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A Den of Rascals and Smugglers
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Male 97 Cycles
Norway Rat Dark

#1
Content Warning
This post contains potentially sensitive material:
strong language
drug use & poisons


So I've tried a lot to plot on Archimedes, here. My intention has always been to involve him in crafting as a sort of mob boss, but finding roleplay to wind up there has been hard. With the new release of the newest quadrants, travel becomes more of an important roleplay aspect. Then there's Tunnel E: "It is a very short tunnel with no real interesting features, although one could probably find an alcove or two to use as densites... or temporary holding areas for smuggled goods." INSPIRATION.

Concept: A group of Gembound experimenting with (to find), gathering, and transporting toxins and hallucinogens to interested parties. Also convincing uninterested parties to become interested, either through temptation or through threats.

Formation: I'd imagine Archimedes might see the potential in all of this. First and foremost he'd need to find a big enforcer; he's tried to gather other Gembound to his cause on occasion but with little success. Having a big, strong frontman to pretend to be the boss would also work, so long as Archimedes is 'behind the scenes,' but a big right-hand hulking threat would also be cool. Then it'd be a matter of finding those interested, or who're disillusioned with safety and other Gembound and so on, and/or those who want to carve out their own slice of power. In Archimedes' mind, others knowing and owing you is the best route toward that--and surrounding oneself with like-minded characters who will fiercely defend at least their shared goals. I don't wanna preplan EVERYTHING but this is the most likely route I see toward such group formation.

Activity: Characters could easily make their own activity, or ask for directives from Archimedes. Any roleplay can involve finding/testing/gathering toxins, or other "cover" herbs and food plants; packaging, drying or otherwise preparing these things; creating transportation methods (small boats and wagons); using these methods to try to secretly move items throughout the cave. Most likely AW smuggler/caravan roleplay, purely because the poisons would need to be kept a secret to protect the end buyer. Contacting new buyers and acting the salesman, making exchanges, and so on. In payment, the group can ask for whatever; living gemstones, amenities, other food, interesting items, crafted items, whatever. Maybe making caches and dens throughout the cave, and marking these with some form of secret group mark.

Member Types: Bruisers (for protection/escort), craftsman/alchemists (for poisons etc), pirates!! because PIRATES!! (for swashbuckler style transport, yes please), masterminds, thugs, scoundrels, troublemakers.

Requirements: IC, follow Archimedes (he's not a tyrant, but an organizer; he Gets Things Done, though he'd be likely to ask his bruiser fellow to come down hard on Guys Who Disrespect so anyone who wants to be that violent jerk lmk); "keep your fuckin' mouth shut." OOC, no real requirements! Just have the char fit.

Some potential toxins and recreational drugs, from the Lesser Gembound Guide:

Frostbite Lurker (Snake) - Its venom induces localized paralysis and weakness in the limbs, like a sensation of frostbite.

Golden Charger (Snake) - Their bite carries venom which inflicts a dangerous condition called "Stonerot," rapidly calcifying the surrounding tissue. Small prey quickly succumb to organ or respiratory failure, and larger prey can be seriously maimed by the bite. The calcification can never be wholly reversed.

Basilisk (Snake) - If provoked, their bite can deliver an agonizing venom: a searing-hot toxin that make the victim feel as though they are burning alive. It likely has some chemical similarities to capsaicin, and is generally completely debilitating to even the largest Gembound for hours. The very careful and very knowledgable can harvest this venom: either as a poison, having similar effects when consumed, or as a watered-down poultice that aids greatly in preventing infection and promoting new growth in wounds.

Slime Belly (Lizard) - The slime is toxic, and if ingested without cleaning it off can induce extreme illness (vomitting, headache, stomach cramps) for a few days, though it isn’t fatal.

Firetongue (Lizard) - They do possess a paralytic venom that can last for twenty to thirty minutes.

Spitting Bug (Spider) - This venom can, after very brief absorption through the skin, paralyze smaller prey (usually Cave Mice) and cause skin rashes or irritation when used against larger threats

Phantom Biter (Spider) - Their fangs are large, and jaws surprisingly strong, for something so tiny; they can pierce most skin or even leathery hide with ease. This bite can cause powerful hallucinations in the victim, so that it’s difficult to tell what is real and what is not. Though often terrifying, some might use this bite recreationally, if they can somehow find a spider; it’s not physiologically dangerous.

