Kenshi.zoneWorld Encyclopedia

Skeleton BanditsReport

English:Skeleton Bandits · Factions

A crowd of Greenlanders in skeleton masks, talked out of being human by a thousand-year-old machine. They hold The Crags in the southeast and kill humans, Shek and Hivers on sight — including the race they came from.

It is not surprising to me that you will join us. Because you are the same as us. Your purpose is the same. Otherwise you are not a proper skele-ton, clearly. A proper skele-ton would converse with his fellow skele-tons about histories and such... — Upgraded Skeleton Guard

The Skeleton Bandits are a faction native to the southeastern corner of the continent. They call themselves Skeletons, behave like Skeletons and pronounce the word in two careful syllables — but they are overwhelmingly Greenlanders wearing Skeleton Masks. They are living humans.

What convinced them otherwise is their leader: a P4 Unit called Elder. The Wiki does not soften the description — he enjoys watching humans massacre each other.

ImportantThis is one of the four most confusable names on the site. Skeleton Bandits = masked humans; Skeleton Legion = actual Skeletons; Band of Bones = Shek bandits; Bonefields = a region. Three of the four are not Skeletons.

Brainwashing in two steps

The The Crags entry breaks Elder's method down with unpleasant precision:

Step one — make Greenlanders give up being human. The tool is religious language. Elder's propaganda runs:

We are superior! We are free from flesh pleasures! We are free from bodily filth! We are free from the grasping mind! We. Are. Skeletons.

Step two — send them to kill their own kind. And he never has to lift a hand himself. In The Pits, these "Skeletons" have been grinding against the crabs for years on end.

The doctrine that holds it together is Stobe worship: they revere Stobe as both deity and martyr, and Elder has rewritten that ancient being into an "exterminator of the human plague". See Stobe worship.

Turf

Iron HQ is their only settlement and Elder's location, in The Crags. The outpost consists of several Wallhouses — presumably barracks — plus a Faction HQ; two of the Wallhouses are for sale.

TipArtifacts here do not only spawn in the main building — the Metal Wallhouses generate them too. Plenty of players clear the central lab and walk away leaving the perimeter untouched.

Four patrol zones, all in the southeastern badlands: The Crags, The Pits, Stobe's Gamble and Stobe's Garden. Patrols are led by an Upgraded Skeleton Bandit heading 10–15 rank and file.

Who they attack

The Skeleton Bandits' hostility list is written by race, not by faction:

That is everyone except Skeletons — including the very race they came from. This is the finished product of Elder's programme.

At the faction level:

FactionStanding
Skeleton Legion+100
Reavers-100
Crab Raiders-100
United Cities-100
NoteThat +100 is one-sided. The Wiki's trivia is explicit — Skeleton Bandits and Skin Bandits have neutral relations yet still fight, and both give the Skeleton Legion a 100 rating — but the Legion attacks both of them anyway. Real Skeletons do not accept the masks.

Joining them

Players can join the Skeleton Bandits regardless of race — walk into the central lab at Iron HQ, find Elder, and pick the right dialogue options.

NoteA trap after allying: linger too long inside Iron HQ and the stationed Skeleton Bandits will start bodyguarding you — Elder included. Taking him into a fight can easily get him killed, and if he dies the whole of Iron HQ passes to the Southern Hive.

World states

Elder is this faction's only load-bearing beam, and he carries two valuable things: a Meitou-grade Ringed Sabre, and an AI Core worth around 25,000 Cats in his pack. Removing that core kills him instantly, and the core counts as stolen goods.

Once he is dead or imprisoned:

Trivia

See also