Reckoning:Races

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Almain (AHL-main) -- Human

An Almain Male

City and Homeland: Port Myria, Almere Valley

Kingdom of noble humans who personify knightly tradition.

The Almain are valorous humans who embody the ideal of Order in all things. They abhor Chaos, imposing structure and ritual in everything they do. One of the most imperialistic kingdoms in Amalur, the Almain are proud of their long and illustrious military tradition. Their patron deity is Mitharu, god of Order, a belief that guides every aspect of their lives.

Temperament: Noble. Honorable. Brave.

Some Almain have come to The Faelands seeking freedom from the binding ties of politics and religion, hoping to make their own destiny far from the rigid laws of their kingdom. Yet no matter how far they may wander from their homeland, they honor the battlefield disciplines of their ancestors.


Racial Bonuses
Blacksmithing +2
Alchemy +1
Persuasion +1


Patron Gods
Ethene: Goddess of Wisdom and Art +10% Mana
Mitharu: God of Order +6% Health; +6% Mana
Thyrdon: God of War, Battle and Tactics +5% Physical Damage; +5% Armor
Vraekor: God of Fire and Patron of the Forge +6% Fire Damage; +6% Fire Resistance
Ynadon: God of Justice +10% Health

Varani (vuh-RAH-nee) -- Human

City and Homeland: Nomadic

A Varani Male

Hardy humans known as traders and mercenaries. Though civilized, they are far less formal than the Almain.

The human clans known as the Varani can be found throughout Amalur, as much at home on the high seas as in the villages and outposts they inhabit. Though not as culturally refined as the Almain, the Varani have brought commerce and a degree of civilization to the wilds of The Faelands.

Temperament: Traders. Mercenaries. Wanderers.

While lacking political motivation for involvement in the war against the Tuatha, many Varani have found employment fighting in the mortal armies as mercenaries. The battle-hardened fierceness of the Varani has given them a well-earned reputation as a valuable ally in the seemingly unwinnable conflict.


Racial Bonuses
Detect Hidden +1
Mercantile +1
Lockpicking +2


Patron Gods
Belen: Death +1% Chance to Critical Hit; +8% Critical Hit Damage
Lupoku: God of Mischief, Patron of Brewing +6% Poison Damage; +6% Poison Resistance
Njordir: God of Water, Fishing and Sailing +6% Ice Damage; +6% Ice Resistance
Thyrdon: God of War, Battle and Tactics +5% Physical Damage; +5% Armor
Vraekor: God of Fire and Patron of the Forge +6% Fire Damage; +6% Fire Resistance

Ljosalfar (LOH-sal-far) -- Light Elves

City and Homeland Fieriol, Glen Suthain (The Eternal Vale)

A Ljosalfar Male

Light elves from the frozen north. Dedicated to the principle of justice.

A proud and insular people, the Ljosalfar strive to preserve nature and shape it to their will. The light elves resist change, flash-freezing their ancient homeland to keep it in an idealized, timeless state. The Ljosalfar revere the principle of Justice, fighting time and again to defend Amalur against chaos and darkness.

Temperament: Regal. Steadfast. Uncompromising.

The light elves stand with their Dokkalfar cousins to battle the relentless armies of the Tuatha. Though far from their frozen homeland, the Ljosalfar are determined to keep the fortress of Mel Senshir from falling into the hands of their enemy.


Racial Bonuses
Dispelling +2
Alchemy +1
Sagecraft +1


Patron Gods
Ethene: Goddess of Wisdom and Art +10% Mana
Gaea: Goddess of Earth, the Harvest and Fertility +5% Elemental Resistance
Mitharu: God of Order +6% Health; +6% Mana
Ohnshan: God of Air +6% Lightning Damage; +6% Lightning Resistance
Ynadon: God of Justice +10% Health

Dokkalfar (DAHK-al-far) -- Dark Elves

City and Homeland: Rathir, Plains of Erathell

A Dokkalfar Female

Alluring, magical dark elves. Inhabit the port city of Rathir.

The Dokkalfar are respected as sophisticated students of magic and diplomacy, yet it is their alluring presence that makes them so compelling. The dark elves are the ultimate manipulators, controlling the actions of others from the shadows. While their reputation for subtlety is well earned, many find the Dokkalfar so charismatic and compelling that they willingly parlay with them--regardless of the consequences.

Temperament: Charismatic. Intelligent. Seductive.

Though the port city of Rathir stands as a testament to their thriving culture, the relentless war against the Tuatha has put a great strain upon the Dokkalfar. The dark elves fight alongside their fairer-skinned cousins, the Ljosalfar, in an attempt to push back the unyielding armies of the Fae.


Racial Bonuses
Stealth +2
Persuasion +1
Sagecraft +1


Patron Gods
Aryllia: Goddess of Love and Beauty +5% Health; +1% Chance to Critcal Hit
Belen: God of Death +1% Chance to Critical Hit; +8% Critical Hit Damage
Ethene: Goddess of Wisdom and Art +10% Mana
Lupoku: God of Mischief, Patron of Brewing +6% Poison Damage; +6% Poison Resistance
Lyria: Goddess of Fate, Magic, and Luck +5% Mana; +5% Mana Regen per Sec

Fae

Fae (fay) - Magical beings dedicated to preserving the natural order. Divided into two main branches: Seelie (Summer Fae) and Unseelie (Winter Fae). At first glance the Fae may resemble mortals, but they have long existed as the embodiment of nature's influence in the physical realm.


Summer Fae

City and homeland: Gardens of Ysa in Dalentarth, The Faelands

A Summer Fae

The Summer Fae, also known as the Seelie, represent growth, warmth, and the emergence of life. Free of mortal ambition or desires, the Summer Fae steadfastly play out their role in the Great Cycle.

Temperament: Enigmatic. Magical. Eternal.

Though Fae are found throughout the wild places of Amalur, the Court of Summer inhabits the beautiful Gardens of Ysa in Dalentarth. Yet the Fae themselves claim to originate from a realm of pure magic, one they say lies beyond the Veil. No mortal has ventured to such a place, or if they have, none have been known to return.



Winter Fae

City and homeland: Gardens of Ysa in Dalentarth, The Faelands

A Winter Fae

Though the presence of the Winter Fae, or Unseelie, may elicit a sense of foreboding, it would be a mistake to look upon them as a force of evil. They represent the waning of the seasons, the entropy and death which are a necessary part of the Great Cycle

Temperament: Harsh. Unyielding. Inevitable.

In recent years, the Court of Winter has been plunged into chaos by the rise of Gadflow, a murderous usurper who stole the Winter throne. Though Gadflow's stranglehold over his people is near absolute, a small group of Winter Fae cling to the old ways and oppose the mad king, seeking some say to restore balance to the world.


Tuatha (too-AH-tha)

City and homeland: Alabastra, Alfar Kingdoms

A Tuatha Deohn

Sect of Unseelie Fae that has started a war against the elves

The Tuatha Deohn are a sect of Winter Fae who have unleashed chaos upon Amalur. When leadership of the Court of Winter was usurped by the malevolent Gadflow, the new king seized control of the Winter houses and rallied his people to war under the banner of the Tuatha Deohn. Gadflow's attack upon the Alfar kingdoms is driven by his devotion to a new god, whom the mad ruler claims is being born within the remote crystalline fortress of Amethyn.

Temperament: Brutal. Aggressive. Destructive.

Armed with deadly weapons forged from prismere crystal, the Tuatha are a relentless foe. When one falls in battle, another soon emerges from the Hollows to take up arms. It is uncertain how long the mortal kingdoms can hope to stand against this ruthless onslaught.

Gnomes

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