his adult body to regress into that of a child.
  • Astar accidentally rescued him during an extradimensional experiment, but Raymond suspects the same dual-Spark resonance is responsible for his unstable teleportation abilities.
  • His attempts to open a portal to his original Earth have failed because that universe appears to contain no magical energy, raising further questions about how the Legacy existed there and how the Spark event occurred.

Character Development

  • Raymond demonstrates growing confidence and strategic patience. He has carefully concealed his true identity as a Planeswalker while secretly accumulating power through magical crafting, mana collection, and the use of cards.
  • His distrust of Astar becomes clearer. Raymond recognizes that Astar deliberately pushed him into the Creator class to deprive him of combat ability and keep him dependent and controllable.
  • Raymond’s survival depends on his refusal to trust Astar completely. Although they act as master and apprentice and nominal allies, Raymond understands that their relationship is based on mutual suspicion and concealed agendas.
  • Raymond’s desire to escape intensifies. He is no longer merely trying to survive under Astar’s influence; he is preparing to abandon the Floating City and seek a safer world.
  • His mysterious origins and unstable powers remain unresolved, contributing to his uncertainty about his identity and future.

Significant Themes

  • Freedom versus control: Raymond’s hidden Planeswalker abilities are what prevent Astar from fully controlling him, while the Creator class represents the limitations Astar tried to impose.
  • Power and secrecy: Raymond must increase his strength without revealing the true source of his abilities, since a Planeswalker’s Spark could potentially be exploited or stolen.
  • Survival in a collapsing world: The plague, mass deaths, monsters, and failing Floating City create urgency and force Raymond to turn disaster into an opportunity for gathering mana.
  • Identity and transformation: Raymond’s regression from adulthood to childhood and his forced adaptation to another world blur the boundaries between his former identity and his new existence.
  • Mystery of the Sparks and universes: The dual-Spark resonance, the Legacy’s unexplained origins, and Earth’s apparent lack of magic suggest a larger cosmic mystery surrounding Raymond’s transportation and powers.

Character Interactions

  • Raymond and Astar: Their relationship is outwardly that of teacher and apprentice, and possibly allies, but privately it is defined by manipulation, testing, and distrust. Astar sought to make Raymond harmless by steering him toward the Creator class, while Raymond secretly built strength and planned escape.
  • Raymond and the previous Planeswalker: Though they never meet, Raymond’s life is shaped by the unknown Planeswalker who created the magical book and left behind the cards and abilities he now relies on.
  • Raymond and the wider magical world: He exploits the mana released by dying creatures and the resources of the wizard tower while preparing to confront its guardians and escape through the portal.

Ch. 4A Calamity of My Own Making?!

Chapter Summary: “A Calamity of My Own Making?!”

Key Plot Points and Events

  • Raymond is trapped inside the devastated Floating City Tower, surrounded by corpses, plague, and rotting food. Starving after several days without a proper meal, he survives by eating a piece of candy gifted to him months earlier.
  • The candy reminds him of a sixteen-year-old female apprentice who died early in the plague. Raymond had mourned her before discovering the horrifying truth: he was the source of the disaster.
  • Raymond realizes that his body normally maintains a symbiotic balance with dangerous mutated bacteria and viruses. However, whenever he becomes ill, his immune system loses control, allowing the pathogens to multiply and cause a deadly plague.
  • To escape, Raymond creates a Land Card for the Floating City Tower. The card provides a daily supply of generic and black mana and permanently binds the tower’s energy to his Creator profession.
  • This ensures that his Creator abilities and magical creations will remain usable even after he escapes to another magical world.
  • Completing the Land Card unlocks the Planeswalker profession upgrade and a new mission, “Escape Desperation,” which promises three card-draw opportunities. Raymond interprets the reward as evidence that the route to the temporal gate is extremely dangerous.
  • He uses two newly earned draws and obtains:
    • Human—Light-armored Soldier, a summonable LV5 warrior or archer who obeys him completely.
    • Wither, a rare black magic card that creates a lethal cloud of poisonous, decay-inducing energy, though undead are immune and benefit from it.
  • Pleased with the results, Raymond prepares to face the dangers ahead, comforted by the fact that his inherited card Legacy may eventually provide even more powerful abilities.

Character Developments

  • Raymond is shown as resourceful and pragmatic, using even a small piece of candy and water to manage his starvation.
  • He confronts the guilt and horror of being responsible for the deaths of thousands, including someone he knew and valued.
  • Rather than collapsing under remorse, he analyzes the plague scientifically and searches for a practical way to prevent his abilities from becoming useless after escape.
  • His willingness to exploit others’ belief that he is younger than he really is highlights his calculating nature; he keeps the misunderstanding because it grants him special treatment.
  • Raymond’s confidence grows after securing the Land Card and drawing useful combat resources, though he remains aware that his luck is inconsistent and that serious dangers remain.

Significant Themes

  • Unintended responsibility: Raymond’s ordinary illness has catastrophic consequences, making him the accidental creator of a civilization-destroying plague.
  • Survival versus guilt: Despite mourning the dead, Raymond must prioritize escape and survival in a world ruined partly by his existence.
  • Preparation and adaptation: The Land Card represents Raymond’s effort to ensure his powers remain functional across worlds and to reduce uncertainty before fleeing.
  • Power and unintended consequences: His abilities offer enormous potential but also carry hidden biological and magical dangers.
  • Luck and inheritance: Raymond reflects on his average card-draw luck and the value of the Legacy he inherited, suggesting that long-term potential matters more than immediate strength.
  • Death and decay: The chapter repeatedly connects the plague, corpses, black mana, and the Wither card through imagery of rot, disease, and destruction.

Character Interactions

  • Raymond recalls the unnamed female apprentice who gave him the candy in an attempt to please him. Her death makes the plague’s consequences personal rather than merely statistical.
  • He benefits from the tower’s mistaken belief that he is a child under ten, while only Astar knows his true age.
  • Raymond’s connection with the Floating City Tower becomes almost like a partnership through the Land Card, allowing him to draw mana from it after permanently binding it to his Creator profession.
  • The summoned soldier card introduces a future interaction with a magically created subordinate who will understand Raymond’s language and obey his commands completely.

Ch. 5Capitalist's Delight

Chapter Summary: “Capitalist’s Delight”

Key Plot Points and Events

  • Raymond’s two newly created cards relieve the Creator class’s severe limitation on spellcasting, raising his total cards to fifteen. Of these, eight are combat-capable: three Creature Cards and five Magic Cards.
  • He has also prepared magical items, potions, Oddities, scrolls, and salvaged resources from plague victims, giving him a modest reserve of tools and supplies.
  • The creation of the Land Card generates a massive disturbance that attracts the Undead throughout the city. Zombies, Skeletons, Ghouls, Ghasts, Ghosts, and other hidden Undead begin converging on High Tower.
  • Raymond realizes the tower is about to be besieged. Because he does not control High Tower directly, he must rely on its automatic defensive systems. If those defenses fail, the Undead will break in and slaughter the survivors.
  • The first wave—around thirty Zombies and six Ghouls—triggers the tower’s warning runes. High Tower responds with Chain Lightning and Fireballs, annihilating the attackers near the entrance.
  • Raymond takes advantage of the attack to absorb some of the released Negative Energy as Black Mana and refines magical items into about thirty points of Colorless Mana.
  • Rather than remain exposed, he rushes to his private room to retrieve an important invention: an electrical generator powered by Undead labor.
  • Raymond disconnects and takes the generator’s crystal storage unit, an Oddity capable of storing electricity and releasing it as Lightning Bolt attacks.

