Arm of OkranReport
English:Arm of Okran · Locations
A matched pair of mountainous green belts flanking Okran's Valley, with near-perfect resource figures. The western arm holds World's End, the Tech Hunter capital; the eastern arm holds Okran's Fist, a Holy Nation hard point.
The Arm of Okran refers to two mountain zones, one on either side of Okran's Valley, which nonetheless share a single name. Most people are briefly confused the first time they look at the map: it is not one place, it is a pair. The name is generally taken to derive from their vast, slender shape combined with the name of Okran, chief god of the Holy Nation — like two arms extended by the god, cradling the valley between them.
What is interesting is that the things living on these two "arms" are complete opposites.
The western arm: World's End
On the western summit sits World's End — the capital of the Tech Hunters and also the seat of the Machinists' university. The city looks like an oversized waystation, and most local Tech Hunters are employed by the Machinist university.
The most intriguing thing about it is this: the city sits inside Holy Nation territory yet has nothing whatsoever to do with the Holy Nation.
Two statues closely resembling Okran or a phoenix stand at the city's south gate. The official explanation from Finch, chancellor of the Machinist university, is that the statues are there to placate the Holy Nation and convince them that the city's inhabitants are believers too — so that a city stuffed with ancient technology does not get raided. Finch's own attitude is blunter: those two statues are quite enough to fool a gullible Holy Nation authority.
Which produces one of Kenshi's greatest contradictions in plain sight: inside a nation that kills Skeletons on sight, there is a city openly housing a large population of them behind its walls.
Order inside the city is kept by hired ninjas. There is no prison, and imperial law applies only loosely: troublemakers get a United Cities bounty issued against them, but bounties are not enforced within the city, because many Tech Hunters are themselves carrying United Cities bounties. The Shek Kingdom's Pacifier is stationed here as well. To find the city, you can use the Map to World's End.
The eastern arm: Okran's Fist
The eastern arm holds a Holy Nation military hard point. At its core is Okran's Fist — a fortified garrison set into the mountainside, guarding the north-eastern approach into Holy Nation territory, manned by Paladins and Holy Sentinels.
The facilities include two barracks, a power station, an armoury, a bakery, a hospital, and two each of general and material storehouses; there are two guard details at the gate totalling nine Holy Sentinels, and two Holy Army patrols (1 High Paladin, 4–6 Paladins, 6–8 Holy Servants) set out from here.
The garrison's survival conditions let you work backwards to its function: the state of the buildings here is tied to Valtena and Phoenix — that is, the two commanders responsible for the eastern front and the direction of Bast. The reasonable inference is that Okran's Fist is the billet for the patrol forces covering Okran's Valley and the Bast area.

Two kinds of collapse
| Version | Condition | Result |
|---|---|---|
| Half-destroyed | Valtena or Phoenix falls | Some buildings become ruins, the bakery disappears, the garrison shrinks, and area patrols stop entirely |
| Cannibals | Valtena and Phoenix both fall | Cannibals occupy it, and it never changes again |
The half-destroyed version tells a clear story: the leadership falls, part of the force deserts or loses discipline, and the outpost is left short-handed and unrepaired. The Cannibal version turns the fortress straight into a hunting ground — the zone will contain 15–38 Cannibals, 10–35 Cannibal Weaklings and 2 Cannibal Chiefs, which amounts to pulling the lock off the north-eastern passage and letting whatever is on the other side of the mountains pour through.
Environment: one of the best base sites in the game
The Arm of Okran's environmental figures are close to maxed out:
| Item | Value |
|---|---|
| Water | 150% |
| Fertility | 100% |
| Green | 100% |
| Arid / Swamp | 0% |
| Stone | 100 |
| Iron | 100 |
| Copper | 20 |
Water at 150% means well output is far above average; Fertility at 100% means farming is almost unconstrained; maxed Stone and Iron mean building material and processing stock can be sourced on site. Add the fact that there are no seasons and no weather generated at all here (no acid rain, no sandstorms) and that it spawns no nests, camps or unowned squads, and the environmental threat level becomes unreasonably low.

The real price is the terrain: this is mountain country, and flat buildable ground is scarce. The solution players commonly reach for is the Watchtower — this four-storey building shell can be wedged into cliffs and rock formations where no other building can get a footing, and it lets you mount turrets and harpoon turrets on the top floor, greatly extending range coverage through the height bonus. It costs considerably more than an ordinary building (60 building materials, 10 iron plates, roughly 12 hours of work), but on this sort of terrain it is one of the few viable options.
Related entries
Okran's Valley, Blister Hill, Stack, Tech Hunters, The Holy Nation, Cannibals