HoundsReport
English:Hounds · Factions
First among the five gangs of the Swamp, and the continent's principal hemp growers and hashish smugglers. Their leader Big Grim took the run of the Swamp with one letter and one ambush.
The Hounds are the top dogs here, they run this stretch. They actually got hemp to grow in the swamp… whether they prayed to Narko or were just born with green fingers, who the hell knows. Either way it's got them standing firm in the smuggling trade, the strongest of all the gangs. And their boss Grim — she's as clever as she is mad. — a Swamp bartender
The Hounds are the strongest of the five major gangs of The Swamp. Their power base is neither numbers nor blades but agriculture: they are the continent's principal growers of hemp, and hemp is the sole ingredient of hashish — a drug outlawed inside all three of the great polities, The Holy Nation, the United Cities and the Shek Kingdom, and therefore staggeringly profitable.
From Hash to Big Grim
The Hounds were not always the ones in charge. Two book items scattered around the Swamp piece together how the regime changed hands.
Letter To Darkbrow was written before Big Grim's rise, addressed to Big Darkbrow, leader of the Blackshifters. In it Grim points out that Hash, the Swamp's ruling boss at the time, was growing increasingly volatile, and reports that her sources say Hash would move on the casinos — that is, on Big Darkbrow — first. She proposes that the two gangs trap him together, and her price is explicit: she wants the city (Shark). Sketched on the back of the paper is a stick man with a knife in the heart.
Memo From Big Grim is the notice sent to the Big Bosses after the deed was done: Hash is dead, the Stalker Clan is gone, the rules are hers to rewrite now, and anyone who crosses her will be fed to her hounds like Hash was.
Both documents are riddled with misspellings, from which the Wiki concludes that Big Grim is barely literate — yet the same text also displays a very clear negotiating structure: identify the threat, offer value, name the price, attach the menace. Her madness and her shrewdness are two sides of one thing.
Turf and personnel
The Hounds' headquarters sits inside the neutral city of Shark. On paper Shark belongs to the Swampers; in practice the Hounds have the last word, and of the five gangs they hold the greatest influence over this neutral city[V1 0:02:04]. The HQ district holds roughly 44–47 Hounds plus Big Grim herself. Shark has six large hemp farms inside its walls. Their industrial profile is single-minded: grow hemp, make hashish, ship it out[V2 0:10:16].
The only settlement they control directly is the village of Rot, which has a Big Shop, a Swamp Lookout Tower, a Makeshift Gate and five riceweed farms, with one Swamp House listed at 16,000 Cats. Rot's gate guards wear Swamper colours but are owned by the Hounds; the location can be pinpointed directly with the Map of the Swamps.
Rank-and-file members are uniformly Greenlanders (40% chance of being female), carrying a Ringed Sabre and wearing a Tricorn Hat, Sleeveless Longcoat, Leather Vest and Drifter's Boots, with the Brave personality. Their attributes and weapon skills all land in the 45–55 band — quite high for gang rabble, roughly double the Red Sabres.
Joining the Hounds
The whole route boils down to "buy the ticket, then pass the audition": pay the gang's diplomat for an introduction, then have Big Grim herself test your loyalty and competence, and only then are you an ally[V2 0:10:16].
Step one: Ears. Ears is a Scorchlander with Diplomatic Status who appears in one of Shark's two bars (usually the Dancing Skeleton). Pay him around 2,000 Cats and he will "smooth things over" with Big Grim on the player's behalf[V1 0:02:04].
Step two: the smuggling job. Big Grim is inside another of the swamp domes beside the casino. She hands the player a batch of hashish and asks for it to be smuggled into the United Cities. The nearest target city is Clownsteady, where contraband has to be moved through the Shinobi Thieves' thief fence. In practice the player does not have to sell the goods at all, only come back and hand over the money — the options are paying the full 4,000 Cats or under-reporting at 3,000 Cats, the latter of which annoys Grim. Once paid, you are allied with the Hounds and Rot turns friendly on the map.
Step three: grow hemp. Speak to her again and Grim will ask the player to build a base in the Swamp and grow hemp, providing up to 19 units of building materials and 1 hashish as seed capital. The tone of the dialogue implies this is compulsory, but there is in fact no consequence for not doing it. Only if you actually build a base in the Swamp do the follow-up events become active.
Faction events
| Event | Trigger | Content |
|---|---|---|
| Hound's Welcome | Outpost within 2,500 m of Rot, not yet allied to any major faction | A six-person squad turns up to suggest you find Ears in Shark, then leaves |
| Hound Check In | Allied, outpost within 4,500 m of Rot | Two six-person squads come to collect "Big Grim's cut", 2,000 Cats; refusing, or ignoring them twice in a row, turns them hostile |
| Hound Reinforcements | Allied, and under attack by bandits or the Red Sabres | One or two squads of 4–7 arrive to help, then patrol the base for a day |
| Revenge of the Hounds | Big Grim killed or kidnapped, or a Check In squad driven off | Two 19-person siege forces attack the gates and free prisoners |
All four events use Rot as the distance reference, and all require Big Grim to be alive and free (the revenge event excepted).
World states
- Big Grim killed or imprisoned → Shark passes to the Blackshifters; if Big Darkbrow is also out of the picture, the Grayflayers take over. The three peaceful events above stop triggering at the same time.
- Stone Rats leader Big Al killed while Big Grim survives → Stone Rat Village goes to the Hounds.
- Big Grim, Big Darkbrow and Big Gray all dead → Rot is completely overrun by Blood Spiders and becomes ruins.
In other words, moving on Big Grim is not merely killing a boss; it is handing ownership of the entire city of Shark to somebody else.
Unimplemented content
The FCS contains a character called Hound Skeleton — a Skeleton with a Ringed Sabre and assorted longcoats, with statistics far below an ordinary Hound. This character was never placed in the game; it was presumably intended as an alternative spawn option for the Hounds.
See also
Video citations
- History of Kenshi: Minor Powers | Gangs of the SwampCivilizationEx
- History of Kenshi: Minor Powers | DocumentaryCivilizationEx
- Kenshi Base Building - Hounds Hashish FarmHeroInHisHead