Character Development

  • Raymond becomes increasingly anxious and pragmatic as he recognizes the scale of the Undead threat. His confidence in his preparations is shaken, and he begins urgently reviewing his escape plan.
  • Despite his fear, he remains resourceful and opportunistic, gathering mana from defeated Undead and refining expendable magical items while the tower’s defenses hold.
  • His inventive and technically minded nature is emphasized through his construction of a primitive generator based on electromagnetic induction.
  • Raymond’s dark humor and unconventional worldview are revealed through his naming of the device “Capitalist’s Delight” and his enthusiasm for using tireless Undead as laborers.

Significant Themes

  • Survival through preparation: Raymond’s diverse stockpile of cards, magical tools, and inventions may determine whether he survives the siege.
  • Magic combined with technology: The generator demonstrates how scientific principles from Raymond’s former world can be adapted to a magical setting.
  • The exploitation of labor: The Undead’s endless, unpaid labor satirizes industrial capitalism and extreme work culture, particularly through references to “996” and “007.”
  • Energy and resource management: Mana, Negative Energy, magical items, and stored electricity are treated as strategic resources that must be gathered, converted, and conserved.
  • The danger of uncontrolled power: Raymond’s Land Card has significant creative potential, but its creation also attracts powerful enemies and creates unforeseen consequences.

Character Interactions

  • Raymond has no direct conversation with other living characters in the chapter, but he confronts the approaching Undead as an intelligent survivor facing a hostile force.
  • The Undead act collectively as a threat: instinct-driven Zombies and Skeletons gather alongside more intelligent Ghouls and potentially stronger hidden creatures.
  • Raymond indirectly interacts with High Tower’s automated defenses, relying on its Chain Lightning and Fireball systems to repel the Undead.
  • His relationship with the two laboring Undead is entirely utilitarian: he maintains them with Negative Energy and uses them to operate his generator continuously.

Ch. 6Final Preparations Before Escape

Chapter Summary: “Final Preparations Before Escape”

Key Plot Points and Events

  • Raymond secures the Lightning Emitter and loots the tower’s magical supplies before attempting his escape.
  • He takes six healing potions, two antidotes, a fire-protection potion, and three speed potions. Unneeded potions are converted into energy and added to his mana pool.
  • He retrieves his enchanted scroll case, which contains more than a dozen valuable Magic Scrolls. Because his class prevents him from casting spells, Raymond relies on trading for or receiving scrolls, using them sparingly for powerful magical crafting.
  • The chapter explains the differences between the Aelir mana-based magic system and Faerûn’s Weave-and-spell-slot system. Aelir casters can repeatedly cast known spells as long as they have enough mana, while Faerûnian casters must memorize spells and are limited by daily spell slots.
  • Raymond examines the massive portal at the top of the tower. Astar created it to exploit Raymond’s ability to locate and access other magical worlds.
  • Astar’s larger scheme is revealed: he has been luring people and monsters from Faerûn through the portal, imprisoning them, extracting their knowledge through coercion and magic, and dissecting them for necromantic research.
  • Astar’s main goal is immortality, specifically becoming a Lich. He hopes to use information and magical techniques from Faerûn to achieve it.
  • Raymond reflects on his failed opportunity to ambush Astar during the necromancer’s first crossing into Faerûn. Astar’s caution and growing knowledge prevented Raymond from exploiting any weakness.
  • Since Astar has now disappeared, Raymond prepares to negotiate with Vermees, an imprisoned adult female Red Dragon. He believes her strength will be necessary to overcome the Golems and Constructs guarding the route to the upper levels and his escape.

Character Developments

  • Raymond demonstrates careful preparation, resourcefulness, and strategic thinking. He gathers survival supplies, preserves rare scrolls, and plans both a diplomatic approach and contingency measures for dealing with Vermees.
  • Astar is portrayed as an exceptionally intelligent, methodical, and ruthless villain. Rather than blindly exploring Faerûn, he studies it by abducting travelers and monsters, making him far more dangerous and difficult to surprise.
  • Vermees is established as a powerful but imprisoned Red Dragon. She has been exploited for her dragon blood and may become Raymond’s reluctant ally.
  • Raymond’s view of Astar becomes firmly defined: although Astar is powerful and sophisticated, he is also unmistakably an evil necromancer who treats living beings as resources.

Significant Themes

  • Preparation and survival: Raymond’s escape depends on gathering equipment, conserving scarce magical resources, and anticipating emergencies.
  • Power and exploitation: Astar’s portal is not used for exploration or cooperation but for kidnapping, torture, experimentation, and the extraction of knowledge.
  • Immortality and corruption: Astar’s fear of death drives his atrocities and pursuit of Lichdom, emphasizing the moral decay associated with unchecked ambition.
  • Clashing magical systems: The contrast between Aelir mana-based casting and Faerûn’s spell-slot system highlights the different strengths and limitations of the two worlds.
  • Trust and negotiation: Raymond must work with a dangerous Red Dragon, making bargains and threats equally important to his escape plan.

Character Interactions

  • Raymond’s relationship with Astar remains defined by manipulation and conflict. Astar exploited Raymond’s talent to locate Faerûn, while Raymond secretly considered—but ultimately lost—the chance to assassinate him.
  • Astar’s interactions with visitors from Faerûn are entirely predatory: he lures them with treasures, imprisons them, extracts their memories and knowledge, and ultimately kills many of them for experimentation.
  • Raymond is preparing for a tense negotiation with Vermees. He has gathered bargaining chips and backup measures because he expects the dragon to be greedy, violent, and difficult to control.

Ch. 7The Unlucky Red Dragon

Chapter Summary: The Unlucky Red Dragon

Key Plot Points and Events

  • The chapter opens in the mage tower’s deepest level, the Binding Chamber, a vast underground cavern containing a powerful silver magic circle designed to imprison dangerous creatures.
  • Imprisoned within it is Vermees, a seventeen-meter-long Adult Red Dragon from Faerûn. Despite her immense strength, magical resistance, and destructive abilities, she is completely immobilized by the binding spell.
  • Vermees recalls how Astar, the Necromancer Archmage, captured her. He ambushed her through a teleportation gate disguised with treasure, weakening her magic resistance, blinding her, cursing her, binding her, and teleporting her away before she could fight back.
  • Her capture resulted from her greed and arrogance. Vermees had entered the trap intending to seize the gold and silver beyond the gate, just as she had previously raided settlements, caravans, and rival dragons.
  • Vermees had built her reputation by killing a young Silver Dragon and an Adult Black Dragon, plundering their hoards, and terrorizing nearby communities. Cities and temples had placed bounties on her, but every adventuring group sent against her had failed.
  • After more than two months without seeing Astar or the apprentices who had been drawing her blood, Vermees hears combat in the tunnel leading to the upper floors.
  • Raymond, a young-looking boy, breaks into the chamber after destroying two powerful corpse-construct guards with a Lightning Bolt device and an Advanced Magic Scroll. He explains that Astar must have secretly enhanced the guards’ magic resistance.
  • Raymond approaches Vermees respectfully and tells her that unforeseen events—possibly a disaster—have occurred outside. He asks her to remain calm and listen to what has happened.

Character Developments

  • Vermees is presented as powerful but immature, impulsive, greedy, and deeply arrogant. Her confidence has repeatedly rewarded her in the past, reinforcing her belief that strength entitles her to take whatever she wants.
  • Her imprisonment exposes the weakness beneath that confidence: she is furious, humiliated, and helpless, especially because Astar defeated her through strategy rather than direct combat.
  • Her past victories over other dragons and her domination of weaker beings explain both her fame and her inability to recognize danger when treasure is involved.
  • Raymond demonstrates resourcefulness and technical knowledge by defeating the tower’s enhanced guards and recovering mana from their remains. He also shows social intelligence by recognizing that Vermees’s pride requires respectful treatment.
  • Raymond’s ability to speak to Vermees in Surface Common and his formal manner suggest that he is attempting diplomacy rather than confrontation, despite entering her prison by force.

