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Venturing on a pilgrimage, brother? Well, it's best to stick to holy territory, the outer lands are infested with Narko's heretics that will try to decieve and tempt you into the darkness with them...

High Paladin

Okran's Gulf is a zone which comprises the western edge of The Holy Nation's Territory. It is likely given it's name 'Gulf' for bordering on the alien-like Fog Islands, and like many other territories which HN control, it is named after their god Okran.

It is also home to Stack, one of the Major Towns of HN where High Inquisitor Seta, the officer responsible for preventing invasion of various Shek factions from the South to this region and it's neighboring region Okran's Pride, can be found.

It's characterized for having an extensive amount of flat and arid-but-mostly-fertile-lands, which gradually transitions to a more mountaineous look when it's closer to Rebirth.

2 Holy Military Bases can be found somewhat near the edge of this region, likely built to prevent widespread infiltraition of Fogmen from the Fog Islands next to this region.

Few series of Holy Mines can be found in this region, with one of the former Holy Mine close to the Obedience overran by Fogmen and became a Deadhive Overrun.

Occasionally a player may see wandering Caravan Trader Bosses and Nomads patrolling this region.


This zone does not spawn Camps.

Major Towns[]

Minor Outposts[]

These locations are typically small towns, villages, or faction bases.

Ancient Locations[]

These are places which do not have competent inhabitants. Ancient Locations are usually lost outposts or ruins. Beware: sometimes these locations contain territorial protectors such as Security Spiders.


Nests are temporary locations which can spawn randomly and typically belong to Animals. This zone has a maximum number of 20 nests. The numbers in closed brackets are the weight of nests.

These nests can potentially spawn in this zone if certain World States have been reached.

Homeless Spawns[]

These are squads which spawn without being tied to a location, camp, or nest. This list is in order of likelihood. This zone has a homeless spawn rate multiplier of 1. The numbers in closed brackets are the weight of homeless spawns.

These squads can potentially spawn in this zone if certain World States have been reached.


Okran's Gulf
These are the modifiers which are linked to this zone on FCS.
Water 50% Fertility 100%

Environment Resources
Arid 100% Stone 100
Green 10% Iron 100
Swamp 0% Copper 80

Before building an outpost, players should find information about specific areas through Prospecting.


This zone has the 'Desert mild' season. Seasons may cause harmful Weather Effects or be purely aesthetic.

  • Desert -dust-swirls weather
  • Sand stream ambient
  • Clear times short hot 0.5
  • Desert calm
  • Ground sand