Outposts

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Revision as of 06:44, 19 August 2021 by Dorothée (talk | contribs) (List of exploitable outposts)
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Having just emerged from refuge in the Prime Roots, hominkind spread across the New Lands with hopes of rebuilding the civilizations lost to the Great Swarming. Within a few years, a multitude of outposts had been established in the wilderness to protect these regions, provide resources, and facilitate trade and growth of homin settlements. Several factors, however, such as the arrival of Kitins in 2490 and growing tension among the homin races, led to the outposts' abandonment by 2494.

Fifty years later, both the Karavan and Kami offered homins the chance to reclaim some of the decrepit outposts for the purpose of aquiring the precious resources beneath the planet's surface. Today, guilds may either confront each other in battle or negotiate peacefully in order to obtain and manage an outpost.

All Outposts

Typology

Complete list of Outposts (buildable or not)

The complete list of Outposts, whether buildable or not, is available on the page Atys: Atys Places/Outposts


List of exploitable outposts

Burning Desert Verdant Heightss Aeden Aqueous Witherings
Blackburn Trade Post Psykopla Knoll Trading Post Greenvale Trade Post Qai-Du Workshop
★★
West Blackburn Border Post Finder's Farm Windyway Workshop Sai-Shun Stronghold
★★★
Hightowers Farm Wooky Workshop Fount Porch Trade Post Demon's Crossroads Diplomatic Outpost
★★★★
Malmont Farm
Southend Dune Farm
Fearing Fen Farm
Berello Gorge Border Post
Twintops Workshop
Graveyard Gate Research Center
Gu-Qin Workshop
Great Outback Workshop
★★★★★
Woodburn Magic Pole
Woodburn Stronghold
Ginti Workshop
Westgrove Stronghold
Loria Stronghold
Whirling Stronghold
Lost Valley Stronghold
Zo-Kian Ruins Workshop




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Last version 2023-03-31•