Significant Themes

  • Arrogance and consequences: Vermees’s belief that the strong deserve everything leads directly to her capture.
  • Strength versus cunning: Although Vermees is physically overwhelming, Astar defeats her through preparation, magical control, and deception rather than power.
  • The danger of unchecked greed: The treasure-filled teleportation gate exploits Vermees’s strongest instinct and turns it into a trap.
  • Power and helplessness: The most dangerous creature in the tower’s hierarchy has been reduced to a captive whose blood can be harvested by apprentices.
  • Diplomacy with the powerful: Raymond understands that respectful communication may be more effective than intimidation when dealing with a proud dragon.

Character Interactions

  • Astar and Vermees: Their relationship is defined by hostility and humiliation. Astar avoids a direct battle and uses layered magic to capture her, leaving Vermees determined to destroy him and the tower if she escapes.
  • Vermees and Raymond: Vermees recognizes Raymond as someone present during her capture and views him with suspicion. Raymond, however, addresses her formally as “Lady Vermees,” acknowledging her pride and attempting to establish a controlled dialogue.
  • Raymond and the corpse constructs: Raymond is familiar with their construction and abilities, suggesting prior involvement in creating them. Because they obey only Astar’s commands, Raymond is forced to destroy them to reach the Binding Chamber.

Ch. 8Negotiation!

Chapter Summary: “Negotiation!”

Key Plot Points and Events

  • Vermees, an imprisoned Adult Red Dragon from Faerûn, is surprised that Raymond can speak the Common Tongue. She realizes he comes from a completely different magical world where the Weave does not exist.
  • Raymond explains the mage tower’s situation and the plague outbreak, concealing that he was responsible for the plague. Vermees is delighted to learn that the Necromancer who imprisoned her and the apprentices who stole her blood have died.
  • Although bound by magical restraints, Vermees attempts to intimidate Raymond with her draconic presence and commands him to free her, promising—insincerely—to spare him or make him her servant.
  • Raymond resists her terrifying pressure, recognizes the danger posed by her innate draconic magic, and proposes a binding magical contract instead of simply releasing her.
  • The contract would force Vermees to cooperate in clearing the guards blocking access to the tower’s upper levels. If she violated it, all the treasure in her lair would be teleported away.
  • Enraged by the threat to her hoard, Vermees rejects the offer and threatens to kill Raymond once freed.
  • A battle elsewhere in the tower causes its energy reserves to decline. The Binding Formation restraining Vermees weakens as power is redirected toward defending against the undead assault.
  • Vermees realizes that her restraints may soon fail and confidently predicts that she will destroy the tower and Floating City, while promising Raymond a particularly painful death.

Character Developments

  • Raymond demonstrates caution, intelligence, and strong negotiating instincts. Despite Vermees’s Dragon Might and overwhelming power, he remains composed and tries to protect himself through a carefully designed magical contract.
  • He also reveals his manipulative side by hiding his responsibility for the plague and presenting himself as a potential ally against the tower’s enemies.
  • Vermees is shown to be proud, arrogant, greedy, and accustomed to dominating weaker beings. Her confidence shifts from amusement to fury when Raymond’s contract threatens her treasure.
  • She also proves perceptive, quickly recognizing that the weakening Binding Formation may give her an opportunity to escape.

Significant Themes

  • Power and intimidation: Vermees relies on her status and Dragon Might, while Raymond counters her physical superiority with preparation and cunning.
  • Negotiation under unequal power: Raymond attempts to create mutual leverage through a magical contract, showing that intelligence can partially offset overwhelming strength.
  • Greed and vulnerability: Vermees’s greatest weakness is her attachment to her hoard; the threat of losing it makes the contract more powerful than a simple promise.
  • Unstable alliances: Raymond seeks Vermees’s help while concealing his own motives, making their potential cooperation inherently dangerous.
  • Crisis and urgency: The undead assault drains the tower’s defenses, forcing Raymond to negotiate quickly before Vermees becomes free.

Character Interactions

  • Raymond treats Vermees with outward respect while privately remaining highly suspicious and cautious.
  • Vermees views Raymond as an insignificant mortal and attempts to command and threaten him.
  • Raymond’s formal politeness masks a calculated effort to control the situation, while Vermees’s rage exposes her refusal to accept being treated as an equal negotiating partner.
  • Their confrontation ends unresolved, with the weakening restraints shifting the balance of power increasingly in Vermees’s favor.

Ch. 9This Is What You Forced Me to Do

Chapter Summary: This Is What You Forced Me to Do

Key Plot Points and Events

  • Raymond realizes that Vermees, a trapped Adult Red Dragon, is regaining mobility as the magical restraints weaken. Since his attempt to make her sign a contract has failed and angered her, he concludes that negotiation is no longer possible.
  • Vermees intends to escape the mage tower and has transferred her hatred of Astar to everyone inside it. She is also unconcerned about the plague outside, believing her dragon nature protects her.
  • Raymond announces that “Plan A” has failed and reveals that he prepared coercive measures—“Plan B”—in case the dragon refused to cooperate.
  • He takes out a strange magical creation preserved in a bottle: a brain-like, tentacled Oddity made from Mind Flayer tissue and fitted with six gemstone-studded metal rings.
  • Using his Awaken Creation ability, Raymond gives the Oddity intelligence and awakens it.
  • He then activates a rare Enhancement Magic Card, greatly strengthening the weakened Binding Formation for thirty seconds. The spell becomes powerful enough to force Vermees back to the ground.
  • Vermees attempts to attack Raymond with her fire breath, but the strengthened restraints reduce its power, while Raymond’s fire-protection potion shields him from the flames.
  • Raymond brings the awakened Oddity to Vermees’s ear. It crawls into her ear canal and begins moving toward her brain.
  • Horrified, Vermees begs Raymond to remove it, but he refuses, explaining that the process is already underway. He retreats cautiously, uncertain whether he can maintain control over the dangerous creation.

Character Developments

  • Raymond shifts from a humble negotiator to a desperate and calculating coercer. Although frightened, he remains composed and uses preparation, strategy, and knowledge rather than brute force.
  • His willingness to deploy the Mind Flayer-based Oddity shows how far he is prepared to go when cornered. He recognizes the danger of his own creation but accepts the risk because the dragon may otherwise escape.
  • Vermees is shown as proud, vengeful, and confident in her superiority, but her confidence collapses into terror when she realizes Raymond can threaten her body from within.
  • Her inability to resist the enhanced Binding Formation emphasizes the gap between her raw power and Raymond’s tactical ingenuity.

Significant Themes

  • Desperation and escalation: Failed negotiation leads to increasingly extreme measures, with Raymond forced to use a weapon he considers dangerous even to himself.
  • Intelligence versus power: Raymond cannot defeat an Adult Red Dragon directly, so he relies on preparation, magical technology, and anatomical knowledge.
  • Control and violation of autonomy: The Binding Formation and the brain-controlling Oddity both represent the forcible seizure of another being’s freedom.
  • The dangers of creation: Raymond’s Creator abilities allow him to produce powerful lifeforms, but awakening them carries unpredictable consequences.
  • Role reversal: The supposedly helpless captive dragon becomes vulnerable, while the weaker human takes control of the situation.

Character Interactions

  • Raymond and Vermees engage in a tense psychological confrontation. She expects submission after his failed contract attempt, but he instead calmly informs her that she has forced him to use harsher methods.
  • Vermees responds with anger and attempted violence, while Raymond counters with restraint enhancement, protective magic, and the Oddity.
  • Their interaction changes from negotiation to domination: Raymond controls the physical situation, while Vermees loses her composure and pleads for help.
  • The chapter ends with Raymond maintaining his distance as the Mind Flayer-derived creation begins its attack on Vermees’s nervous system, leaving the outcome uncertain.

