SlavemongerReport
English:Slavemonger · Characters
The rank-and-file muscle the Slave Traders send out to restock. They will not start a fight with you — but the moment you are lying on the ground, the shackles go on and your weapon goes with them.
You are now a slave. I am taking your possessions. I am taking your name. You are property. Follow the orders of your master and you will be treated well. Forget your place and you will be punished. Try to escape and you will be disposed of. — A Slavemonger reciting the slaver mantra
Slavemongers are foot soldiers of the Slave Traders, with exactly one job: find new slaves. They roam the Border Zone and a great many other places besides.
How they take you
Their behaviour is simple, and quite dangerous to a player squad:
- Any unconscious character gets shackled. It does not matter who knocked them down; if a body is on the ground, it gets enslaved on the spot.
- Escaped slaves get recaptured.
- They steal weapons off unconscious characters — including the player's.
A piece of cut content left where it fell
In the base game — and specifically in the FCS editor — the Slavemonger squad is named "Slave Hunters------". That run of dashes usually marks content that was never meant to appear at all: material that was cut but not fully removed. The same dash convention shows up on Sanda's Noble Guard.
It also explains a thing players often notice: these characters frequently just stand around with no obvious patrol purpose.
Follow them and you end up at Rebirth
The wiki records a few useful behavioural notes:
- Follow a Slavemonger squad long enough and they arrive at Rebirth. That is also where you end up if they take you.
- Once they reach Rebirth, the squad leader's AI often breaks, switching their goal to Aimless — at which point the player can simply walk away, provided you do not try to unlock your shackles in front of them.
- If a town NPC is knocked down while Slavemongers happen to be passing, they will enslave them, which can start a fight with the town guards.
Combat strength
Their gear starts at Shoddy grade with a 10% chance of rolling Standard, and their weapon is an Ancient-manufacture Iron Club. The armour is comparatively tidy: Mercenary Plate, a Black Cloth Shirt, a Visored Helmet, Samurai Clothpants and Samurai Boots.
Stats cluster at 22–28 (combat baseline 25, ±3 spread), with Dodge and Martial Arts at essentially nothing. By mid-game standards they are not hard, but they usually travel as a squad.