Kenshi.zoneWorld Encyclopedia

ReaversReport

English:Reavers · Factions

A self-styled "revolution" that claims it will bring down the United Cities nobility, but runs on kidnapping, indoctrination and slave soldiers — under a Shek exile, Valamon, who styles himself king.

Of the three great pit gangs in the south-east, the Reavers are the one that comes closest to being a state. They have an ideology, a ladder of promotion, a capital, and a fully worked-out recruitment process. The problem is that the process is kidnapping.

We will plunder the fat nobles and the ignorant cowards… so that our brothers need never starve again. — Valamon

Creed and method

The Reaver creed comes down to a single line: the United Cities must fall, and the Reavers must take its place. More precisely, they are best described as slavers in revolt: their aim is to overthrow and replace the Imperial nobility, not to abolish what the nobility does[V1 0:01:24].

The distinction is easiest to see on the map. The United Cities has an opposition on each flank: to the north, Spring in Stobe's Gamble, a holdfast of the Anti-Slavers under Tinfist; to the south, Valamon's Ark in Stobe's Garden. The irony is that the southern one traffics in slaves itself — it wants the noble houses torn down not because slavery is wrong, but because it believes it can run the business more efficiently[V2 0:03:23].

That ambition is hardly rare in Kenshi — the Shek Kingdom, the Rebel Farmers and the Anti-Slavers all want to pull down the same building. What sets the Reavers apart is efficiency, and the method they use to grow their ranks.

Captives taken from caravans and outposts are put in cages and given a choice: swear loyalty, or die in the wastes. Those who submit are thrown onto the battlefield to "prove themselves" as expendable shock troops[V3 0:02:17].

This is a deliberately engineered machine for manufacturing dependency: starve, brutalise, then reward compliance with food and standing until the victim's survival is bound to the abuser. Both the wiki and the lore channels point out that the Reavers' mid- and high-ranking members were most likely "liberated" into the faction the same way — and now they run the same routine on the new arrivals[V3 0:02:17]. In this heavily contested eastern ground they are fighting the Crab Raiders, the Skeleton Bandits and the Skin Bandits all at once, and the pressure on those fronts is exactly why the conveyor belt of bodies can never stop[V1 0:01:24].

NoteThere is one crucial difference between the Reavers and the slavers of the United Cities: the Reavers do not treat prisoners as labour, they treat them as soldiers. That lets them replace losses far faster than any organisation that relies on birth rates or voluntary recruitment.

Ranks: the climb from meat shield to Ironclad

The Reaver hierarchy is not a set of titles so much as a record of how long you have survived inside the machine:

RankRole
Reaver SlaveA captive who has not yet submitted; pushed to the front as a meat shield
Reaver WhelpA broken slave, the lowest full member
Reaver NeophyteWeaker line troops, 10% chance of carrying a crossbow
Reaver BloodedThe main force, 25% chance of a crossbow, and they actively enslave anyone knocked out nearby
Reaver IroncladThe strongest Reavers after Valamon; lead Blooded patrols and take slaves as well

In the game data the slave rank belongs to the Vagrants faction rather than the Reavers themselves — the game is flagging them as "not yet theirs". That leaves an opening: unlock their shackles or cages and they become recruitable, and killing their owners before freeing them in a fight can persuade them to join outright.

I'm surrounded by madmen… oh gods, I'm surrounded by madmen… — Reaver Slave

The racial weighting of the membership is Greenlander and Shek at 100 each with Scorchlander at 50, and a 40% chance of being female — this is an organisation that cares about obedience, not blood.

The squad players run into most often is the Blooded Raid led by Valamon in person, made up entirely of former slaves tortured and conditioned into total devotion; in other words, most of the people you meet in that squad spent time in a cage themselves[V4 0:01:16].

Valamon

Valamon is a Shek, called "king" by his followers, and he holds the throne at Ark. He carries a Meitou-grade Longsword — a weapon read in the United Cities as a marker of noble rank. In the mental map players keep of the south-eastern powers, he is listed alongside the Crab Queen and the Elder as one of the quadrant's three heads[V5 0:00:43].

Only the United Cities wants him, at 50,000 Cats, for robbery, murder, kidnapping, and "the brainwashing of United Cities patrols and travelling citizens". The warrant closes with a specific note: organised, armed, extremely dangerous.

His welcome speech to new arrivals says everything:

Welcome to the Ark… welcome to the revolution! Here you fight when I say fight, you wear what I say wear, you eat and bleed and piss when I say so. But when you go down like a hero on the battlefield, lying in your own blood beside those noble lords, you will be grateful that your life was not wasted like all the other nameless nobodies in this world… the ones who die for nothing, and die like dogs.

The form of that speech is liberation. Its content is absolute obedience.

Origin: a warrior the Shek Kingdom spat out

The game never accounts for where Valamon came from, but one line of reasoning circulates widely among players, and it starts with his vocabulary.