Ch. 10Lie Down, Crawl, Roll Over, Shake Hands

Chapter Summary: “Lie Down, Crawl, Roll Over, Shake Hands”

Key Plot Points and Events

  • When the enhancement card’s effect ends, Vermees violently loses control, rolling and convulsing as flames erupt around her body. Her tail, claws, wings, fangs, breath, and spell-like abilities all fail to remove the Awakened Creation that has entered her body.
  • The creature crawls through her ear toward her brain and spine, causing unbearable pain. After reaching her brain, it forms a mental connection with Raymond.
  • The Awakened Creation speaks in simple, childlike thoughts and initially wants to eat Vermees’s brain. Raymond orders it not to eat her, but to observe and control her instead.
  • Raymond tests its control by ordering Vermees to “lie down,” “crawl,” “roll over,” and “shake hands.” The Red Dragon obeys perfectly, creating a comic contrast between her terrifying nature and her obedient, pet-like behavior.
  • Raymond allows Vermees to speak, but she immediately insults him. He threatens to silence her permanently and explains that the creature can read and intercept her intentions, while also warning that his death could result in her brain being consumed.
  • To secure her cooperation, Raymond promises to let her regain control of her body. He also warns that continued hostility could allow the creature to learn all her abilities and eventually be used against her.
  • Vermees reluctantly accepts cooperation but demands that she not be treated as a slave. Raymond agrees to recognize her as an equal partner and ally, though he still retains practical control through the Awakened Creation.
  • Once control is returned to her, Vermees uses her transformation ability to assume the form of an attractive human woman.

Character Developments

  • Raymond demonstrates quick thinking, psychological manipulation, and increasing confidence. Rather than destroying or permanently enslaving Vermees, he uses threats and negotiation to make her cooperate.
  • He remains concerned about the Awakened Creation’s potential growth and possible future independence, especially because it possesses fragments of Mind Flayer-like psionic abilities.
  • Vermees shifts from uncontrollable rage and defiance to wary submission. Her greatest fear is losing her mind, identity, and body, so she accepts Raymond’s terms despite her pride.
  • She retains her arrogance and sense of superiority as a Red Dragon, insisting on dignity and respect rather than servitude.
  • The Awakened Creation gains rudimentary intelligence and forms a familiar-like bond with Raymond. It can control Vermees effectively but understands only short, simple commands and may develop further over time.

Significant Themes

  • Control versus free will: Vermees’s body and thoughts are controlled by an alien creation, forcing her to confront the loss of autonomy.
  • Power and negotiation: Raymond holds overwhelming practical power but chooses manipulation and diplomacy to maintain cooperation.
  • Identity and the fear of annihilation: The threat of having her brain, memories, personality, and soul consumed is more frightening to Vermees than death itself.
  • The limits of domination: Although Raymond technically controls Vermees, he agrees to treat her as an equal because cooperation is more effective than slavery.
  • Humor amid horror: The grotesque invasion of Vermees’s brain is contrasted with the absurd image of a mighty Red Dragon performing tricks like a trained dog.

Character Interactions

  • Raymond communicates with the newly awakened creature through their mental connection, teaching it basic commands and restraining its desire to eat Vermees.
  • He tests the creature’s control over Vermees and then uses intimidation to force her to reconsider her hostile behavior.
  • Vermees and Raymond negotiate an uneasy alliance: she agrees to follow his orders, while he promises respect and temporary restoration of her bodily control.
  • Their relationship remains deeply unequal in practice, but both recognize that cooperation is necessary for survival and escape.

Ch. 11Forcing Their Way Through

Chapter Summary: “Forcing Their Way Through”

Key Plot Points and Events

  • Raymond’s escape plan is now complete: he has Vermees, a powerful Red Dragon, to help him reach the upper levels of Astar’s mage tower, activate the portal, and escape the Floating City.
  • Because a powerful confinement spell blocks normal teleportation, Raymond intends to combine his Planeswalker Spark with the portal’s energy to tear open an unstable rift to Faerun.
  • With no food left and no possibility of retreat, Raymond and Vermees proceed through the tower.
  • Raymond explains the tower’s defenses: four Flesh Golems, hidden magical traps, eight armed Metal Constructs, Gargoyles guarding the portal room, and the possible danger of encountering Astar—or Astar as a Lich.
  • Vermees considers bypassing the defenses by flying outside and breaking into the upper levels, but Raymond reveals that the tower automatically attacks unauthorized creatures approaching from outside.
  • He also warns that using the portal will consume the tower’s energy reserves, which would take ten days to recharge if depleted. With no alternative, they decide to fight through.
  • Vermees transforms into her dragon form and unleashes her fiery breath on the two Flesh Golems guarding the entrance. Though badly burned, the Golems begin regenerating.
  • The Red Dragon then overwhelms them physically, smashing one into a wall and pinning the other beneath her weight.
  • Witnessing Vermees’s immense strength, Raymond realizes how dangerous she would have been without the Binding Formation and recognizes the necessity of Astar’s strategy of disabling dragons before confronting them.

Character Developments

  • Raymond becomes increasingly desperate and decisive. His hunger and survival instinct push him to commit fully to the escape plan, while his knowledge of the tower’s defenses allows him to guide Vermees effectively.
  • He gains a deeper appreciation of Vermees’s true power and understands that controlling her was essential to his survival.
  • Vermees demonstrates overwhelming physical strength and confidence in battle. Although initially wary of the tower’s defenses and the cramped combat environment, she quickly embraces a direct assault once escape proves unavoidable.
  • Her transformation from a wary companion into an aggressive, highly effective combatant reinforces her role as Raymond’s “meat shield” and primary fighting force.

Significant Themes

  • Survival over caution: Raymond sacrifices his remaining supplies and accepts the risks of an unstable portal because staying behind means certain death.
  • Preparation and knowledge: Raymond’s familiarity with the tower’s layout and defenses is critical to their survival.
  • The danger of overwhelming power: Vermees’s strength is awe-inspiring, but the chapter emphasizes that even a dragon can be defeated through preparation, disabling magic, and traps.
  • Unorthodox cooperation: A human and a dragon—normally enemies—work together because their survival depends on mutual cooperation.
  • Escaping confinement: The physical barriers of the tower and the magical confinement of the Floating City mirror Raymond and Vermees’s broader struggle to break free from control.

Character Interactions

  • Raymond gives Vermees a detailed account of the enemies and hazards ahead, establishing trust through honesty.
  • Vermees questions his plan and suggests an alternate route, but Raymond rejects it based on his knowledge of the tower.
  • Their discussion ends with mutual acceptance that they must fight their way upward.
  • During the battle, Vermees acts as the frontline attacker while Raymond observes and supports her, gaining a renewed understanding of her capabilities and the dangers of confronting dragons directly.

