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Generic faction illustration for Outreach Guild
faction

Outreach Guild

the Outreach Guild · the deal guild

A guild opening between the final two heats where crawlers too afraid to race can take a deal and leave the game.

Story so far

The Outreach Guild is the escape hatch the announcer Cascadia reveals for the tenth floor's climactic finale. Between the back-to-back Heat 6 and Heat 7 races, any crawler 'too cowardly to just fucking die' may enter the Outreach Guild and take a deal to leave the dungeon. But the mechanism is a cruel trap: the final Heat 7 still requires three teams per heat, so if one team member escapes via a deal, the others are left to complete the race anyway — and woe to a team whose seventh-heat driver is the one who jumps.

It dovetails with Carl's survival math: he needs some fifteen hundred crawlers to take deals (on top of the roughly two hundred bound for the Pineapple Cabaret) to thin the lethal crawler-on-crawler matchups, though most survivors, knowing deals are better at the start of the eleventh floor, are balking.

Appearance

An accessible guild opened only during the pit stop between the final two heats.

Role

The between-heats guild offering escape deals, central to Carl's plan to reduce crawler-on-crawler races.

Relationships

Cascadia — Announces its availability and its cruel three-teams-per-heat catch.
Carl — Counts on it to thin the final races, needing ~1,500 crawlers to take its deals.
Pineapple Cabaret — The alternative escape for the ~200 god-free human volunteers who can't or won't take a deal.

Earlier in this series

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

Sources — 1 recorded facts, by chapter
Chapter 71
  • A guild opening between the final two heats where crawlers too afraid to race can take a deal and leave the game.
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