Okran's ShieldReport
English:Okran's Shield · Locations
The Holy Nation's military gate on its eastern approach, cut in two by a fortified chokepoint with crossbows mounted on the bridge between them. What it holds back is not heresy but the United Cities — and once High Inquisitor Valtena falls it can change hands four different ways.
Okran's Shield is a heavily fortified settlement built to guard the eastern approach to Holy Nation territory. A fortified chokepoint bisects it, cutting the post into two halves, and Holy Nation patrols pass through in both directions constantly.
Where it is
It stands on the border between Skinner's Roam, the Iron Valleys and the Arm of Okran. Curiously, prospecting reveals the town is built in the 'NONE' zone — technically it belongs to no biome at all.
There are two ways around it: a narrow mountain pass to the north that can be sneaked through, or a detour south through the Iron Valleys. The latter is an acid-rain canyon — acid falling, acid ground, iron spiders patrolling — so it is not the easy option.
What is here
The building list makes the purpose obvious. Nothing here is civilian:
- Hospital x1
- Barracks x2
- Armory x1
- General Storage x1
- Power Station x1
- Ruined Small Shack x3, Ruined Stormhouse x2
In the middle of the post a 'bridge' is mounted with several crossbows, evidently built as a defensive position to stop enemy forces — predominantly the United Cities — from taking this hardpoint easily.
On the right-hand side, looking east, sits a Holy Hospital, presumably built to tend the wounded and the sick. Incinerators can be seen on both sides, most likely for burning the bodies of the fallen from either side.
Vendors and stock
What is open to the player here is medical and travel supply, all of it Holy Nation.
Who lives here
The key figure is High Inquisitor Valtena, found in the Barracks. In the Holy Nation's command structure, the Holy Lord's two right hands are High Inquisitor Seta at Stack and Valtena at Okran's Shield — which makes this one of the two nodes of the Holy Nation's top command chain.
The data layout is: Inquisitorium (Valtena) x1, Power Station x1, Holy Barracks x2, Holy Materials Storage x2, Holy General Storage x1, Holy Armory x1, Holy Hospital x1, with two sets of gate guards totalling 9 Holy Sentinels. At least three Holy Army Patrols also appear here as bar squads.
World states: four endings
Killing or kidnapping Valtena triggers this post's override. There are four versions, and when several conditions are satisfied at once they resolve in the order United Cities > Destroyed > Shek Kingdom > Reavers.
| Version | Condition |
|---|---|
| United Cities | Valtena killed or imprisoned while Emperor Tengu is alive and free |
| Destroyed | Valtena and Tengu both killed or imprisoned |
| Shek Kingdom | Valtena killed or imprisoned, Esata alive, and the player allied with the Shek |
| Reavers | Valtena, Tengu and Lady Tsugi all dead while Valamon is alive and free |
The east will fall to the evils of the desert now that Valtena is gone... — Holy Citizen (United Cities version)
One o' those high inquisitors got murdered, can you believe it? Yeah, heard it from the goat trader. Okran's Shield has gone to shit... Yeah, they say all the Okranites are freaking out... Wouldn't wanna be that side of the world right now... — Bar Patron (Destroyed version)
Practical points:
- Destroyed is terminal. Once it lands there are no further overrides, and every building is abandoned and wrecked. All three other versions can still flip into it.
- The Reavers version is very short-lived. Assuming the conditions stay as they are, the settlement switches straight to Destroyed on the player's second entry — unless Valtena or Tengu is released from prison and kept alive. Valamon is needed to trigger it, but not needed alive to keep it.
- The Shek version locks once achieved. Esata's status stops mattering afterwards; but if Tengu is killed it flips to Destroyed.
- Under the Shek version, Shek Kingdom armour and weapon shops open here.
One more data quirk: if the Shek Kingdom takes Okran's Shield while allied to the player, and Emperor Tengu is then killed or imprisoned, the location switches to Destroyed — because this override is not tied to Esata's world state. The reasonable explanation is that with the United Cities gone, the Shek no longer need to block imperial infiltration of the grasslands and have nobody left worth raiding, so they abandon the region.
See also
- The Holy Nation
- High Inquisitor Valtena
- Arm of Okran
- Okran's Fist
- United Cities
- Shek Kingdom
- Locations of Kenshi
Sells
Vendors here stock 23 items in total, grouped by category — every entry links.
Medium Armour
Armoured Face Plates, Armoured Hood, Armoured Rag Skirt, Armoured Rags, Mercenary Leather Armour, Plate Jacket, Plated Drifter's Leather Pants, Rusty Chainmail Tagelmust, White Plate Jacket
Items
Advanced First Aid Kit, Advanced Splint Kit, Authentic Skeleton Repair Kit, Basic First Aid Kit, Medical Supplies, Skeleton Repair Kit, Splint Kit, Standard First Aid Kit
Weapons
Falling Sun, Fragment Axe, Long Cleaver, Plank
Light Armour
Mercenaries
Vendors and stock here
Compiled automatically from the wiki's vendor data: shops that can appear in this settlement and what they may carry. Actual stock varies with world state and randomisation.
Holy Hospital
Advanced First Aid Kit, Advanced Splint Kit, Basic First Aid Kit, Medical Supplies, Splint Kit, Standard First Aid Kit
Hospital
Advanced First Aid Kit, Advanced Splint Kit, Basic First Aid Kit, Medical Supplies, Splint Kit, Standard First Aid Kit
Shek Armor Shop
Armoured Face Plates, Armoured Hood, Armoured Rag Skirt, Armoured Rags, Authentic Skeleton Repair Kit, Heart Protector, Mercenary Leather Armour, Mercenary Plate, Plate Jacket, Plated Drifter's Leather Pants, Rusty Chainmail Tagelmust, Skeleton Repair Kit, White Plate Jacket
Falling Sun, Fragment Axe, Long Cleaver, Plank
The source does not record what this shop sells.