Ch. 12Battle in the Passage

Summary: “Battle in the Passage”

Key Plot Points and Events

  • Vermees, the massive Red Dragon, battles the Flesh Golems in the narrow passage. She keeps one at a distance with Flame Breath, pins another beneath her body, and tears apart its magically reinforced flesh.
  • One Flesh Golem is destroyed after sustaining damage faster than it can regenerate, allowing Raymond to recover some Black Mana and universal mana.
  • Before Vermees can finish the second Golem, the passage fills with summoning circles. Dozens of undead, humanoid monsters, and wild beasts appear, evidently intended to exhaust the intruders’ resources rather than kill them outright.
  • Unable to use Flame Breath again immediately, Vermees turns the pinned Flesh Golem into a weapon, smashing summoned creatures with its body. She then crushes many more by leaping and rolling through them.
  • The defenses of the upper levels activate. Two additional Flesh Golems and eight heavily armed Metal Constructs—later identified as Iron Golems—charge into the passage. Their enchanted weapons are capable of piercing dragon scales, forcing Vermees to request assistance.
  • Raymond orders a retreat and activates a Swamp Magic Card, causing the narrow passage to become a muddy trap. The heavy Golems and many summoned creatures sink into it and cannot escape.
  • Raymond follows with a Wall of Fire and Chain Fireballs, turning the passage into an inferno. The summoned creatures are destroyed first, and the Flesh Golems are severely weakened.
  • Raymond identifies the enemies’ complementary weaknesses: Flesh Golems are vulnerable to fire but can regenerate from lightning, while Iron Golems resist fire and can absorb it as energy but are vulnerable to lightning.
  • Following Raymond’s instructions, Vermees uses Flame Breath to destroy the weakened Flesh Golems.
  • Raymond then unleashes stored electrical energy through his crystal device, using the Iron Golems’ close formation and metal bodies to conduct the lightning between them. He continues attacking them with powerful lightning and acid scrolls.

Character Developments

  • Vermees demonstrates her strength, aggression, and adaptability. She uses her body, claws, breath, and even an enemy Golem as weapons, but recognizes the danger posed by the enchanted Iron Golems and calls for help.
  • Raymond displays calm tactical judgment and preparedness. His preselected Swamp card, knowledge of Golem mechanics, and careful prioritization allow the pair to survive an ambush designed to drain their resources.
  • Vermees begins to appreciate Raymond’s warnings about the upper levels after seeing how effectively the cramped passage and specialized constructs can endanger even an adult dragon.

Significant Themes

  • Tactical knowledge over brute force: Understanding the Golems’ regeneration mechanics is essential to avoid accidentally healing enemies.
  • Resource management and preparation: The summoned creatures are meant to exhaust spells, potions, scrolls, and magic items, while Raymond’s stored tools and prepared card counter the strategy.
  • Complementary strengths and teamwork: Vermees provides overwhelming physical and firepower, while Raymond supplies strategy, magical tools, and battlefield control.
  • Environmental advantage: The narrow passage limits movement but allows Raymond to turn it into a trap, making the enemies’ size and metal bodies liabilities.
  • Escalating danger: The appearance of increasingly specialized enemies reveals that Astar’s defenses are deliberately designed to counter different forms of attack.

Character Interactions

  • Raymond praises Vermees after she destroys the first Flesh Golem, reinforcing their cooperative dynamic.
  • Vermees calls for Raymond’s assistance when the Iron Golems threaten to surround her.
  • Raymond immediately takes command, ordering her to retreat and directing her attacks according to the enemies’ vulnerabilities.
  • Although Vermees does not fully understand Raymond’s tactical explanation, she trusts his judgment and follows his instructions, allowing them to defeat the Flesh Golems before turning their attention to the Iron Golems.

Ch. 13Distinguish the Primary from the Secondary

Chapter Summary: “Distinguish the Primary from the Secondary”

Key Plot Points and Events

  • Vermees is shocked by the enormous power of Raymond’s lightning attack, realizing that it was far stronger than an ordinary Lightning Bolt. Raymond explains that the attack came from a belt-mounted crystal energy-storage device, which had accumulated several months of electrical power and is now empty.
  • As the magical swamp begins disappearing, Raymond retreats to safety, emphasizing that his preferred fighting style is support rather than direct combat.
  • Raymond uses one of his self-created cards, Enchanted Fangs and Claws, on Vermees. The card temporarily strengthens the Red Dragon’s natural weapons with a magical enhancement.
  • Vermees attacks the seven severely damaged Iron Golems. Empowered claws and teeth allow her to rip off their heads, knock them down with her tail, and tear their bodies apart.
  • The Golems’ poison attacks cause Vermees pain and trigger memories of her previous trauma. She loses control and enters a berserk state, destroying all seven constructs through reckless frontal combat.
  • After the battle, Raymond absorbs universal mana released by the destroyed Golems and invests it into raising his Planeswalker level.
  • The passage is cleared, and Vermees asks whether they can proceed through the guarded doorway. Raymond agrees but orders her to carry him across the potentially trapped floor. Despite feeling humiliated, Vermees offers her tail so he can climb onto her.

Character Developments

  • Raymond demonstrates his identity as a support-oriented Creator and Planeswalker. Rather than fighting directly, he relies on magical devices, cards, scrolls, and allies.
  • He reflects on the importance of his inherited cards, Mind Library and Mimicry, which allowed him to acquire knowledge, learn magic, and survive under the dangerous Necromancer Archmage Astar.
  • Raymond recognizes that the Planeswalker class is the foundation of his power, while the classes gained through Mimicry are secondary tools for expanding his magical knowledge and card-creation abilities. This leads to the chapter’s central principle: he must “distinguish the primary from the secondary.”
  • Vermees proves highly destructive and resilient but also dangerously impulsive. Her pain and anger override her judgment, causing her to abandon defense and fight recklessly.
  • After calming down, Vermees becomes embarrassed and avoids Raymond’s gaze, revealing that she recognizes her loss of control. She also suppresses her pride and accepts the humiliating role of carrying him because survival is more important.

Significant Themes

  • Primary versus secondary priorities: Raymond understands that Planeswalker development is his true path, while Mimicry-derived classes are supporting tools.
  • Knowledge and adaptation: Raymond’s survival depends on absorbing knowledge from different worlds and transforming it into original creations rather than merely imitating existing magic.
  • Support versus direct combat: The chapter contrasts Raymond’s strategic, resource-based fighting style with Vermees’s instinctive physical violence.
  • Pride versus survival: Vermees’s dragon pride conflicts with practical necessity. She tolerates being ridden by Raymond because staying alive outweighs her concern for dignity.
  • Trauma and uncontrolled rage: The poison clouds awaken Vermees’s painful memories, showing how past suffering can overwhelm reason and provoke destructive behavior.
  • Power built through creation: Raymond’s custom card represents his growing independence as a Planeswalker and his ability to convert learned magical principles into something uniquely his own.

Character Interactions

  • Raymond and Vermees maintain an uneasy alliance based on mutual dependence. Raymond provides magical support and commands her, while Vermees supplies overwhelming physical strength.
  • Raymond gives Vermees the enhancement card and orders her to destroy the Iron Golems; she follows his command and successfully clears the passage.
  • Vermees’s berserk attack indirectly reflects her anger toward Raymond because her trauma causes the Golems to become symbolic targets of her resentment.
  • Afterward, Raymond remains practical and mildly critical of her recklessness, while Vermees avoids confronting him directly.
  • Despite her humiliation, Vermees cooperates when Raymond asks her to carry him through the trapped passage, showing that their alliance is becoming more functional—even if trust and genuine respect remain incomplete.

Ch. 14Treasures

Chapter Summary: “Treasures”

Key Plot Points and Events

  • Raymond and the Red Dragon Vermees reach the upper floors of the mage tower after surviving numerous traps. Spikes are stopped by Vermees’s scales, while magical attacks are absorbed by her wings.
  • Raymond remains aware of Vermees’s resentment toward him through their telepathic link but deliberately avoids confronting her about it, understanding her resistance to being controlled.
  • Familiar with the tower from his past work with the missing Necromancer Archmage Astar, Raymond leads Vermees toward rooms where valuable magical materials and knowledge were stored.
  • To safely open a door, Raymond summons a human soldier through a Creature Card. The door triggers a mental trap that causes the soldier to panic, confirming Raymond’s caution was justified.
  • Inside, they discover gemstones, magical books, notes, wands, scrolls, potions, and an unfinished Ring of Spell Storing. Vermees appraises the gemstones at over 64,000 Dant gold pieces and seven Taran silver coins.
  • Raymond claims the gemstones for spellcasting and refuses Vermees’s demand for a share, provoking her jealousy and anger.
  • He has the summoned soldier handle the books and other objects to avoid hidden magical dangers. The pair eventually collect the room’s contents and prepare to move on.
  • Raymond recognizes that this cache is only a small portion of Astar’s actual wealth. With undead forces threatening to breach the tower, he realizes there is little time to search the remaining rooms.