Deer Spider (...Spider) - The venom is a paralytic neurotoxin as well as dissolving the tissues of injected victims, making them easier to consume. Even a baby Deer Spider’s bite can become badly-infected and gangrenous.

Sand Spider (also a spider) - They focus on smaller prey, and their venom--though very painful, and even temporarily debilitating (causing stiffness, infection, swelling, and cramping), is rarely fatal to larger Gembound.

Death Crawler (Bug) - Its glowing orange spots provide a warning, however, of its toxicity: if ingested it will cause violent seizures, foaming at the mouth, necrosis of the organs, and eventual death in even the largest Gembound. Even just touching its slick shell is enough to cause numbness.

Dust Moth (Bug) - If inhaled, or if the moth is consumed, vivid hallucinations can occur. These are not dangerous on their own, though they can of course prompt dangerous behavior if the victim loses track of reality and, for example, falls or drowns.

Fairyfly (Bug) - They are large and shimmering, and they may be distantly related to the Dust Moth: their iridescent dust, though far more colorful, is likewise hallucinogenic if inhaled or consumed.

Kiss of Death (Bug) - They are rarely preyed upon, despite their slow, erratic flight, as they are extremely toxic: eating a single Kiss of Death butterfly can be fatal. Their toxin results in seizures, foaming at the mouth, coma, and possibly even death; the neurotoxin can kill even the largest Gembound fairly quickly. Often, a predatory Lesser will die within a minute, with larger Gembound returning to their chrysalis or outright dying within twenty. Their caterpillars are fuzzy black, and almost as toxic as the adults.

Cave Scorpion (Bug) - The venom of the Cave Scorpion, injected by the tail tip, causes first sharp pain, then numbness, leading quickly to paralysis that spreads from the affected site. Gembound of the Scorpion’s size or smaller will be fully paralyzed, though those double or larger its size may only find the afflicted area stunned. If the victim survives, extreme pain, cramping and necrosis at the bite site can follow.

Interested? Thoughts? Ideas? LMK!

 
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He travels with Tukluk the Marmoset on his shoulders.
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Male 74 Cycles
Red Deer (C. elaphus) Java

#2
I would be down to help with this somehow! Maybe he can interact with the crafter's guild or use them to smuggle some of his goods? He could provide some materials for the alchemists but also sneak in other things.

 
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Weird 85 Cycles
Canine Jaymie

#3
Oh yeah, this is a good fit for Deli, I think! Anything with the word "illegal" in it would be a one kit KO, if they're making trouble, they're in. They'd probably be good for almost any of the jobs, but I think they'd take a particular interest in experimenting and just. Coming up with the WORST things possible. Not sure if they'd ever see themselves as "working" for Archimedes, more in it for the fun then the business, and they would probably be that jerk that gets punched around a bit before they stop running their mouth, but we'd have to see of course.



Assume that all Deli threads will be tentatively marked M because of their bad language

 
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Golden Lion Tamarin Gortie

#4
id be interested in having puck join! wont be very good for hired hand stuff but they can help smuggle and do stuff under the table!

 
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Agender 75 Cycles
Dragon Serpent Charlie

#5
recent character development has seen aerie take on a more sinister approach to how she does things, so i think she'd be able to be a good right hand (due to her incredible handle on her emotions and because she's cunning and talented in regards of learning things quickly and carrying tasks out with machine-like efficiency)

she did just pick up a living sword, shrug, and then murder a lesser with it before doing a 'paint me like one of your french girls' pose mid-air so

 
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Why live in the shrubbery when you could have a throne?
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Black-Footed Ferret GetYourGoat

#6
I could see Callahan in a group like this! I reckon he'd fit as a pirate, as well as one sneaking around making exchanges etc, and eventually could help with mastermind type plans? He's pretty young, first cycle at the moment, so could be easily shaped into a role and become quite loyal if Archimedes found him early enough.

 
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