> [!success] Integrated > This lore drop has been processed and integrated into the vault. > See: [[Region - The Amber Coast]] **LOCATION - Gryth - Iros - The Amber Coast** **THE AMBER COAST** The Amber Coast is a volatile and treacherous nation situated on the eastern shores of Iros, facing the vast expanse of the Southern Ocean. The landscape is defined by its namesake dark red sands and jagged spires of twisted red rock that punctuate the coastline. Historically, the intricate cave systems and towering cliffs served as the primary haven for smugglers travelling from Q'Shar, a legacy that has birthed a nation defined by criminal networks, gangs, and a culture of opportunism. It is a land populated by thieves, beggars, and masters of sleight of hand, where wits are the only true currency and every social interaction is a complex game of pitfalls and hidden agendas. Due to its ancient associations with Q'shari pirates and traders, the Amber Coast has absorbed the aggressive and wilder customs of that distant continent. This has led to a remarkably diverse population where beast races thrive; lizardfolk are found in their greatest numbers outside of Fangrum, while tribal families of Kitsune fox-folk have established large residences within the coastal caves. These groups, along with various other beast races, operate the majority of the region's gambling dens and trade hubs. They have brought with them a tapestry of foreign customs and religions, steadfastly eschewing the rigid, traditional faiths common in Edaria and Auken. The capital city, Torchlight, is a testament to this chaotic growth, having evolved from a sprawling shanty town into a walled megalopolis famous for its hedonistic bars and high-stakes casinos. In Torchlight, the streets are governed by a patchwork of competing thieves' guilds, and the city guards are notorious for their susceptibility to bribes. While northern cleric missionaries frequently descend upon the city in hopes of offering salvation to its seedy depths, their efforts are likened to a flickering match against a torrent of red sand, failing to make any significant impact on the city's entrenched culture of vice. Across the wider landscape, roving nomad communes of water-hoarding bandits and warlocks dot the red sands. These groups guard their precious liquid resources with lethal magic and blade, selling water off to the highest bidders in a land where thirst is a constant threat. Recently, the internal politics of the coast have taken a darker turn; a syndicate of powerful criminals led by a strange figure known as the Gecko has begun pulling the strings. This mysterious leader is credited with pulling together disparate street gangs and desert raiders into a single, unified organisation that is larger and more sinister than anything seen before. Further south lies the city of Redtower, a misshapen urban expanse that was once a massive jail complex before it was overrun and repurposed by criminal syndicates and assassin guilds. The wilderness between Torchlight and Redtower is equally dangerous, dotted with illegal farms dedicated to the cultivation of Redleaf. Within these isolated stretches, darker influences take hold, and the ritualistic worship of cannibalistic devils is common. Ultimately, the Amber Coast exists as a buzzing, frantic mix of profit and vice, rewarding only those with the specific skill and ruthlessness required to decipher its aggressive rhythm. ![[image 28.png]] ![[image 29.png]] ![[image 30.png]] ![[image 31.png]] ![[image 32.png]]