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Amh Araeng. From this parched earth the nation of Nabaath Areng once rose. When I journeyed here, long ago, I spoke with a sun-weathered elder. He told me Amh Areang meant "majestic land" in the language of his people. And so it might still be... were it nor for the Light's unrelenting onslaught...

Ardbert

Amh Araeng is a desert located on the southern expanse of Norvrandt in Final Fantasy XIV: Shadowbringers. The land was once ruled by the nation of Nabaath Areng until the Flood of Light consumed most of their land. Geographically, it corresponds to Southern Thanalan in the Source.

Profile[]

It was on the edges of this vast desert, occupying the soutern expanse of Norvrandt, that the Flood of Light was halted. Inhospitable from the beginning, it now lies on the threshold of life and all-consuming radiance.

Official website description

Story[]

Locations[]

Amh Araeng can be accessed from the Crystarium's Amaro stables where they will take players to the northeasten region of the map. Amh Araeng is located south of Lakeland and can be accessed by foot later on in the story.

Aetherytes[]

There are three Aetherytes located within the region, each within the settlements of Mord Souq, The Inn at Journey's Head, and Twine.

Areas[]

  • Qasr Sharl - A set of ruins in the northeast of Amh Araeng that serve as a waypoint for traders between Mord Souq and the Crystarium.
  • The Fields of Amber - A large area that encompasses most of the eastern half of Amh Araeng.
  • The Northern Hills of Amber - Located in the northwest of Amh Araeng.
  • The Central Hills of Amber - Located in the west of Amh Araeng.
  • The Southern Hills of Amber - Located in the southwest of Amh Araeng.
  • Nabaath Areng - The ruins of the nation that once ruled over Amh Araeng, now partially swallowed up by the Empty. It was here that the Oracle of Light held back the Flood, the crystallized remains of which now loom overhead like a wave.

Settlements[]

Mord Souq[]

Meaning "Mord City", this town of trade is run by the Mord. It has numerous market stalls, and buildings home to the merchants and residents. It has one watchtower located behind the Aetheryte known as The Rack.

The Inn at Journey's Head[]

A hospice located in the southern region of The Fields of Amber, situated in a rock formation where its residents take refuge. The settlement is run by a group of carers who make sure those corrupted by light live out their final days in peace.

Twine[]

A mining town located in The Central Hills of Amber, so named for the partnership between the Ronso and Mystel miners who once drove the region's industry - although nowadays, only the Ronso remain in any great number. Talos-powered mining trolley tracks connect the town with Mt. Biran mines in the north and Malikah's Well and Nabaath Areng in the south.

Garik[]

A small Mord village located in The Northern Hills of Amber.

Weather[]

Amh Araeng's climate may exhibit any of the following weather conditions:

Weather Frequency or conditions
Fair Skies Fair Skies 45%
Clear Skies Clear Skies 20%
Clouds Clouds 15%
Dust Storms Dust Storms 10%
Heat Waves Heat Waves 10%
Everlasting Light Everlasting Light At all times prior to completing Malikah's Well Malikah's Well.
After completing The Crown of the Immaculate The Crown of the Immaculate until The Dying Gasp The Dying Gasp is completed.
Starshower Starshower After unlocking The Heroes' Gauntlet The Heroes' Gauntlet until The Seat of Sacrifice The Seat of Sacrifice is completed.

Places of interest[]

Activities[]

Duties[]

Malikah's Well.

Malikah's Well Malikah's Well
Dungeon
Level 77
Item Level 385
Malikah's Well (x11 y31)

Mourning the loss of her beloved, the queen of Nabaath Areng commanded a great well be built in his memory, its waters offering respite from the sweltering heat. In more recent years, the well was transformed into an excavation site by the miners of Amh Araeng. It has long since fallen into disuse, yet the presence of Light emanating from within is unmistakable. What horrors await at the trolley tracks' end in the depths of this massive reservoir?

FATEs[]

Name Level Location Time limit Objective
Description
Spawn conditions (if any)
Defense FATE. Scavengers Hunted 70-74 The Fields of Amber (x31 y19) 15 minutes Help Darmal defeat the ambushing scissorjaws.
Exactly what Rhal Ral and Darmal expect to scavenge in this part of the desert is unclear. It is abundantly obvious, however, that they will fall victim to the horde of ambushing scissorjaws unless someone intervenes.
Battle FATE. Reptilian Roadblock 70-74 The Fields of Amber (x33 y25) 15 minutes Defeat the lightbellied lizards.
After discovering an ancient map, Rhal Ral and Darmal follow a trail that supposedly leads to treasure. However, a pack of hungry lizards bars their way, and Darmal will be hard-pressed to slay them all by himself.

