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The Desperado Club

Desperado Club

Management segregates crawlers, hunters, and native NPCs by dungeon level after Carl strands and provokes patrons across the Hunting Grounds and Larracos branches.

Story so far

Crawler entrances now route only to the familiar top floor. Hunters are banned from moving upward and remain on the Hunting Grounds floor, while native sixth-floor NPCs with valid credentials enter that same local level and cannot travel between club layers. Managers attached to crawlers also route to the top.

Hunters trapped after Carl's Zockau raid cannot leave until the mantis mayor approves reconstruction of the entrance bar. Seven have died inside. The flooded Larracos branch remains blocked by recurring drain clogs and sharks, preventing faction weapons brokers from reaching the Hunting Grounds market.

Blood Bars do not drain once a patron enters, but must be full at the door. With crawler-owned towns excluding hunters from many entrances, smaller settlements and the club become temporary shelter as brambles advance. A concealed bathroom stair can bypass management's routing between the top and Hunting Grounds levels.

Appearance

A multi-level extradimensional nightclub whose differently themed floors correspond to dungeon strata.

Role

The club is a segregated sanctuary, hidden transit route, changeling contact point, and hunter bottleneck.

Relationships

Carl — His previous raids and fights provoke the new segregation rules.
Clarabelle — She guards the crawler entrance and reveals the secret route.
Pearson — He enters the Hunting Grounds layer through emulated credentials.
Astrid — She enforces management's ban on crawlers entering the lower floor.

Earlier in this series

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

Sources — 8 recorded facts, by chapter
Chapter 1
  • The crawlers' between-floors club, where Orren's liaison office sits within earshot of the dance floor.
Chapter 3
  • Cross-floor club whose entrances riddle the dungeon, currently full of hunters waiting on the dance floor.
Chapter 4
  • The crawlers' usual bar and shopping hub, absent from this floor and with scrambled ninth-floor access.
Chapter 5
  • The interdimensional crawler club, whose Zockau entrance Carl collapses, sealing the hunters trapped inside away from the city.
Chapter 10
  • Crawler club accessible from every large town, though Carl couldn't spot its entrance in the Ursine settlement.
Chapter 21
  • One of two clubs on Carl's list of things he has not gotten around to yet.
Chapter 31
  • A famous dungeon set co-designed by Hurk and used as currency in Carl's bargain over the art contest.
Chapter 58
  • Management segregates crawlers, hunters, and native NPCs by dungeon level after Carl strands and provokes patrons across the Hunting Grounds and Larracos branches.
Character portrait