Kenshi.zoneWorld Encyclopedia

Tech HuntersReport

English:Tech Hunters · Factions

Adventurers who make a living picking through ancient ruins. They are few in number and stay out of politics, yet they are the only organisation in this world still digging systematically for the truth.

After the Second Empire fell, the continent was left littered with the wreckage of two civilisations — half-buried laboratories, automated machines still running, books that can neither be burned away nor read to the end. Most people choose to walk around such places. A few treat them as a trade. Tech Hunters is the name of that trade.

They are a thoroughly post-imperial product: an adventurers' guild that only took shape after the continent had slid back into primitive conditions, and one that hunts two things at once — technology from the ruins, and any scrap of a book that might help reconstruct history[V1 0:00:14].

A faction almost too small to be one

The wiki calls them a tiny organization — and they really are. In areas that overlap with civilisation (Heng and the Great Desert, for example), Tech Hunter patrol density is under 1% of that of other factions.

Curiously, if you count only town populations, the settlements the Tech Hunters control may add up to more than the Shek Kingdom and the Holy Nation combined. The contradiction resolves easily: their towns are sparse, scattered, and mostly empty. They are not a country but a loose web of waystations, with most members out on the road, inside a ruin, or already dead in some tunnel nobody remembers.

An armed party crossing open sand, its members carrying crossbows and heavy packs
An armed party crossing open sand, its members carrying crossbows and heavy packs

Territory: four towns and a string of waystations

The Tech Hunters fight no wars, yet they hold key nodes in the continent's south-east and in several extreme environments. By region, their influence covers Flats Lagoon, The Outlands, the Arm of Okran and part of the Bonefields, and only three of their holdings really qualify as cities: Flats Lagoon, Black Scratch and World's End[V1 0:00:14].

HoldingLocationSignificance
Black ScratchThe OutlandsFaction headquarters, built on top of an ancient structure; home of the famous Great Library, the source of most blueprints
World's EndArm of OkranAn enormous waystation built on a mountaintop, and seat of the Machinist university
Flats LagoonThe zone of the same nameThe last resupply point on the route into the Ashlands
MournBonefieldsFormerly an imperial mining town, left half-ruined after a slave uprising

Beyond those, every Waystation on the map is their construction — a bed, a drink and information for people on the road, and one of the few places in this world that does not ask where you came from.

The value of that web is not only logistics. The Great Library at Black Scratch plus a waystation communication network spanning the continent make the Tech Hunters one of the few organisations able to move news and records between regions; and they hold no innate hostility toward Skeletons, which on a continent where executing Skeletons is routine is itself a scarce quality[V2 0:13:25]. The price of that position is written on the map: Black Scratch is also one of the large settlements closest to the Ashlands, which makes it first in line in any scenario where the powers of the south-east push outward[V2 0:13:25].

Mourn's origins differ from the rest. It was originally United Cities territory that won independence through a successful slave uprising, and only afterwards drifted into the Tech Hunter sphere — one of the few cities they gained without digging through a ruin[V1 0:00:51]. Today it is a broadly free settlement whose practical influence rests with the Tech Hunters, and one of the rare cases in the game of slaves genuinely turning the tables[V3 0:03:23].

TipMourn still has no gate guards, most of its buildings are wrecked, and the harpoon turrets on its walls are entirely dead because there is no power generation in town. There is also a "big white gorillo" locked up inside, and the barman will warn you not to open that door.
NoteThe "Lagoon Citadel" you occasionally see online is not game content. It is the backstory a base-building streamer wrote for a stronghold of their own: so remote that it had to be entirely self-sufficient, and therefore imagined as a second Tech Hunter headquarters and trade hub whose residents spend their whole lives on the platform, visited not by ordinary caravans but by veterans bringing rare goods out of the ruins to barter[V4 0:12:35]. It has real flavour as fan material, but no official basis whatsoever.

The division of labour with the Machinists

The Tech Hunters' real employers are the Machinists — the "Machinist university" at World's End. This is a scholarly organisation whose goal is to reconstruct world history and put lost technology back into circulation. Their method is to write their findings into books and let the knowledge spread on its own.

The division of labour is blunt: scholars cannot survive out there, so the dangerous half is outsourced.

Relations between the two sit at +100: complete allies.

NoteOne reading holds that Iyo is quietly censoring history. The grounds are that the volume of Tech Hunter's Notes concerning Obedience has been ruined with spilled ink, and that the Skeleton bookseller in Black Scratch's Great Library also avoids certain parts of the past. This is an inference put forward by video commentators and the game never states it — but that book really is unreadable.

Tech Hunter's Notes

The most valuable thing the Tech Hunters have left behind is not salvaged parts but notes. The Tech Hunter's Notes series is scattered across the map as a practical guide written for whoever comes next: which region is worth visiting, where people die, which shop has stock.

The books give the names of a few of their better-known members — Fish, Trepp and Zed. None of the three appears in game; they exist only in the text. Trepp is said to be one of the Tech Hunter captains, described by colleagues as a "difficult" woman, which mostly seems to mean reckless.

"There's probably decent gear to be found around here, if you don't mind crossing the Cannibal Plains." — Finch, Tech Hunter's Notes: Leviathan Coast

Politics: deliberately taking no side

The Tech Hunters join no nation's war. Instead they open shops in everybody's cities — the United Cities, the Shek Kingdom, Mongrel, even Spring, the Anti-Slavers' town, has their stall.

Commentators have pointed out that this neutrality has a structural cause: the Tech Hunters have no political system at all. Finch and Iyo are figureheads rather than rulers, and the faction is closer to a crowd of independent contractors sharing one signboard — with no polity to overthrow, no power has any reason to declare war on them[V5 0:29:36]. That observation dovetails neatly with the earlier contradiction about high town population and near-zero patrol density: their survival rests not on force or diplomacy but on there being no target to attack.

Their relation values are worth reading:

TowardValue
Machinists+100
Mongrel+100
Cannibal Hunters+100
Anti-Slavers+15 (returned as +70)

In other words, the warmth between them and the Anti-Slavers runs one way: Spring likes them a great deal, while they merely do not dislike Spring. That asymmetry is probably exactly what a neutral merchant should look like.

As for law, the Tech Hunters use the United Cities bounty system. This produces an absurd result: even if you commit a crime against Tech Hunters in Anti-Slaver-held Spring, the warrant is still issued by the Empire — despite Spring and the Empire being mortal enemies.

The two statues at World's End

The Tech Hunters' largest technology warehouse happens to sit inside Holy Nation territory. Two statues that look like Okran or Holy Lord Phoenix stand at the south gate of World's End. Finch's official line is that they are there for the Holy Nation to look at.

Given how thoroughly the Holy Nation searches, interrogates and burns books, two statues fooling them is not very credible. Whether the Holy Nation is genuinely deceived, or someone is deliberately looking the other way, the game gives no answer.

What is certain is the outcome: World's End is the only place inside Holy Nation reach where prosthetic limbs can be bought openly, and there are plenty of Skeletons standing inside its walls — while anywhere else in Holy Nation territory a Skeleton is executed on sight.

Trivia

See also

Video citations

  1. Kenshi: Major Powers | Tech Hunters and CannibalsCivilizationEx
  2. What If Cat-Lon Tried To Take Back Kenshi?HeroInHisHead
  3. Kenshi: Major Powers | United Cities and Holy NationCivilizationEx
  4. Kenshi Base Building - Lagoon CitadelHeroInHisHead
  5. Which Faction Can Succeed on Kenshi?HeroInHisHead