Preacher CultReport
English:Preacher Cult · Factions
A farming village on the Stormgap Coast that believes the twin moons will send down a rain of blood to grant a good harvest — and since the sky will not provide it, the blood has to come from passers-by.
The Preacher Cult is one of the smallest religious powers in Kenshi: one village, three offices, one creed. They have no army, no territory and only one settlement, and they neither patrol nor expand[V1 0:01:17], and yet all three of the great powers — the Holy Nation, the Shek Kingdom and the United Cities — have bounties out on them[V2 0:06:24][V3 0:25:37]. Because in their doctrine, a passing traveller is not a threat but an agricultural input.
Faith: Making It Rain Blood
The cult's object of worship is "the Moons" — plural, and venerated as goddesses[V2 0:05:47]. What they worship is not a saviour god of the Okran type but the glowing celestial bodies overhead themselves[V1 0:01:50].
This is a misunderstanding produced by geography. Kenshi is itself a tidally locked moon, and the vast body in the sky is in fact the planet it orbits. To an isolated coastal farming village, both glowing spheres in the sky are "moons", and there is no reason to distinguish between them — as one commentator points out, a fishing-and-farming village with no astronomy could not possibly work out that it is standing on a moon, so it wrote the parent planet and the moon into the same pantheon[V1 0:01:50]. There is a sharper layer of dislocation buried here too: calling a celestial body "this planet's moon" presupposes that what you are standing on is a planet; in other words, this cosmology gets it wrong from its very first premise[V2 0:05:47].
They believe the Moons will make blood rain onto their fields, bringing a rich harvest. In their doctrine that sentence is not a metaphor — they genuinely believe blood will fall from the sky[V1 0:04:33].
Blood does not fall from the sky, so the blood has to be sourced elsewhere. Any outsider who strays into their territory is knocked down and tied to an iron pole at the edge of the fields to "take part in the harvest"[V1 0:04:33], and the cult will pick one prisoner at random and hack them to death, the body disposed of in a corpse furnace. The farmers outside the village explain their reasoning while they work — "blood into the soil brings the yield."
Praise the Moons, let it rain… Flesh to the birds, blood to the sand… — Moon Guardian
Their leader puts it more concisely:
Purify them! Return their blood to the sand!
Structure: Three Offices
The cult's organisation is extremely flat, with only three tiers:
| Office | Notes |
|---|---|
| The Preacher | The sole leader, holding both religious and secular authority |
| Moon Guardian | The armed force, responsible for guarding the village and enforcing doctrine |
| Farmer | The most numerous; works the fields, and carries a Moon Cleaver and takes part in the sacrifices just the same |
Aside from the Preacher himself, who is always a Hiver, the remaining members can be Greenlanders, Scorchlanders, Hive Soldier Drones or Hive Princes — which is quite unusual in a world where the racial line is the political line: the cult does not ask what you are, only whether you believe.
Worth noting is that the farmers carry blades and kill too: even the lowest-ranking cultivators are issued Moon Cleavers and take part in the blood sacrifice all the same[V1 0:04:01]. There is no character class here called "innocent villager"; every one of them is both believer and executioner.
There is one more detail that is easy to overlook: the Preacher and the Moon Guardians all wear Shoddy grade armour without exception, with only a 5% chance of Standard[V1 0:02:54]. This cult does not run on material strength but on religious authority — the leader is poor, but his word carries weight.
The Moon Cleaver
The cult uses only the Moon Cleaver, with no exceptions.
The Moon Cleaver is the strangest-looking weapon in the game: the blade curves backwards. The game's explanation is that ordinary swords use their curve to "slide" across a target to increase cutting damage, while the Moon Cleaver's reversed curve does the opposite — it hooks limbs and necks, driving the force inwards. It does 20% extra damage to robots and carries +30% armour penetration, at the cost of −2 defence.
The shape of the blade corresponds to the crescent in the sky. To the cult, every swing is an act of worship.
The Preacher himself carries a Meitou-grade Moon Cleaver, the only source of the weapon's highest grade in the game.

The Preacher

The Preacher is a Hive Prince (with a 40% chance of being female), dressed in Shoddy armour, his authority derived entirely from religion rather than wealth or force, and holding the roles of both religious and secular leader[V1 0:01:17].
He has a simultaneous 15,000 cat bounty from all three great powers[V2 0:06:24], the charge being "the disappearance of hundreds of travellers in the region". The witness description on the wanted notice is spectacularly perfunctory:
Race: Hiver. Sex: none. Witness description: "Damn, like a stick figure! What else do you want me to say?"
