| “ | 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... | ” |
Okran's Gulf is a zone which comprises the western edge of The Holy Nation's Territory. It is likely given its name "Gulf" for bordering the alien-like Fog Islands, and like many other territories which the HN controls, it is named after their deity Okran.
It is also home to Stack, one of the Major Towns of HN, where High Inquisitor Seta, the officer responsible for countering the invasion of various Shek factions from the South to this region and its neighboring region Okran's Pride, can be found.
It's characterized by an extensive amount of flat and arid-but-mostly-fertile-lands, which gradually transitions to a more mountainous look when it's closer to Rebirth.
This zone is comparatively much less heavily patrolled than their neighboring Okran's Pride, but patrols are nonetheless still a fairly common sight here, who police the region in an attempt to clear it from outlaws. Occasionally, players may see wandering Caravan Trader Bosses (affiliated with HN) Nomads and Mercenary Guild roaming this region. Animals such as Bulls and Wolves can be spotted here. Some lone individuals such as Drifters and Lost Drones can also be occasionally spotted.
Two Holy Military Bases can be found somewhat near the edge of this region, likely built to prevent widespread infiltration of Fogmen from the Fog Islands next to this region. A series of Holy Mines can be found in this region, with one of the former Holy Mines close to the Obedience overrun by Fogmen to become a Deadhive Overrun.
The security of this region appears to be heavily fortified in its southern[1] and western[2] parts but lacking in southeast[3] and northern[4] areas.
Inhabitants[]
This zone does not spawn Camps.
Major Towns[]
Minor Outposts[]
These locations are typically small towns, villages, or faction bases.
- Holy Military Base x2
- Holy Mines x2
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[]
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.
- Wolf Den {100}
These nests can potentially spawn in this zone if certain World States have been reached.
- Fog Deathyard (invasion) - If The Queen is dead. {1000}
- Fogman Nest Invasion - If Holy Lord Phoenix is dead. {1000}
Homeless Spawns[]
These are squads which spawn without being tied to a location, camp, or nest. This list is in order of likelihood. (1x multiplier) The numbers in closed brackets are the weight of homeless spawns.
- Starving Bandits
- Starving Bandit Mob (1 Hungry Bandit Leader, 5 ~ 9 Hungry Bandits) {15}
- Starving Bandit Big Mob (9 ~ 16 Hungry Bandits) {7}
- The Holy Nation
- Holy Army Patrol (1 High Paladin, 4 ~ 6 Paladins, 6 ~ 10 Holy Servants) (Seta alive) {5}
- Inquisitor Roam (1 Inquisitor, 4 High Paladins, 4 Paladins) (Phoenix alive) {3}
- Holy Army Patrol (1 High Paladin, 4 ~ 6 Paladins, 6 ~ 10 Holy Servants) (Phoenix alive) {2}
- N W Caravan (1 Caravan Trader Boss, 5 ~ 10 Caravan Guards, 1 ~ 3 Pack Bulls aged 100) {1}
- Holy Nation Outlaws
- Escaped Holy Servants (1 ~ 8 Escaped Servants) {10}
- Herbivore
- Bulls (3 ~ 6 Wild Bulls aged 80, 0 ~ 3 Wild Bulls aged 30) {6}
- Mercenary Guild
- Mercenary Guild Human (4 ~ 7 Human Mercenaries) {2}
- Nomads
- Merchant Nomads (1 Nomad Animal Trader, 8 ~ 10 Nomads, 1 ~ 4 Pack Beasts, 1 Bonedog, 1 ~ 3 Pack Bulls, 0 ~ 1 Wild Bull, 0 ~ 5 Goats) {1}
- Drifters
- 1 Traveller {1}
- No Faction
- 1 Lost Drone {1}
These squads can potentially spawn in this zone if certain World States have been reached.
