Kenshi.zoneWorld Encyclopedia

Border ZoneReport

English:Border Zone · Locations

The arid no man's land between the Holy Nation and the Shek Kingdom. No regular patrols but high-quality ore everywhere, which is how it grew the densest bandit ecology on the continent — and it is where the vast majority of players begin.

🗺 See this place on the map ↗

The Border Zone is an arid stretch of no man's land between the Holy Nation and the Shek Kingdom, lying south of Okran's Pride and east of Vain. The in-game Map of the Border Zone describes it in a single sentence:

A no man's land between the three great nations, where conflict has made civilised settlement impossible.

That one line accounts for both its poverty and its importance.

Why there is no order here

The Border Zone's environmental figures are not bad at all: fertility 100%, water 50%, iron and stone both 100, copper 80. Large quantities of high-quality ore sit right next to the towns — the southern canyons and the western edge near Vain are especially dense, and the southern rim has satellite wreckage that can be dismantled for iron. For a new player, this is the easiest place in the game to turn rock into cash.

The problem is that nobody is responsible for law and order. None of the three great nations treats this as core territory, so there are no standing patrols. The result of that power vacuum is complete bandit control: Starving Bandits and Dust Bandits tear at each other and rob whoever happens to be passing; and if a player builds an outpost here, those two groups plus the Black Dragon Ninjas are the ones who will come to demolish it.

The genuinely organised parties are the Dust Bandits and the Black Dragon Ninjas — both hold the Border Zone as their turf, and it is precisely the two of them together who turned this central corridor of the continent into the grave of countless drifters[V1 0:00:10].

This land once belonged to the Holy Nation, and the abandoned Holy Nation outposts, the small settlements and the ruins of The Hub within it are all remnants of that rule. Note that the game splits the Map of the Border Zone and the Glorious Holy Map into two separate items — implying that the Border Zone was at most a Holy Nation frontier development, and never a core holding.

Settlements and towers

The region holds only two settlements still arguably alive, plus two bandit lairs, a bar and a waystation.

The arid plateaus and canyons of the Border Zone. No farmland is visible on the surface — only ore and dust
The arid plateaus and canyons of the Border Zone. No farmland is visible on the surface — only ore and dust

Who you meet on the road

The Border Zone's non-outpost spawn table is the most mixed in the game — it has no owner, so anyone can turn up.

Regular appearances include: Starving Bandits (three squad compositions, all carrying the malnourished status), Dust Bandit squads, slave hunters, escaped Holy Servants, herds of Garru and goats, lone Bonedogs, Tech Hunter wanderers, nomad caravans and ninja assassins. A fair number of vagrant "Urchins" are also scattered around.

A further set is governed by world state, appearing only after specific characters die: Kral's Chosen, Holy Nation legion patrols and Holy Army, Shek patrols and Shek Kamikaze, Southern Hive invasion squads, and Western Hive stragglers after the Hive Queen's death.

Starving Bandits: the group you can pay off

Starving Bandits are the most numerous group in the region and simultaneously the weakest. Their members are mostly escaped slaves and people close to starvation, with no organisation, no armour, and only the most basic tier of weapons; they rob you to fill their stomachs, not to get rich[V2 0:02:37].

Precisely because the motive is not malice, they are an enemy you can negotiate with: hand over a small donation and you can usually buy passage[V3 0:15:39]. More notable still is the long-term effect — keep giving and relations can climb all the way to the whole gang turning friendly, after which they will fight on your side[V2 0:02:37]. For an early squad, converting the Border Zone's largest hostile group into reinforcements is often a better deal than beating them down one at a time.

Band of Bones: Shek exiles on the southern rim

The southernmost stretch of the region, where it meets the Stenn Desert, is where the camp of the Band of Bones — the Shek Kingdom's exile faction — is located[V4 0:02:41]. They are among the first Shek splinter groups a player will run into: defeated warriors whose horns were cut and who refused to surrender their blades, led by Tora the Fearless, who carries a redeemable bounty herself.

By Shek standards these people are in fact very weak: their combat stats sit only in the twenties and thirties, worse than the poorest of the Hundred Guardians[V5 0:02:24]. But "by Shek standards" is not the standard of a starting character — in one playthrough a single Band of Bones member wiped out a squad of eleven[V4 0:02:41].

NoteThe playthrough cited above was running the Genesis mod (where Tora's bounty is 10,000 Cats), so the squad sizes and bounty figures do not necessarily match the base game.

A war you cannot see

At the start of a game, the player sees no open conflict between the Holy Nation and the Shek Kingdom. But lay out the trigger conditions of the world states and another reading emerges.

The life or death of Holy Nation High Inquisitor Seta simultaneously determines whether Shek Kingdom patrols and Kral's Chosen spawn in the Border Zone, and whether Berserkers can appear in Okran's Gulf. More intriguing still: after Seto falls, the Shek offensive has clearly gone into full swing — on a scale large enough to empty their capital — yet so long as Seta is alive, the spawn weight of Shek forces in the Border Zone remains zero. The reasonable inference is that the Holy Nation is holding an invisible defensive line here.

Ludin's Reports records the traffic of scouts on both sides, while the History of Kenshi states plainly that the Shek "continue to treat their neighbours as targets for raiding".

NoteA technical explanation deserves to be set alongside this: the Border Zone's spawn weights are set extremely high (roughly ten times those of Okran's Pride), and entries whose weight falls below 1 are simply discarded during simulation. The "disappearance" of Shek Kingdom and Berserker spawns may be nothing more than that side effect, rather than a deliberate narrative design. Accounts differ, and the game offers no verdict.

Why it works as a beginner region

The Border Zone is the default starting point for the vast majority of game starts, and it really is the most forgiving patch of ground in all of Kenshi for a factionless drifter:

The price is that this land has neither the protection of a great nation nor the dogma of one — and it is only once the player raises an outpost in the middle of the region that the Holy Nation and Shek Kingdom both come knocking. The good news is that they will often fight each other first.

Building a base here

The channel's verdict: Recommended

NoteDrawn from Paul Rogers Gaming's location-guide videos. This is the video author's judgement, not an official ruling from the game.

Video citations

  1. Kenshi Colosseum: Dust Bandits VS Black Dragon NinjaHeroInHisHead
  2. History of Kenshi: Minor Powers | Gangs and Bandit CrewsCivilizationEx
  3. History of Kenshi: Minor Powers | DocumentaryCivilizationEx
  4. Kenshi | WE ARE DWARVES!! | Let's Play Kenshi Genesis (Ep. 1)HeroInHisHead
  5. The Origins of the Shek ExilesHeroInHisHead
  6. The ONLY Base Guide You Need in KenshiPaul Rogers Gaming
  7. Why You Should Settle The Border Zone | Kenshi Location GuidePaul Rogers Gaming