Character Developments

  • Raymond demonstrates caution, strategic thinking, and extensive knowledge of magical traps and Astar’s tower. He is also practical and possessive of resources he considers useful.
  • Vermees remains proud, greedy, and resentful of Raymond’s control, but her obsession with treasure temporarily overrides her hostility. Her ability to appraise valuables reinforces her identity as a natural hoarder and treasure expert.
  • Astar’s absence becomes more significant. The lack of his greatest treasures suggests that he either hid them elsewhere or took them with him.

Significant Themes

  • Knowledge and danger: Magical knowledge and artifacts can bring power but may also corrupt, manipulate, or kill those who use them carelessly.
  • Trust and control: Raymond’s telepathic link with Vermees creates an unequal relationship. He understands her feelings but chooses manipulation and restraint rather than open confrontation.
  • Greed and utility: Vermees values the gemstones as treasure, while Raymond values them as practical spellcasting materials, highlighting their opposing priorities.
  • Time and survival: The approaching undead army forces Raymond to balance the desire for greater rewards against the urgent need to escape or continue forward.

Character Interactions

  • Raymond gives Vermees directions and controls the pace of their exploration, while she eagerly searches for treasure.
  • Vermees asks for a share of the gemstones, but Raymond dismisses her claim, arguing that she would merely hoard them. Her anger reveals the continuing tension between them.
  • Raymond uses the summoned soldier as a disposable safeguard, reflecting his cautious and utilitarian approach to danger.

Ch. 15Money or Your Life

Chapter Summary: “Money or Your Life”

Key Plot Points and Events

  • Raymond searches the upper levels of Astar’s mage tower and confirms that the Necromancer Archmage has abandoned it. Valuable gems, magical equipment, spell materials, and other important possessions are gone, while his magical pet has been left dead and desiccated.
  • Raymond speculates that Astar may have abandoned his former life to become a Lich, but decides that Astar’s fate is no longer relevant to him.
  • In the room containing the spatial gate, Raymond and Vermees discover piles of gold and silver coins. Vermees becomes intensely distracted by the treasure.
  • Raymond identifies numerous disguised Gargoyles guarding the room. He orders Vermees to destroy them rather than waste his own protective scrolls. She easily crushes the Gargoyles, demonstrating the overwhelming strength of an Adult Red Dragon.
  • Raymond activates the spatial gate using the mage tower’s energy reserves and his Spark. However, the Floating City’s powerful restrictions interfere with the portal and rapidly drain the tower’s remaining energy.
  • While Raymond urges Vermees to hurry, she spends an extra minute collecting gold and even melts loose coins into a container. Her greed delays their escape and causes the portal to become unstable.
  • Vermees enters the portal first, but Raymond and his summoned soldier follow only after the tower begins shaking and the undead outside threaten to break in.
  • Raymond survives the passage but is violently disoriented and vomits upon arrival. He discovers that he and Vermees have been separated during the unstable teleportation.
  • Raymond lands with his summoned soldier on a deserted tropical island, while Vermees’s destination remains unknown. He realizes that escaping the Floating City has immediately left him facing a new survival crisis.

Character Developments

  • Raymond becomes increasingly cautious and pragmatic. He conserves valuable resources, avoids unnecessary risks, and prioritizes escaping the collapsing mage tower. His dependence on Vermees remains a source of frustration and insecurity despite her power.
  • Vermees is portrayed as overwhelmingly strong but dangerously greedy. Her obsession with treasure overrides concern for her own safety and directly contributes to the portal malfunction and the pair’s separation.
  • The summoned human soldier proves useful and reliable. He protects Raymond, provides water after the teleportation, and quickly assesses the island’s climate and likely resources, showing intelligence and practical survival skills.
  • Astar, though absent, is characterized through the abandoned tower. His possible transformation into a Lich suggests a complete rejection of his former identity and worldly attachments.

Significant Themes

  • Greed versus survival: The chapter’s central conflict is embodied by Vermees, whose desire for gold nearly costs her and Raymond their lives.
  • Power does not guarantee security: Raymond controls an Adult Dragon, yet still feels vulnerable in the dangerous world of Faerûn and must carefully preserve his resources.
  • Abandonment and transformation: Astar’s empty tower and dead magical pet symbolize his severing of ties with his former life in pursuit of undead immortality.
  • Unintended consequences: Vermees’s delay causes the portal to lose stability, leading directly to the protagonists’ separation and Raymond’s unexpected arrival on a deserted island.
  • Survival and adaptation: The chapter shifts from escape to a new survival challenge, emphasizing Raymond’s need to respond to unpredictable circumstances.

Character Interactions

  • Raymond gives Vermees direct orders, relying on her physical strength while trying to limit her reckless behavior.
  • Vermees obeys Raymond in destroying the Gargoyles but ignores his urgent command to abandon the treasure, revealing the limits of his control over her priorities.
  • Raymond and the summoned soldier function effectively as master and protector. The soldier assists him after the teleportation and provides a calm, logical assessment of their new surroundings.
  • Raymond’s anger toward Vermees after the separation highlights their tense partnership: he depends on her power but resents her greed and unreliability.

Ch. 16The Most Absurd Experience

Chapter Summary: “The Most Absurd Experience”

Key Plot Points and Events

  • Raymond reflects on the bizarre turns his life has taken. He began with an ordinary life, became a rare Planeswalker after awakening his “Spark,” and was transported to the magical world of Faerûn.
  • His supernatural life quickly became an apocalypse when a magical plague destroyed an entire civilization—and Raymond discovered that he was the plague’s source.
  • After escaping the devastation and attempting another teleportation, an accident stranded him on an isolated island.
  • Raymond evaluates the island and learns from a summoned soldier that it is roughly eighteen kilometers long and thirteen kilometers wide, with coconut trees, wild fruits, abundant marine life, seabird nests, venomous snakes, and a clear freshwater lake.
  • Although frustrated that he found no settlement, Raymond recognizes that the island provides the essentials for survival: clean water, food, shelter materials, and a defensible location.
  • He considers waiting for a passing ship or attempting another unstable teleportation. Because previous teleportation attempts caused severe complications—including physical regression and the current accident—he chooses to remain on the island for now.
  • Raymond falls asleep after eating grilled fish, while his summoned soldier guards the campfire.
  • Elsewhere, the Red Dragon Vermees searches desperately for Raymond. She orders Orcs, Half-Orcs, Goblins, and other servants to find him within ten days, threatening them with death if they fail.
  • Vermees’s urgency is caused by a creation inside her brain that can telepathically threaten to consume her brain piece by piece. This creature is apparently connected to Raymond and remains attached to its creator, making Vermees unable simply to abandon him.

