Kenshi.zoneWorld Encyclopedia

Holy Farm (Okran's Pride)Report

English:Holy Farm · Locations

The Holy Nation's food supply and population base, with four of the six farms in Okran's Pride. The only person here with dialogue is the Holy Farm Leader — and he is one of the few Holy Nation shopkeepers who will trade with non-humans.

🗺 See this place on the map ↗

Holy Farms are a series of similar minor outposts of Greenlanders inside Holy Nation territory. They are the presumed source of food and population base for the entire faction.

There are six Holy Farms in the game: four in Okran's Pride, two in Okran's Valley. Reading the Glorious Holy Map marks all of them at once (the same map also reveals Bad Teeth, Blister Hill and every Holy Military Base).

What they grow

Every farm has at least one field, worked by Holy Farmers during the day.

CropWhere
Greenfruit, Cotton, wheatMost farms
CactusThe northernmost farm only

Okran's Pride is the heart of the Holy Nation — rivers, wheat fields, and a sacred flame said to have burned for five thousand years. It is one of the few places on this continent where you can forget you are in a wasteland, provided you look enough like a child of Okran.

Who lives here

The population is overwhelmingly Holy Farmers, Holy Farmer Wives and domesticated animals. But the whole farm has exactly one NPC with dialogue options: the Holy Farm Leader.

TipThe Holy Farm Leader is one of the few Holy Nation shopkeepers who will trade with non-humans — as long as they carry no robotic limbs. For a mixed squad, a Holy Farm is often the most approachable resupply point inside Holy Nation borders.

On paper the building set is 1x Farm Village Barrack, 1x Farm Village Residential, 1x Farm Village Residential Leader, 1x Farm Storage and 2x Holy Materials Storage. The wiki notes that many of these do not actually spawn because there are not enough buildings in-game, so the farms appear much smaller than they were designed to be.

When the Shek come for tribute

Holy Farms have dialogue that only appears under a specific world state: with Phoenix dead and Esata alive, the farmers, leaders and wives begin lamenting Phoenix's death and complaining that the Shek are hounding them for tribute.

sigh Okran has forsaken us... The Holy Lord Phoenix himself is gone... And the barbarian devils hound us for tributes we can't afford.

And a two-farmer exchange:

Farmer 1: The warlord devils are back already?! Farmer 2: No, it's okay, that's not them... Farmer 1: How can we afford to give away all our food like this? sigh The devils and their tribute... they're relentless Farmer 2: At least we're alive and well, sister... Farmer 1: ... Okran have mercy on us.
NoteThis is a dialogue change, not a town override. The farms do not change hands or appearance, and food levels stay exactly the same. The wiki reads it as periodic raids and demands by roaming Shek forces rather than Shek Kingdom occupation — the farms' population and military presence are simply too large for the Shek to wipe out.

There is a real consequence, though: the world state that unlocks this dialogue also spawns Shek patrols inside regions with Holy Farms. The farmers become notably vulnerable to being slaughtered by Shek Kingdom (and possibly Kral's Chosen) forces. If you want to keep trading with the Holy Farm Leaders, be ready to fight the Shek for them.

Town overrides

Holy Farms can be overridden by Slave Traders if Esata, Valtena, and either Phoenix and/or Seta have been killed or kidnapped, as long as Tengu and Longen remain alive and free.

After that, it can change further (using the same overrides as the Holy Mines):

ConditionResult
Esata alive and freeShek Kingdom takeover
Esata dead, Flying Bull aliveKral's Chosen takeover
Both deadDestroyed

What it means for the player

Holy Farms are the most approachable and least defended locations in Holy Nation territory. Three uses:

  1. Buying domesticated animals — Bonedogs and domesticated bulls are both available.
  2. Selling produce and restocking — without walking into Blister Hill or Bad Teeth, cities that are deeply unfriendly to non-humans.
  3. Seeing the other side of the Holy Nation — no inquisitors, no stakes, just people farming. One of the three pillars of national finance grows here; the other two are convict mining at the Holy Mines and forced labour at Rebirth.
TipTrivia — even after you turn hostile to the Holy Nation, the farms' domesticated animals will not attack on sight and will not protect their allies, despite their primary task always being "patrolling town".

See also