- Shek Kingdom
- Shek Kamikaze (5 ~ 10 Kamikazes) (Esata dead) {5}
- Shek Revenge Patrol (3 ~ 4 Hundred Guardians, 3 ~ 6 Shek Warriors) (Esata alive, Seto dead) {5}
- Shek Patrol (1 ~ 2 Hundred Guardians, 4 ~ 8 Shek Warriors) (Esata alive, Phoenix dead) {4}
- Shek Patrol (1 ~ 2 Hundred Guardians, 4 ~ 8 Shek Warriors) (Esata alive, Seta is dead) {3}
- Kral's Chosen
- Kral's Chosen Squad (6 ~ 14 Kral's Chosen) (Flying Bull alive, Seta and Phoenix dead) {3}
- Kral's Chosen Squad (6 ~ 14 Kral's Chosen) (Flying Bull alive, Seta dead). {1}
- Flotsam Ninjas
- Flotsam Patrol (10 ~ 15 Flotsam Ninjas) (Moll alive, Seta and Valtena dead) {3}
- Berserkers
- Berserker Squad (2 ~ 8 Berserkers) (Ghost alive, Seta dead) {2}
- Southern Hive
- South Hive Invasion (4 ~ 8 Droneguards) (South Queen alive, Queen dead) {2}
- The Holy Nation
- Holy Army Bandits (4 ~ 10 Strayed Paladins) (Seta, Valtena and Phoenix dead) {2}
Environment[]
| Okran's Gulf | ||||
| These are the modifiers which are linked to this zone on FCS.
| ||||
| Water | 50% | Fertility | 100% | |
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| Environment | Resources | |||
| Arid | 100% | Stone | 100 | |
| Green | 10% | Iron | 100 | |
| Swamp | 0% | Copper | 80 | |
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| Before building an outpost, players should find information about specific areas through Prospecting. | ||||
Weather[]
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
Gallery[]
Trivia[]
- Patrols of Shek Kingdom, Kral's Chosen and Berserkers are constantly attempting to invade into this region but have been blocked off as a result of Seta's forces. This can be seen in how when he is gone, their presence in this region starts to become noticable as spawns. And, in the case of Shek Kingdom specifically, how even after their assaults are clearly fully under way if Seto is imprisoned/dead, killing off either Seta or Phoenix still increases their presence, indicating that they were always there, just blocked off.
- Phoenix's status likely serves as a 2nd line of defense or reserve force aimed at eradicating the rest of Shek Warriors that weren't cleared off in the 1st round by Seta as his status is directly tied with certain Shek Kingdom spawns in this region.
- Fog Deathyard has 2 World States to cause it to start spawning form this region, one determined by Phoenix status which determines whether or not the army will withdraw from Holy Military Base causing the Fogmen from the northeastern Fog Islands to spill in. The other, determined by The Queen's status, determines whether the turned Hivers will spill in from the southeastern corner of this region from Vain and Dreg[5], which doesn't have as much stationed military base presence to prevent their infestation.
- While logically this should cause Fogmen to spawn much more often in the northern/southern part of the region depending on the source of infestation, the game mechanics are incapable of simulating this, causing the nests to spawn with equal chance across the entire region.
- Because the spawn mechanics uses a weight system to determine the nest picked for spawn chance (as opposed to increasing/decreasing spawn rates depending on the level of density) triggering either source for Fogmen massively reduces the level of Wolf Den presence in the region, while having both sources stacked (Phoenix and The Queen dead) would only increase Fogmen presence by a miniscule amount rather than doubling it.
- Southern Hive likely similarly traversed into this region from Vain[6], and some may have wandered off into the neighboring region Okran's Pride[7].
- ↑ Stack is located in the southern part of the area, where Seta fortifies defensive perimeters against the Sheks.
- ↑ Holy Military Base is located at western area, likely built to thin out Fogmen infestation into this area.
- ↑ Fog Deathyard could still spill in from Vain and Dreg at southeastern part when Hive Queen is dead.
- ↑ The northern settlement close to Obedience is abandoned.
- ↑ Vain and Dreg will start spawning Fog Deathyards upon the Queen's death
- ↑ Vain would have a Southern Hive presence weight of "10"
- ↑ Okran's Pride Southern Hive presence is "1" which is half as much as Okran's Gulf