Spawn conditions:

Boss FATE. Cactus Makes Perfect 70-74 The Fields of Amber (x35 y24) 15 minutes Defeat Cuijatender.
The treasure map leads Rhal Ral and Darmal into the territory of the towering Cuijatender. Undaunted by this formidable adversary, Darmal rushes headlong into battle, although it will take more than a few swings from his axe to fell this fiend.

Spawn conditions:

Boss FATE. Theft from Above 70-74 The Fields of Amber (x34 y27) 15 minutes Defeat Offscoursman.
Rhal Ral and Darmal finally lay their hands on the treasure only to have it snatched away by the terrifying Offscoursman. The pair of scavengers have tracked down the gargantuan bird in the hope of retrieving their hard-earned prize.

Spawn conditions:

Battle FATE. Harbingers of Bloom 70-74 Qasr Sharl (x33 y11) 15 minutes Defeat the unclassified gigantenders.
Gigantenders often wander beyond their usual haunts when flowering season is upon them. For the people of the Red Serai, the presence of additional obstructions on the road to Mord Souq is most unwelcome, and they are offering handsome rewards for their disposal.
Battle FATE. Pray Destroy the Waking Sands 70-74 The Fields of Amber (x28 y14) 15 minutes Defeat the ngozi driftmakers.
Ngozi driftmakers entrap their prey by creating patches of quicksand. These diabolic desert dwellers must be destroyed before they can claim any more victims.
Battle FATE. Tolba No. 1 70-74 Snitch (x31 y17) 15 minutes Defeat the spawning tolba.
A creep of tolba have found the perfect spot to lay their eggs, and think nothing of smashing down the tower of Snitch to reach it. This ancient outpost may be reduced to rubble unless someone can stop the stampeding scalekin.
Boss FATE. Bayawak Attack 70-74 The Fields of Amber (x32 y14) 15 minutes Defeat Bayawak.
The dreaded Bayawak and her spawn have descended on Amh Araeng like a swarm of scaly, big-headed locusts. Unless some brave soul can slay the mother and send her brood into hiding, they will strip the land of its precious natural resources.
Defense FATE. Sand and Deliver 76-80 The Central Hills of Amber (x17 y16) 15 minutes Protect Ingi from the desert bandits.
Rhal Ral leads you and Darmal on a detour, and unwittingly stumbles across a man in the midst of being liberated of his possessions by bandits. Darmal springs into action despite being hopelessly outnumbered, in the hope that you too will enter the fray.

Spawn conditions:

Defense FATE. This Time, It's Personal 76-80 The Central Hills of Amber (x14 y17) 15 minutes Help Darmal protect Rhal Ral from the desert bandits.
Despite already having been given a severe drubbing at the hands of Darmal, the bandits have regrouped to launch another attack. However, the axe-wielding scavenger is showing signs of fatigue, and the disadvantage in numbers may be too great to overcome.

Spawn conditions:

Battle FATE. Armadillo Peccadillo 76-80 Kelk (x20 y20) 15 minutes Defeat the ambling armadillos.
Ingi leads Rhal Ral and Darmal to the site where the fabled Elderblade is said to lie. Unfortunately, the ruins of Kelk are now overrun with particularly aggressive armadillos, which must be eradicated before the search for the ancient sword can begin.

Spawn conditions:

Boss FATE. The Elderblade 76-80 The Central Hills of Amber (x22 y26) 15 minutes Help the scavengers defeat the maester's weapon.
The Elderblade that Rhal Ral seeks is controlled by ancient Nabaath magicks, and it now wanders aimlessly, slaughtering any that cross its path. Only by vanquishing the hideous manifestation of the maester's will can the spell be broken.

Spawn conditions:

Battle FATE. Bloody Simple 76-80 The Northern Hills of Amber (x14 y13) 15 minutes Defeat the dryland iguanas.
The acrid desert conditions have led dryland iguanas to seek alternative means of relieving dehydration, namely, bathing in the blood of their unfortunate victims. Perhaps it is time that someone returned the favor.
Battle FATE. Baddie Longlegs 76-80 Mount Biran Mines (x21 y12) 15 minutes Defeat the long-legged terrors.
Long-legged terrors are a species of flightless, predatory bird that specializes in kicking its prey into deep ravines before climbing down to feast on the remains. Traveling merchants who would prefer not to be splattered across the bottom of some canyon have offered a reward for the culling of these avian menaces.
Battle FATE. Let's Dance (with Swords) 76-80 The Central Hills of Amber (x15 y20) 15 minutes Defeat the dancing weapons.
Dancing weapons once served the Nabaath, but their former masters long since departed, they are now free to do as they please. The enchanted swords choose to spend their days merrily frolicking in the desert and dismembering innocent passersby, much to the annoyance of the people of Amh Araeng.
Boss FATE. The Odd Couple 77-80 The Southern Hills of Amber (x16 y33) 15 minutes Defeat Kurukadi and Mumba.
A pair of creatures of entirely different species have come to the conclusion that two beasts are better than one and are now cooperating in their pursuit for prey. These crafty predators pose a threat to anyone foolhardy enough to wander into their hunting ground.
Battle FATE. Anti-eruption Measures 77-80 The Southern Hills of Amber (x9 y32) 15 minutes Defeat the explosive huldu.
Amh Araeng is already prone to rockslides and cave-ins without the intervention of exploding huldu, who seem to delight in mayhem and destruction. If their rampaging is allowed to continue unchecked, they are sure to cause immeasurable damage to the surrounding landscape.

Others[]

Enemies[]

Elite Marks[]

Mark Hunt Description
B Juggler Hetacomb.png
Juggler Hecatomb
"This all dates back to when Nuvy's Leavings was still bustling with activity. The tunnels were dark ─ as tunnels generally are ─ and children kept stirring up trouble with rumors that they'd been seeing ghosts. Ghosts of miners who died in a cave-in after digging too deep, or poor put-upon laborers tasked with hauling materials back for potters ─ all kinds of silly stories and then some. Recently, however, this musty old tome came to light. Belonged to a mage of Nabaath Areng, who kept detailed records of his experiments. Apparently he decided to condemn one such “experiment” to a particularly deep tunnel, right around the time the whispers of ghosts first started. So that there's your logical explanation, if you're looking for it. A misshapen fiend that shouldn't be has been stirring up trouble for years and years. Or it's been killing folks for years and years, and ghosts are real. You tell me."
B Worm of the Well.png
Worm of the Well
“Story goes that there was this fellow way back when. Bloody obsessed with all things fishing and with a penchant for strange ideas. Heads to Malikah's Well one day to take the air and to try something new. He'd caught a small but lively little worm swimming about in the sand, and reckoned it'd make for fine bait. Goes to stick the hook in, when what does the little bugger do but jump right out of his hands and escape. Fair bit of time passes before the notorious worm makes its first appearance. Just how it got so big is anyone's guess, but some speculate that it was that same worm, grown fat and strong off all kinds of fish in the well, hence the moniker."
A Maliktender.png
Maliktender
“Here's a language lesson for you: Malik means “king” or some such in the old tongue, so take a wild guess what Maliktender means. That's right. You'll know him when you seem him. Picture a gigantender, then picture his ornery liege lord. And there you have it. Some scholars say that the damned things can live more than two hundred years in the right conditions, which means this bugger could have been shambling about since before the Flood, for all we know...”
A Sugaar.png
Sugaar
“People often focus on the material losses, but the Flood is also responsible for depriving us of wisdom and knowledge─and no few religious traditions. Without people to pass them down to, faiths wither and die. But some survived, and with them stories, like that of the demon Sugaar. It's a simple tale, to be fair. “Listen to what your elders say, or Sugaar will come and spirit you away.” It helped too that it was a big, scary lizard. So when a particularly large sibilus was seen wandering Amh Araeng, it's no surprise that people thought to name it for the legend. Nevertheless, it's probably prudent not to ignore the wisdom of the aged, eh?”
S Tarchia.png
Tarchia
“The Brainy One is a saichaniae that plays host to parasitic vegetation that feeds off its host's aether. Poor bugger, eh? It's awfully difficult to track down, but it is said to be somewhat, er... excitable in the presence of death. I reckon it's anticipating the impending release of aether. Like if someone were to wave a freshly cooked haunch of mole meat under your nose. That said, not all deaths are created equal. The flashier the better, if that makes any sort of sense? Distance is key too, I'd imagine. No point in putting on a show if the host is nowhere nearby. Maybe something explosively loud, too? I don't know, you'll probably think of something if you put your mind to it.”

Musical themes[]

"Sands of Amber" plays at all times in Amh Araeng while Everlasting Light is in effect. After the night sky is restored, "Sands of Amber" continues to play during daytime, while "Sands of Blood" plays at night.

"Such as it is" plays in the settlements of Mord Souq and Garik, while "No Greater Sorrow" plays in Twine and The Inn at Journey's Head.

"Rencounter" plays during all standard enemy encounters throughout Amh Araeng.

Gallery[]

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