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...
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.
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.
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.
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.
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.
"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."
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."
“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...”
“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?”
“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.”
"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.