Okran's ValleyReport
English:Okran's Valley · Locations
The transitional belt on the Holy Nation's northern edge, coniferous forest at its southern end and already desert at its northern one; no towns, only farms and patrols, and the unavoidable corridor to Bast and the United Cities.
Okran's Valley is the northernmost zone of Holy Nation territory. The name is perfectly honest about it: it is wedged between the two mountain ranges to east and west that share the name Arm of Okran, making it a genuine valley; and "Okran" is simply the Holy Nation's convention for naming its own land — like their god, the name is hung on every piece of it.
A Hive player character's reaction on first setting foot here is probably the most accurate travel guide available:
Should we really be crossing Holy Nation land? The people here are very unfriendly towards non-humans. And "unfriendly" is putting it politely.
Geography: A Corridor That Changes Colour
This land's most striking feature is its gradient. Roughly one third is grassland and two thirds desert, with the transition happening across the southern half: the far south is still covered in coniferous forest, the vegetation thins as you go north, and by the northern boundary it has turned fully to desert, meeting the territory of the United Cities.
In other words, this is the buffer between the Holy Nation's agricultural heartland (Okran's Pride) and the imperial desert, and equally the corridor where the two sides' armies meet. The northern stretch near Bast makes this especially plain — the farms there are already ruins (listed in game as the ancient location "Farm Ruins"). Bast was once a prosperous region the United Cities were developing, dotted with nine hamlets and three settlements, until the Holy Nation smashed through the imperial border defences, executed the head noble, razed the whole region and, as it withdrew, carted the youngsters off en masse to Rebirth. The wiki reads that offensive as having pushed the front line back from the borders of Okran's Valley all the way to Bast — meaning this valley was once the front line itself.

There Are No Cities Here
Okran's Valley has no major towns at all, and spawns no camps. Its entire set of fixed holdings amounts to two Holy Farms, plus one Farm Ruins. The Wolf Den is the only nest type that spawns, capped at six.
That makes it, in gameplay terms, purely a passage: you will not settle here, you will only cross, and crossing is itself the main risk.
Patrol Density: Looser Than You Would Think
The average player's instinct is that "Holy Nation core = safe", but Okran's Valley is far looser than Okran's Pride to the south. The wiki's figures are quite intuitive: this zone's ratio of patrols to bandits is about 4.1 times, against 7.4 times for Okran's Pride. Under the same Holy Nation banner, the security density here is a little over half that of the core region.
Common homeless squads (weight in brackets):
| Faction | Squad | Weight |
|---|---|---|
| The Holy Nation | Holy Army patrol (1 High Paladin, 4–6 Paladins, 6–10 Holy Servants) | 12 (Valtena alive) / 8 (Phoenix alive) |
| The Holy Nation | Inquisitor procession (1 Inquisitor, 4 High Paladins, 4 Paladins) | 3 (Phoenix alive) / 2 (Valtena alive) |
| Holy Nation Outlaws | Escaped Holy Servants (1–8) | 20 |
| Starving Bandits | Starving Bandit Mob (1 Hungry Bandit Leader, 5–9 Hungry Bandits) | 10 |
| Bonedog | Lone Wolf (1, age 80) | 10 |
| Cannibals | Scrawny Cannibals (10–35) | 1 |
| No faction | Lost Drone | 1 |
| Drifters | Traveller | 1 |
| Skeleton | Holy Nation robots (1–4) | 1 |
That weight-1 "Scrawny Cannibals" squad deserves a separate warning: it numbers 10 to 35. The odds are very low, but if you do run into it with fewer than ten in your party, it is essentially a wipe.
Squads Tied to World State
- Flotsam Ninjas patrol (10–15): appears when both Seta and Valtena are down and Moll is still alive.
- Strayed Paladins (4–10): Holy Nation remnants who appear after Phoenix, Seta and Valtena have all fallen, by then reduced to banditry.
- Kral's Chosen (6–14): when all three Holy Nation leaders are down and the Flying Bull is still alive, the Shek radicals push all the way up here.
- Hive Bandits (1 leader, 4–8) and Lost Princes (1–3): appear after the Western Hive Queen dies.
Environment and Base-Building Assessment
| Item | Value |
|---|---|
| Water | 20% |
| Aridity | 100% |
| Green | 0% |
| Swamp | 0% |
| Fertility / stone / iron / copper | Unknown (requires prospecting) |
The season is "Desert mild". Everything the wiki lists under it is visual or audio: dust swirls, sand-stream ambience, short spells of clear heat, desert calm, ground sand. Not one entry is flagged as a damaging effect — though the wiki also notes that a season may either carry harmful weather effects or be purely aesthetic, and does not say outright which this one is.
That said, water at 20% and green at 0% mean this is not good farmland. If you really want a northern base, Arm of Okran one mountain range away (water 150%, fertility 100%) beats it overwhelmingly on every count. Okran's Valley's value is in position, not resources: it abuts both the Holy Nation's interior and the empire's northern edge at once.
Trivia: The Tracks of a Hive March
The wiki records a figure that is easy to overlook: relative to the Hive Prince, the Soldier Drone appears in this zone 15 times as often as in Okran's Pride.
The wiki's own reading is that of the Hive parties setting out from Vain, most of the Princes were pinned down or broken up further south in Okran's Pride, while the Soldier Drones were able to push all the way to this valley. That is an inference drawn from the spawn tables; the game never says it.
What Players Should Know
- Crossing this land is quite dangerous for non-humans and for anyone fitted with robotic limbs: both Holy Army patrols and Inquisitor processions will act against you on sight, and there is no town here to hide in.
- Reading the Glorious Holy Map marks every Holy Farm and every Holy Mine at once, plus the towns of Bad Teeth, Blister Hill and Stack — the farms and mines are rather useful for trade routes.
- Leaving Okran's Valley to the north-east takes you into Bast, going west up the mountain takes you to World's End (Tech Hunter capital), and going south takes you to Okran's Pride and Blister Hill. It is the crossroads of every northern route.
Related Entries
Arm of Okran, Blister Hill, Rebirth, Stack, The Holy Nation, United Cities