Character Developments

  • Raymond: Despite enduring repeated disasters, Raymond remains practical and emotionally controlled. He prioritizes food, water, shelter, and safety rather than panicking. His fear of teleportation has grown because of past failures, but his curiosity about Faerûn’s magic prevents him from abandoning the world entirely.
  • The Summoned Soldier: He functions as Raymond’s loyal scout and protector, providing a detailed survey of the island and standing guard while Raymond sleeps. His emotionless obedience contrasts with Raymond’s human frustration and fatigue.
  • Vermees: The Red Dragon is shown as cruel, tyrannical, and easily enraged, but also unwillingly dependent on Raymond. Her search is motivated not by affection or remorse but by self-preservation. She is forced to command the very tribes she terrorizes.
  • The Orc Warrior and Servants: They fear Vermees but benefit from serving her, as her authority allows the Orc warrior to command rival tribes. Their relationship with her is based on coercion, fear, and political advantage.

Significant Themes

  • Absurdity and misfortune: Raymond’s life repeatedly shifts from ordinary existence to magical adventure, apocalypse, and survival drama in rapid succession.
  • Adaptability and resilience: Rather than surrendering to despair, Raymond adjusts to each new crisis and focuses on immediate, solvable problems.
  • The dangers of power and magic: Planeswalking offers extraordinary possibilities but also produces unpredictable and potentially fatal consequences.
  • Survival versus ambition: Raymond must choose between the safety of remaining on the island and the danger of further teleportation, while still longing to explore Faerûn’s magical knowledge.
  • Coercive relationships: Vermees rules through fear, yet she herself is controlled by the threat inside her mind, showing that even powerful beings can become victims of dependence and manipulation.

Character Interactions

  • Raymond and the summoned soldier interact as master and servant: Raymond asks for a practical summary, while the soldier supplies precise information and later protects him.
  • Raymond’s internal conflict centers on whether to trust his unstable teleportation ability or remain safely on the island.
  • Vermees intimidates and threatens the Orc warrior, who reports the search while carefully avoiding provoking her.
  • Vermees’s relationship with Raymond is indirect but central: she wants him found because his disappearance threatens her life, while the mysterious brain-bound creation ensures that she cannot simply sever ties with him.

Ch. 17Who Wouldn't Like a "Big Cat"?

Chapter Summary: “Who Wouldn’t Like a ‘Big Cat’?”

Key Plot Points and Events

  • Raymond wakes after a night spent in a cave, discovering that his summoned soldier has remained awake to guard him.
  • He realizes that summoned humanoids are not mindless puppets: they possess intelligence, emotions, physical needs, and a strong sense of loyalty.
  • Raymond reflects on the difficult and inefficient process of creating Creature Cards. Compared with Magic Cards, they require far more mana and are less immediately useful in combat.
  • To reassure the exhausted soldier that he will remain protected, Raymond summons his longtime companion: a giant leopard named Reed.
  • Reed, an unusually large and powerful magical leopard, is affectionate toward Raymond and capable of following simple commands. Its presence allows the soldier to finally rest.
  • Raymond and Reed travel down the island toward the shore. Reed hunts several snakes along the way, while Raymond enjoys the island’s natural beauty after spending a long time confined in a mage tower.
  • At the beach, Raymond orders Reed to retrieve coconuts. The leopard easily climbs a tree, knocks down two coconuts, and carries them back to him.
  • After eating and drinking the coconuts, Raymond spots ships approaching in the distance. He sees a heavily loaded merchant vessel being pursued by a fast warship. The merchant crew is throwing ballast overboard in an attempt to escape.

Character Development

  • Raymond: He gains a deeper understanding of the nature of Creature Cards and recognizes that his summoned beings have genuine individuality rather than functioning as simple magical constructs. He also shows affection and trust toward Reed, revealing a softer, more relaxed side after his long isolation.
  • The soldier: His loyalty and dedication become clear when he refuses to sleep because guarding Raymond is his highest priority. Although obedient, he also demonstrates concern and independent judgment by warning Raymond about venomous snakes.
  • Reed: The leopard is established as a loyal, intelligent, and highly capable companion. It protects Raymond, hunts effectively, obeys gestures, and performs practical tasks such as gathering coconuts.

Significant Themes

  • The nature of life and creation: Raymond questions whether summoned creatures are artificial puppets or living beings, concluding that Creature Cards produce entities with needs, instincts, and personalities.
  • Loyalty and duty: The soldier’s willingness to sacrifice his rest—and potentially his life—for Raymond highlights the strength of magical loyalty.
  • Companionship: Raymond’s bond with Reed contrasts with the soldier’s formal devotion, showing that his summoned creatures can serve as both allies and friends.
  • Adaptation and survival: Raymond and his companions use the island’s resources while remaining alert to dangers such as snakes and unknown creatures.
  • A shift toward new conflict: The appearance of the merchant ship and pursuing warship introduces an external crisis and suggests that Raymond’s peaceful morning may soon be disrupted.

Character Interactions

  • Raymond and the soldier discuss the soldier’s sleepless vigil, revealing the soldier’s unwavering protective instincts and Raymond’s growing respect for him.
  • Raymond summons Reed specifically to ease the soldier’s concerns, demonstrating that he values both his companions’ safety and well-being.
  • Raymond interacts warmly with Reed by petting it and giving it commands, emphasizing their familiarity and mutual trust.
  • The soldier advises Raymond to beware of venomous snakes, showing that his protective role continues even when Reed is present.
  • Reed assists Raymond by hunting snakes and retrieving coconuts, functioning as both guardian and practical companion.

Ch. 18Merchants and Pirates

Chapter Summary: “Merchants and Pirates”

Key Plot Points and Events

  • A merchant ship fleeing across the Sea of Swords is pursued by a heavily armed pirate vessel. Captain Bass orders the crew to throw ballast stones and cargo overboard to increase speed, but the pursuing ship continues to close the distance.
  • The ship’s owner, Bernard, becomes increasingly frightened and asks Bass what the pirates might do. Bass identifies the pursuer as the ship of Bloodhand Harlett after Bernard reports seeing Half-Orcs, Hobgoblins, and Trolls aboard.
  • Harlett is notorious not only for piracy but also for carrying out political and family conspiracies. He kidnaps targets for wealthy clients, manipulates betrayals, and brutally punishes anyone who breaks his contracts, earning the name “Bloodhand.”
  • Bass suspects that the attack may be aimed not at the cargo but at Bernard himself, possibly because of a succession struggle within the Roldan Trading Company.
  • Bass proposes abandoning the ship and escaping in small boats. However, they discover that only four seaworthy boats are available—enough for roughly half the crew, while more than sixty sailors are aboard.
  • Bernard suggests secretly abandoning most of the sailors rather than risking a mutiny or capture. Bass initially refuses because doing so would destroy his professional reputation.
  • Bernard pressures him with threats involving his powerful father and promises of a larger ship and greater profits if Bass helps him escape.
  • When the ship runs aground, Bass secretly takes Bernard, the boatswain, and the first mate—only four people in total—and rows toward shore. The remaining sailors realize they have been abandoned just as Harlett’s pirates begin boarding the vessel.

Character Developments

  • Captain Bass begins as a responsible commander trying to save the ship and crew, but fear and Bernard’s manipulation eventually drive him to betray the sailors he is supposed to protect. His concern for his reputation shows that he understands the moral and professional consequences of his decision.
  • Bernard changes from a frightened merchant into a calculating survivor. His panic gives way to ruthless self-preservation as he willingly sacrifices the sailors and uses both threats and promises to control Bass.
  • Bloodhand Harlett is not directly present, but his reputation establishes him as a particularly cruel and intelligent antagonist. Unlike ordinary pirates, he combines violence with blackmail, political intrigue, and psychological revenge.
  • The sailors are presented as vulnerable laborers with little ability to defend themselves. Their fate highlights the vast power imbalance between ordinary crewmen, wealthy merchants, and armed pirates.