Commentators have noticed that the way Reavers curse the United Cities — "cowardly nobles", "dogs of the United Cities" — has exactly the cadence of the Shek calling the Holy Nation "dogs of Okran"; one reading holds that this is not coincidence but the first thread of Shek origin running through Reaver ideology[V3 0:04:32]. More telling is the attitude to death: Valamon demands absolute obedience from recruits, yet promises them that when they fall on a noble's battlefield "at least the life won't have been wasted" — rhetoric that dresses death in battle up as the only honour available, which has been read as all but identical to Shek conviction in the age of Shager[V3 0:05:37].

The version of events that follows from that thread runs as below (all of it inference, none of it stated in game):

Under King Shager the Shek Kingdom pursued a war of vengeance at any cost, until Esata the Stone Golem cut Shager down in public and ended the era that had beaten an entire people to the edge of extinction. The pragmatic reforms she and Bayan pushed through saved the Shek, but traditionalists read them as a betrayal of Kral's teaching — the theft of a warrior's right to die in battle. Large numbers of Shek who would not accept that chose exile, and went looking elsewhere for the death they felt had been taken from them.

Valamon is supposed to be one of them. The detail offered in support is his stat spread: his Strength is clearly below what a Shek warrior of his standing should have, while his Toughness and Dexterity are absurdly high. The proponent of this hypothesis sets him against Shager's "Five Invincibles" and argues that his build sits closer to the Hundred Guardian tier — meaning that in a people who worship raw force he spent years being treated as second-rate, someone who survived by cleverness; he took far more beatings than he handed out, which is how a man ends up that hard to put down[V3 0:10:06].

As for the noble's Longsword in his hand — sabres of that class are status markers in the United Cities, and the people who carry longswords are mostly slavers and noble hunters, so the inference is that he took it off a noble hunter he killed in the Great Desert: a weapon he had no right to hold, turned into a totem of his victory over Imperial rot[V3 0:14:37]. More important still is what else happened in that moment: the chained slaves did not run — they knelt. A man treated as weak by his own kind all his life tasted being seen as a king for the first time.

NoteAll of the above is inference from lore channels and player analysis. The game confirms only that Valamon is Shek, carries a Meitou longsword, and rules the Reavers. Any concrete connection between him and the Shek Kingdom is unsupported by in-game text.

One more piece of circumstantial evidence comes up often: among the Reavers' Shek members, only the lowest slaves and whelps are hornless. In Shek Kingdom culture the loss of a horn is the heaviest humiliation reserved for those who failed to die in battle. If that is more than a character-generation coincidence, it means Valamon still ranks his own people by the Shek scale of honour and shame, even after breaking with the kingdom[V3 0:12:56].

One verdict

Threading those inferences together, the same channel concludes that the Reavers are neither revolutionaries nor liberators but the revenge of a man his own people would never accept. Shager's doctrine chased glory and death; what Valamon wants is obedience. Kral's path exalts freedom; the Reavers mass-produce chains — a man who was walked on climbed to the top and reproduced the entire apparatus of humiliation on someone else, unaltered[V3 0:19:04]. That is commentary, not settled canon, but it does at least explain why the welcome speech sounds like a declaration of liberty and a whip at the same time.

Territory and world states

Ark, the Reaver capital
Ark, the Reaver capital

The Reaver capital Ark sits in the north-central part of Stobe's Garden, in the wreck of a First Empire factory; the Reavers built their stronghold inside those rusting workshops and raid and proselytise out of it[V3 0:01:11]. Inside, the layout runs from a great hall through cages and a training ground to storage and sleeping quarters, and finally the throne. Beyond Ark they hold three Reaver Camps around the Outlands and Stobe's Garden.

NoteDo not confuse Ark with Arc, the leader of Mongrel; the names merely look alike and have nothing to do with each other[V3 0:01:11].

Patrols appear in Greenbeach, Stobe's Garden, the Crags, the Outlands and the Pits East, and frequently run into Crab Raider patrols in the Pits East.

TipReavers asleep in beds inside Ark can simply be picked up and carried off, even while they are hostile to you.

The Reavers have the greatest expansion potential of any power in the south-east, and several world states hand them other people's holdings: Brink, Crab Town, and even Okran's Shield deep inside the Holy Nation can all fall to them. Under the right conditions, patrols also start appearing in Heng, on the Stormgap Coast and in the Eye.

The flip side is that the whole organisation hangs on one man: kill or kidnap Valamon and the Reavers stop raiding player outposts; and if he dies while the Crab Queen still lives, Ark itself is taken over by the Crab Raiders.

NoteAllying with the Reavers drops relations with the Crab Raiders, the Skin Bandits and the Skeleton Bandits by 75 each. Also, allying with the Skeleton Bandits before being captured will not save you from enslavement — it only makes them treat you worse.

See also

Video citations

  1. History of Kenshi: Minor Powers | Cults - Crab Raiders, Skel Bandits, Skin Bandits, Preacher CultCivilizationEx
  2. Kenshi: Major Powers | United Cities and Holy NationCivilizationEx
  3. The Origins of the ReaversHeroInHisHead
  4. Kenshi Colosseum: Wrath of God VS Blooded RaidHeroInHisHead
  5. Kenshi Colosseum: King Gorillo VS Pit Gang LeadersHeroInHisHead