Escaped SlaveReport
English:Escaped Slave · Characters
Someone who got out of a slave camp, with a 2,000-Cat United Cities bounty on his head. Catch him alone and talk, and he joins for free — or knock him out and cash him in. Same person, two prices.
It took too much blood and sweat to escape the masters… I won't go back to the slave camp that easy! — Escaped Slave
The Escaped Slave is a randomly named generic recruit. His backstory is one line: he got out. And the United Cities have put 2,000 Cats on his head for it.
Same person, two prices
The Escaped Slave is one of the clearest illustrations of what Kenshi is, because he is simultaneously two things:
| Your choice | Outcome |
|---|---|
| Talk to him while he is alone and persuade him | Joins your squad for free |
| Knock him out and carry him to a United Cities police station | 2,000 Cats |
The condition is that he must be in a squad by himself — with company around him, the conversation goes nowhere.
One detail few players hit first time: if your own character is an escaped slave, he will be taken aback and then immediately offer to join. No persuasion, no money. It is one of the game's rare cases where your background rewrites how someone reacts to you.
Where he is
Escaped Slaves patrol under the Empire Peasants banner in Heng, the Howler Maze, Skimsands, the Great Desert and the Hook.
In the Hook, the spawn line reads "UC Escaped Slave (1–2 Escaped Slaves), weight 3" — a small number, but the other squads working that same ground are Manhunter patrols of 5–14 and slave trader caravans. The escaped and the people who catch the escaped share one road.
He may also be found squatting in overridden versions of Heft, the Manhunter Base and Stoat, as well as Mourn. The Manhunter Base entry is the pointed one — that is the Manhunters' headquarters, sitting next to the slave market and the Slave Farm South, built to feed them labour and to stop anyone leaving. Once it has been overwritten, the people squatting inside it are escaped slaves.
Combat
Combat stats 12, with a randomisation of ±12 — an unusually wide swing, meaning the Escaped Slave you meet could be at nearly zero or approaching 24.
His gear is an Iron Club and a Rag Loincloth at Prototype grade, the lowest tier, with a 5% chance of Shoddy.
In short: he is free, and you will be training him from nothing.