Kenshi.zoneWorld Encyclopedia

The OutlandsReport

English:The Outlands · Locations

The broken frontier beyond United Cities control. Black Scratch, the Tech Hunter headquarters, stands inside it; outside the walls the land is split between Reavers, Grass Pirates and the Black Dog — and being knocked down here means being dragged off into slavery.

🗺 See this place on the map ↗

The Outlands lies in the south-east of the continent, at the point where United Cities power stops. The Stormgap Coast to the west is still an imperial frontier; past that border there is no state at all. This broken country, together with Stobe's Garden, Greenbeach and The Unwanted Zone to its south, makes up what the community calls the south-eastern "no-go zone": Reavers, Skeleton Bandits and Crab Raiders tear at each other here, and no one side can impose order.

NoteThe official wiki page for the Outlands is still flagged "work in progress", so its data is relatively scattered. What follows is compiled by cross-referencing the game files (FCS) with the pages for individual holdings.

Landscape and resources

By environmental data the Outlands is not barren at all: water 60%, fertility 90%, iron and stone 100, copper 60. On numbers alone it is better farmland than the Border Zone. Its problem was never the soil but who is on the roads.

The zone's season is labelled "Boneyard dry times". Compared with the rest of the south-east, it has no ancient locations and spawns no camps or animal nests — every point on the map here is a holding someone occupies.

Black Scratch: the exception inside the walls

Black Scratch is the Outlands' only major town, built on a hill and wrapped around an ancient structure of unknown origin. It is the Tech Hunters' faction headquarters, and its Great Library holds the most complete collection of blueprints and history books on the continent; Bo, an important member of the Anti-Slavers, is also stationed here.

For the player, Black Scratch is the only place in the entire south-east where you can resupply, fence goods and buy blueprints in peace. See the Black Scratch article for details.

The three powers outside the walls

Reavers are the region's undisputed protagonists. Their patrols carry a weight of 20 in the non-holding spawn table, more than every other faction combined — and as long as their leader Valamon is alive, those squads keep respawning. The standard composition is 1 Reaver Ironclad, 4–7 Blooded and 1–6 conscripted slaves. The Reaver Camp in the zone is one of their holdings here and the most likely destination for a captured player; the camp may hold 4 Ironclads, 11–17 Blooded, plus a batch of recruits and slaves.

Grass Pirates carry a weight of 10. Their core turf is around The Eye and the Stormgap Coast, with the Outlands as their eastward extension. They wear low-quality sleeveless dustcoats, are permanently hostile to the player, and have Martial Arts between 20 and 40 — unusually high for bandits, which makes them decent unarmed-training partners once disarmed.

The Grass Pirates have no single leader; they are a collection of independent squads, each led by a "Straw Lieutenant"[V1 0:04:24][V2 0:17:27]. They are open enemies of the United Cities, and the most common place to see them fighting is the Stormgap Coast to the west, against imperial patrols[V1 0:04:24]. That hostility has clear limits, though: the Preacher Cult on the eastern side of the same area has coexisted with them for a long time, and the two have never come to blows[V2 0:17:27].

Black Dog is a small protection-racket faction whose headquarters, Black Dog HQ, sits directly west of Black Scratch: one Snailhouse behind level-three walls and a gate, with Bonedogs kept for fighting. Their approach is a little more "civilised" than that of other bandits:

Since you're already benefiting from our presence, we'd ask you to chip in like everyone else. Pay a small fee and we'll keep your base safe, and deal with your pest problem while we're at it. — Black Dog guard

In most cases they will not attack travellers passing through; their income comes from charging protection money to anyone who settles on their turf. Player bases get "visited" too, and refusing to pay starts a fight.

There are also the Scavengers (as long as their leader Gutterhead is alive), and two squad types gated behind world states: scattered imperial bandits that appear once Tengu and several nobles are all dead, and the slave caravans that start passing through once Tinfist is dead while Longen still lives.

Black Dog HQ — a single walled ring, walkway along the top, enclosing one round stone building under a half dome
Black Dog HQ — a single walled ring, walkway along the top, enclosing one round stone building under a half dome

The Fishing Village

East of Black Scratch there is also a walled fishing village belonging to the Deadcat faction. The whole village has one bar and two fish shops, and lives under constant threat from Grass Pirates and Reavers. Unique characters including Green Finger, Hobbs, Horse and Soman can potentially be recruited here.

NoteThe village's ownership is tied to a world state: if Tinfist is killed, it gets taken over by slave traders.

Rules for surviving

The danger of the Outlands is not how strong the enemies are but what failure costs.

A character knocked down by Reavers has a high chance of being dragged off into slavery with all carried gear confiscated — not death, but often more troublesome than death in terms of progress. Which means that in this zone, the ability to run matters more than the ability to fight:

TipThe Black Dog have one useful behavioural quirk: after they knock you out, the faction goes passive for a while and stops attacking (unless you steal again). Some players use this to pick locks at their leisure inside the HQ, and even borrow their beds.

Video citations

  1. History of Kenshi: Minor Powers | Gangs and Bandit CrewsCivilizationEx
  2. History of Kenshi: Minor Powers | DocumentaryCivilizationEx