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 [nəˌbɑːθ əˈreɪŋ] 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 southern 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[]
The Red Serai[]
This outpost serves as the hub for travel between the Crystarium and the nearby Mord Souq.
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 | 45% |
Clear Skies | 20% |
Clouds | 15% |
Dust Storms | 10% |
Heat Waves | 10% |
Everlasting Light | At all times prior to completing Malikah's Well. After completing crown of the immaculate until dying gasp is completed. |
Starshower | After unlocking heroes' gauntlet until seat of sacrifice is completed. |
Places of interest[]
Mount Biran Mines[]
The Pristine Palace of Amh Malik[]
The Nabaath Severance[]
Activities[]
Duties[]
Malikah's Well |
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) | ||||
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. | ||||
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:
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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:
| ||||
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:
| ||||
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. | ||||
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. | ||||
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. | ||||
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. | ||||
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:
| ||||
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:
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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:
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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:
| ||||
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. | ||||
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. | ||||
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. | ||||
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. | ||||
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[]
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.