51: The Journey Log of the Demon Fox and the White Dumpling on Greed Island

Kurama the Demon Fox Wakaba Shio 2508 words 2026-03-05 01:30:59

Event 1: When the Demon Fox Encounters a Robbery

Having obtained a special spell card meant exclusively for Mokona, Kurama bid farewell to Leiza and officially began his journey to conquer G.I. Although the card album contained a few spell cards generously gifted by the game masters, making it entirely possible for Kurama to “drift” to the nearest city, he chose instead to use “Encore” to return to the starting cabin. He intended to embark on his G.I. adventure as a true novice player, beginning from the endless plains.

The emerald grasslands stretched boundlessly beneath a flawless blue sky. Standing amidst the fields, gazing around, all he could see was a breathtaking tapestry of verdant green and azure. Simply standing there and taking in the view was enough to fill anyone’s heart with an incomparable sense of freedom.

Kurama and Mokona both delighted in such beauty, ambling leisurely through the grasslands, unhurried and utterly at ease. Yet this tranquil idyll was soon interrupted by someone with no sense of timing. Kurama’s mood soured instantly as he watched the interloper plummet before him in a flash of white light.

As the victim of a robbery, Kurama had no intention of cooperating with his assailant.

The unfortunate “old hand” barely had time to smirk and summon his card album before the demon fox lashed out, knocking him flat with two swift blows and binding him completely—severing his aura in the process. Kurama’s mastery of plants, combined with manipulator-type nen abilities, unleashed power beyond imagination. Simply cutting off an opponent’s aura was enough to leave many nen experts helpless, let alone common cannon fodder sent to deal with beginners.

Under the furious gaze of the would-be robber—who now found himself trapped instead—Kurama, unwilling to let the man’s foul words sully his and Mokona’s ears, gagged him as well. He reached out and seized the floating card album, left adrift by its master’s capture, and, without the slightest hesitation, swept every card from it—useful or not, it made no difference. Leaning forward, he offered the stunned, panic-stricken man a smile as refined and gracious as could be:

“This is merely a small lesson,” he said gently. “I hope that next time we meet, you’ll understand the importance of ‘manners’—interrupting someone’s outdoor excursion is truly most impolite.”

As the man stared back in utter disbelief, as if to say, “You did all this just for that? What kind of person are you?” the demon fox shrugged with effortless charm, dropped the now-empty card album, gathered Mokona into his arms, and strode away without a backward glance.

And as for the one left behind?

Well, once time was up, the bindings would release themselves. For now… let him lie there and reflect on his earlier discourtesy.

That afternoon, every faction that had sent people to ambush newcomers on the endless plains was thrown into collective uproar—their agents had all failed to return! When search parties finally tracked down their missing members scattered across the grasslands, they found them all lying dazed on the ground. Upon being revived, they remembered nothing except: “One must not rudely interrupt someone else’s outing”—not the appearance or abilities of the person who had done this to them.

Within moments, rumors of a terrifyingly powerful newcomer swept through the ranks of veteran players. They kept themselves on high alert for quite some time, bracing for some new force to rise up and overturn the established order—but nothing of the sort ever came to pass.

Meanwhile, as these players worked themselves into a frenzy of paranoia and speculation, the actual culprit had long since left the matter behind, cheerfully making his way to the first city in his quest, white furball companion in tow.

Event 2: So-Called Luck

Kurama had little interest in gambling. If one happened to travel to a city famed for its casinos, a few rounds for the thrill of it were fine; but to let gambling seep into daily life was to invite ruin.

This truth held not just in the real world, but in G.I., this “game,” as well.

In the bustling gambling city of Durias, Kurama—here to collect Card No. 079, “Rainbow Diamond”—witnessed the desperation of players staking everything they had. The fear of never escaping the game, the frustration of being unable to clear it, the erstwhile courage and ambition now reduced to futility… All manner of negative emotions drove crowds of players to Durias, where they sought one last jolt of excitement inside the perilous casinos.

Some, through sheer luck, won fortunes early on and had the self-control to leave, using their winnings to live out peaceful lives within the game. But far more lost and tried to recoup their losses, and those who won found themselves unsatisfied, returning again and again until hope itself vanished.

The demon fox, however, was no bleeding-hearted saint. He moved through the throngs with calm indifference, untouched by the laughter and tears of others. Perhaps only in rare moments like these did he, in human form, reveal the cold detachment of the infamous demon thief Kurama.

Before coming here, Kurama had already secured the item needed to obtain the “Rainbow Diamond”—the “Risk Die.” This die had twenty faces, nineteen marked “Great Luck,” and only one marked “Great Misfortune.” It was a gambler’s dream come true.

Though the odds of landing on “Great Misfortune” were only one in four hundred, the die’s unique property was that if it did land on misfortune, all the luck accumulated from previous “Great Luck” rolls would be converted into calamity. In other words, the greedier one was, the more one had to be prepared for the most dreadful consequences.

Kurama, however, felt no anxiety about such things. To him, the Risk Die’s sole purpose was to acquire the Rainbow Diamond. As for anything else? Hmph.

That night, the city of gamblers was thrown into unprecedented shock and frenzy. Nearly every player had packed into the grandest casino in the city, drawn by rumors of a mysterious youth whose luck was so phenomenal it seemed as if Lady Luck herself had borne him. Without any tricks or cheating, relying purely on his invincible fortune, he left the casino utterly defeated.

From the moment he entered, it didn’t matter what game he played; Kurama always emerged as the grand winner. Roulette, blackjack, baccarat—even the notoriously luck-driven slot machines. In the end, he attracted the notice of the NPC casino boss, a figure players usually only heard about, never saw. After being invited into the VIP lounge and having a private conversation, Kurama was personally escorted out with the utmost respect.

Such overwhelming luck! Some watched with envy, some with simple admiration, some with deep calculation in their eyes… But whatever their intentions, none would see them bear fruit. For as soon as he obtained his goal, Kurama left the city without a backward glance, unconcerned that he had already become a legend.

And as for the source of this unreasonable fortune? The demon fox only shrugged—he himself… had no idea.