Amusingly, the cult has no patrols and the Preacher never leaves the village — a man who never goes out somehow appears on three wanted lists at once, which suggests that before settling on the Stormgap Coast he carried the gospel of the moon god across the territory of several regimes[V1 0:10:41].
Unsettled: How a Hiver Invented a Religion
The game never explains the cult's origin. The entire section below is a hypothesis reconstructed by HeroInHisHead from the premise of Hivers separated from the hive, and all of it is speculation; no in-game text strings these fragments together.
The Hive are innately linked to the Hive Queen through pheromones, with thin individual consciousness. Once that link is severed, the individual falls into severe loss and depression, and — following the game's convention — names itself after the first significant thing it encounters after waking (Beep is called Beep because he heard the noise he made; the smuggler Green in the swamp is named for the greenery around him).
Following that thread: a Hive Prince in Vain, the Western Hive's homeland, lost his connection to the queen and looked up to see those celestial bodies "like eyes" in the sky. To a mind born understanding nothing but "belonging to a greater whole", that would look like a hive suspended in the sky — filling exactly the belonging he had just lost. So he named himself not with a sound or a colour but with a duty: the Preacher, the one who speaks for the Moons, just as he once spoke for the queen[V1 0:08:26].
And Vain's geography happens to supply the other half of the theology: it is the agricultural heart of the Western Hive, the land fertile enough that the entire economy and reproduction rest on crops; and at the same time, central Vain has a red acidic river. The hypothesis holds that he read "red water falls in Vain" and "Vain is abundant" as cause and effect — red is blood, blood brings the harvest, and what looks down on this abundance is the Moons, so that rain of blood is the moon goddesses' gift. The channel itself describes this as a logical error born of trauma and despair, and the fatal kind at that[V1 0:10:07].
The problem is that the Stormgap Coast, where he later settled, is not Vain. The water is clear, the rain colourless, the land nowhere near as fertile. The hypothesis then supposes that what he arrived at was a farming village on the edge of starvation; he prayed to the Moons for a rain of blood, nothing happened, and the villagers began to doubt him[V1 0:11:45].
And that failure is the cult's real starting point. A mind already abandoned once by the queen could not survive being abandoned a second time by a god, so he rewrote the doctrine — the Moons are still willing to grant their blessing, only this time they require the faithful to supply the blood themselves; the first sacrifice was probably a passer-by nobody would come looking for[V1 0:12:19]. After the blood went into the fields, the crops really did grow. The channel states plainly that this was most likely just the natural result of organic matter fertilising soil, but that meant nothing to the villagers: they saw their children fed, and so believed the moon goddesses had shown their power, that the Preacher was a true prophet, and accepted "the blood of outsiders" as sacred law[V1 0:12:52].
An Assessment
One commentator sums the village up like this: in a world repeatedly ground under by great empires and holy wars, this tiny band of fanatics proves that faith can root in the very worst soil. They are monsters, victims, fanatics and survivors all at once — and this twisted, bloody faith is itself a way of staying alive[V1 0:13:58].
Cult Village
Cult Village sits on the eastern side of the Stormgap Coast[V2 0:05:47], made up of one Bug House (serving as faction headquarters), one Storm House, three shacks and a half-ruined watchtower. The farmers work outside the walls. This is also the cult's only settlement[V1 0:01:17].
It is also one of the two places in the game where you can obtain "the most valuable" Half-Chewed Ancient Science Book — the gap between the result and the name is itself one of the game's jokes.
The cult is essentially isolationist and has almost no stance towards its neighbours: the only special relationship is with the Grass Pirates to the west, with whom they observe mutual non-aggression; among the minor powers in the area they have almost no enemies at all[V2 0:06:24]. They take no part in the three-way brawl of the south-eastern pits and covet no territory. What actually earned them bounties from three nations is not ambition but the blood sacrifice itself[V2 0:06:24][V3 0:25:37].
Player Relations
The Preacher Cult's relation mechanics have one rare piece of design: you can join by saving a life.
- Healing the Preacher with at least one Moon Guardian or farmer watching gives up to +95 relations
- Attacking the Preacher, −200
- Having already captured or killed the Preacher is only −25
- Putting the Preacher into a skin peeler is likewise −25, with no further loss if he dies in it
In addition, cult members carry no medical supplies at all. That means that after a fight is over, a considerable proportion of them will slowly be crippled or die because nobody bandages them — even if they won.