# The Amber Coast > [!info] Quick Facts > | | | > |---|---| > | **Type** | Nation / Criminal State | > | **Continent** | [[Continent - Iros\|Iros]] | > | **Location** | Eastern shores of Iros, facing the Southern Ocean | > | **Capital** | Torchlight | > | **Other Settlements** | Redtower | > | **Climate** | Arid, red desert coastline | > | **Government** | None (thieves' guilds & criminal syndicates) | > | **Known For** | Smuggling, gambling, beast races, criminal networks | > [!map] View on Map > [Open Interactive Map →](https://hawksrepos.github.io/elvensong-map/?location=The%20Amber%20Coast) ## Overview The Amber Coast is a volatile and treacherous nation situated on the eastern shores of [[Continent - Iros|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 [[Continent - Q'Shar|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. > [!quote] "A land where wits are the only true currency." ## Population & Culture 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** — found here in their greatest numbers outside of Fangrum - **Kitsune fox-folk** — tribal families who have established large residences within the coastal caves - Various other beast races who operate the majority of the region's gambling dens and trade hubs These groups have brought a tapestry of foreign customs and religions, steadfastly eschewing the rigid, traditional faiths common in [[Continent - Edaria|Edaria]] and [[Continent - Auken|Auken]]. ## Major Settlements ### Torchlight (Capital) A testament to chaotic growth, Torchlight evolved from a sprawling shanty town into a **walled megalopolis** famous for its hedonistic bars and high-stakes casinos. The streets are governed by a patchwork of competing thieves' guilds, and the city guards are notorious for their susceptibility to bribes. > [!abstract] Missionary Efforts > Northern cleric missionaries frequently descend upon Torchlight hoping to offer 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. ### Redtower Further south lies 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**. > [!danger] Dark Worship > Within the isolated stretches between cities, darker influences take hold. Ritualistic worship of **cannibalistic devils** is common in the wilderness. ## The Desert 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 to the highest bidders in a land where thirst is a constant threat. ## The Gecko > [!warning] Rising Power > A syndicate of powerful criminals led by a strange figure known as **the Gecko** has begun pulling the strings across the Amber Coast. This mysterious leader is credited with pulling together disparate street gangs and desert raiders into a single, unified organisation — larger and more sinister than anything seen before. The Gecko's syndicate represents a dangerous consolidation of criminal power that could reshape the region's chaotic balance. ## Connections - [[Continent - Iros]] — Parent continent - [[Continent - Q'Shar]] — Origin of smuggler culture and beast race migration - [[Region - Remnants of Hatred]] — Fellow Iros region to the north - [[Region - The Pannar States]] — Neighbouring Iros trade hub - [[Location - The House of Yist]] — Fellow Iros criminal institution (assassin palace) --- ## Gallery ![[image 28.png]] ![[image 29.png]] ![[image 30.png]] ![[image 31.png]] ![[image 32.png]] --- *See also: [[Regions]]*