Significant Themes

  • Self-preservation versus loyalty: Bernard and Bass choose their own survival over the lives of the crew, exposing how quickly moral obligations collapse under extreme danger.
  • Power and exploitation: Wealthy merchants and nobles use pirates as tools in family and business rivalries, while sailors bear the consequences.
  • Reputation and betrayal: Bass knows that abandoning his crew will ruin his name, yet fear and Bernard’s influence overcome his principles.
  • Cruelty and manipulation: Harlett’s methods show that violence can extend beyond killing into psychological torment, coercion, and the exploitation of family relationships.
  • Class inequality: Bernard has access to influence, promises, and escape, while the sailors are treated as expendable.

Character Interactions

  • Bass and Bernard argue over how to respond to the pirate threat. Bass emphasizes uncertainty and responsibility, while Bernard focuses exclusively on escaping alive.
  • Bass explains Harlett’s identity and motives, increasing Bernard’s fear and confirming that the attack may involve a conspiracy within the trading company.
  • Bernard manipulates Bass by threatening his family’s safety and offering professional rewards, ultimately persuading him to abandon the crew.
  • The sailors have no meaningful say in the escape plan. They discover Bass and Bernard’s betrayal only after the small boat has departed and Harlett’s pirates are already boarding.

Ch. 19"Bloodhand" Harlett

Chapter Summary: “Bloodhand” Harlett

Key Plot Points and Events

  • With the merchant ship’s captain, first mate, and boatswain having escaped, the remaining sailors are unable to organize resistance against the pirate boarding party.
  • Several sailors attempt to flee by swimming toward shore but are killed by crossbow volleys. The rest surrender after a number of them are brutally slain.
  • The pirate crew includes humans, Half-Orcs, Hobgoblins, and enormous, deadly Trolls, whose violence demonstrates the overwhelming power of the raiders.
  • Captain “Bloodhand” Harlett boards the captured merchant ship. Contrary to his fearsome reputation, he appears handsome, mature, and refined, while carrying two seemingly magical swords.
  • His crew greets him with near-religious enthusiasm, revealing their absolute loyalty and admiration.
  • Harlett expects to torture Bernard, the son of the Roldan Trading Company’s owner, but learns that Bernard and the ship’s senior officers escaped to a nearby island in a small boat.
  • Although some pirates prefer to secure the valuable ship and cargo, Harlett orders most of his forces ashore. He considers Bernard and the Roldan Trading Company’s wealth far more valuable than the captured cargo.
  • Unbeknownst to both groups, the island is also occupied by Raymond, a Planeswalker, and his summoned leopard.
  • Raymond observes the situation from hiding rather than immediately helping either side. He decides to capture prisoners, learn the truth, and eventually use the conflict to secure passage off the island.
  • He and the leopard, Reed, begin hunting three human pirates searching the island.

Character Developments

  • Harlett is established as a charismatic but ruthless leader. His calm, intelligent appearance contrasts sharply with his willingness to pursue a dangerous and potentially prolonged hunt for Bernard.
  • His authority over the pirates is shown to be nearly absolute; even the Trolls and other powerful creatures obey him enthusiastically.
  • Raymond demonstrates caution, curiosity, and strategic thinking. Rather than acting impulsively, he remains concealed and gathers information before choosing an ally.
  • Reed, Raymond’s summoned leopard, is portrayed as an eager and capable hunting companion, responding instinctively to Raymond’s command to hunt.
  • The merchant sailors are depicted as frightened and helpless, while resentment toward their abandoned officers begins to emerge among them.

Significant Themes

  • Power and hierarchy: Harlett’s disciplined command structure contrasts with the sailors’ helplessness after their leaders flee.
  • Terror and brutality: The slaughter of fleeing sailors and the presence of Trolls emphasize the pirates’ savagery.
  • Leadership and loyalty: Harlett’s crew does not merely obey him; many appear to idolize him, suggesting the strength of his influence.
  • Cunning versus force: Harlett relies on overwhelming strength, while Raymond uses concealment, patience, and intelligence.
  • Greed and calculated risk: Harlett values the possibility of acquiring the Roldan family’s broader wealth more than the immediate profits from the merchant ship.
  • Uncertainty and hidden agendas: Neither the pirates nor the escaped merchants realize that a third party is observing them and preparing to interfere.

Important Character Interactions

  • The captured sailors submit to the pirates after witnessing their violence.
  • A Hobgoblin interrogates a terrified sailor, forcing him to reveal that Bernard and the ship’s officers escaped.
  • Harlett questions the situation and dismisses concerns about losing the cargo, ordering the pirates to search the island.
  • Raymond quietly communicates with Reed, deciding that they will capture pirates for information before choosing how to become involved.

Ch. 20Captives and Interrogation

Chapter Summary: “Captives and Interrogation”

Key Plot Points and Events

  • Three human pirates search the island for Raymond and his companions, complaining about the island’s many snakes and the difficulty of finding four hidden people.
  • Raymond observes them from concealment and orders the Leopard to attack.
  • Reed, the Leopard, kills one pirate instantly by biting through his neck, then disappears before the others can react.
  • While the remaining two pirates are distracted and confused, Raymond uses a permanent magical Animated Rope to bind them tightly.
  • He confiscates their weapons and carefully removes their jewelry and accessories to ensure they are not concealing magical items.
  • Raymond discovers that one pirate wears a valuable blue pearl, potentially worth at least a thousand gold coins if crafted into a mana-regeneration item.
  • He presents the Leopard, still licking blood from its mouth, to terrify the captives.
  • Raymond establishes strict interrogation rules:
    1. The prisoners must remain silent unless answering questions.
    2. They must answer truthfully and completely.
    3. They will be interrogated separately, and contradictory answers will be punished.
    4. Only the prisoner who provides the most useful information will survive.
  • The two pirates immediately begin competing to be interrogated first, abandoning any sense of loyalty as they struggle for the chance to live.

Character Developments

  • Raymond demonstrates careful planning, tactical intelligence, and ruthless pragmatism. He combines Reed’s stealth attack with a magical restraint item, ensuring the ambush succeeds without exposing himself to unnecessary danger.
  • His experience from the Floating City Tower has made him extremely cautious. He searches even ordinary jewelry for hidden magical weapons or artifacts, remembering a previous near-fatal attack from a captive’s ring.
  • Raymond also reveals a talent for psychological manipulation. His interrogation rules are designed to make the prisoners distrust one another and force them to disclose information.
  • Reed/the Leopard is shown as a highly effective stealth predator, capable of killing an armed human before the victim can react.
  • The pirate captives shift rapidly from confident searchers to terrified prisoners. Their survival instincts overcome their former partnership, turning them into rivals willing to betray each other.

Significant Themes

  • Survival and betrayal: The pirates’ loyalty collapses as soon as their lives are threatened, reflecting the self-interested nature of their criminal lives.
  • Preparation and experience: Raymond’s success depends on caution, reconnaissance, magical tools, and lessons learned from past mistakes.
  • Psychological warfare: Raymond wins not only through physical force but also by creating fear, uncertainty, and competition among the captives.
  • Predator and prey: The scene reverses the pirates’ role as hunters. They become helpless prey to Raymond’s controlled ambush and Reed’s silent violence.
  • Moral ruthlessness: Raymond’s willingness to threaten torture and execute one captive reveals his increasingly hardened and utilitarian approach to danger.

Character Interactions

  • Raymond coordinates silently with the Leopard, showing their strong tactical cooperation.
  • Reed’s attack leaves the surviving pirates confused and terrified because they cannot identify their attacker.
  • Raymond’s appearance as a young boy contrasts sharply with his merciless behavior, shocking the captives.
  • The Leopard’s bloodied presence reinforces Raymond’s threats and intensifies the pirates’ fear.
  • Raymond deliberately pits the two prisoners against each other, transforming former companions into competitors for survival.
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