How many locations in amalur




















Idylla, the awe-inspiring city of the Kollossae, hovers amidst the clouds high above the mountainous Teeth of Naros. It serves as a testament to both the indomitable will of the Kollassae people and their unwavering devotion to the goddess Ethene. The lush bounty of Kordrus' farmlands is rivaled only by that of Falkenmead to the north. Six lakes and frequent rain showers provide ample fresh water for irrigation and a number of fishing villages established on their shores complement a bounty of crops that supply many great kingdoms with succulent, nourishing victuals.

Laren is home to the Hylarans, an aquatic race that lives in and around its lakes and waterways, such as the turbid Hessen River.

Here the Ljosalfar founded a city of magic study called Tolyndrae and the Almain settled the prosperous city of Nordenholdt. A shrouded landscape oft beset by battle and woe, the Lostlands sit perched at the edge of the civilized world.

Though pockets of peace and prosperity can be found, the long shadow of the Tyrgash kingdom hang heavy over those who dare to call this land their home. The Midlands are the most fertile regions in Alfaria, though even more rugged and wild than neighboring Valaria. With danger lurking along even well-traveled paths, unwary adventurers are as likely to run into a pack of vicious gnolls as they are a party of noble centaurs.

Ruined towers are all that remain of strongholds built long ago to push back against the tide of chaos at the dawn of Amalur's history. In Mithros, the free villages of Karth and Turris thrive as hubs of trade in a land unburdened by the tyranny of kings and crowns. South and east of Thyr, the lawless badlands of Narlcross serve as home to frontiersmen and horrid monsters alike.

Composed of rugged mountains, dense forests and putrid bogs, this land offers limited respite for those who rely on the comforts of civilization. Long ago, the Dverga sailed in search of a homeland, eventually landing upon the shores of Obsidion Isle. From this bulwark, they have fought off empire after empire that sought to conquer or control them. This rugged volcanic island pulses with the indomitable spirit of Amalur's infamous seafarers.

Bordered by the Vekreth Wastes to the north and the Deadlands to the east, Oldgren may seem an unlikely region for any civilized folk to call home. Yet these ancient lands cradled some of amalur's earliest cultures and remain appealing for those seeking a life free from the political squabbles of the great kingdoms. The mountainous beauty of Othyris features breathtaking vistas and landscapes adorned with the stunning architecture and statuary of the Kollossae.

More lush and fertile than the rocky peaks of Naros, Othyris is home to those giants who wish to remain closer to the spirits of the earth. Founded during the era of the Middle Kingdoms, as a hub for trade, the town of Port Myria flourished with the brith and rise of the Alamin people.

Though the valuable cargo flowing in and our of the old port town can be a tempting target, few have successfully attacked this well-defended city. The Primeval Wildwood is an ancient forest, older than most other woodlands in Amalur. Heavily influenced by the Fae, it has become an overgrown, lush shelter for both magical and natural creatures.

Shafts of light pierce the canopy, providing spots of ethereal beauty amidst the dark yet lovely glades that abound within its depths. Featuring a lush canyon bordered by desert-like scrublands, a river running through the canyon sustains the vegetation and the creatures that make their homes along its banks. Many aggressive cultures live in Sindir and the constant warring with ettins and kobolds often disrupts the larger ambitions of the great kingdoms of Fortenmar.

Following a vision given to them by their goddess, the Kollossae settled in the Teeth of Naros and built the floating city of Idylla. Amidst rocky peaks, this region's sparse valleys valleys connect the homelands of the Almain and the Kollossae with the rest of Alfaria. Named for the vast swarms of arachnids that inhabit it, this hot, humid land provides a refuge to the Crymbil, who built a new life in the swamps after a violent split with their vicious cousins, the Skratta.

Thousand Eye Gorge's moist, nutrient-rich soil fuels the growth of exotic plants that the goblins harvest into potent potions and poisons. The scrublands and dry basins of Thyr, though less fertile than the regions of Alfaria, provide enough sustenance to maintain a variety of kingdoms, cultures and creatures. Sindir and Dinagian Basin, like their inhabitants, bear the scars of many battles.

The area of southern Eldrith known as Tirna Nogth is a colorful and magical place rife with plant life and woodlands. Cruel satyres and elusive nymphs have long frolicked in this beautiful land, which has remained largely untouched by the mortal races. A series of steep cliffs that are all but impassable dominate the mountainous terrain of Tormeton.

Legends tell of dark secrets buried long ago within the hidden depths of the mountains, but if any ancient evil slumbers here, it has yet to awaken. Populated by various tribes of humans throughout the early history of Amalur, the Alamin and the Kollossae call this region home. Despite the prominence of these two great kingdoms, trolls, gnolls, minotaurs and Deinir have staked out and maintained footholds in more remote areas of Valaria.

The fearsome ogres of Fortenmar have long lived and warred upon the cold, unforgiving ground of Volund Tundra. Plateaus surround wind-worn valleys and fierce creatures of all sorts make their homes in natural caves along the steep cliffs.

The flora and fauna here are as hardy as the landscape itself. Amalur Wiki Explore. Playable races Non-playable races.

Alchemy Blacksmithing Sagecraft. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 3. Categories Cleanup Needed Locations Add category. Cancel Save. You can find it in Odarath, just southeast of the House of Ballads. There is a hidden door directly west of the Lorestone seen in the circular room at the north end of the dungeon.

Open it and follow the path to get to the Lorestone, which overlooks the circular room. Detrye is the desert land that covers the southern portion of the Faelands.

Klurikon is across the water on the eastern side of the Faelands. Alabastra is south of Klurikon, and the home of the Tuatha. The entrance is inside the House of Vengeance. See maps of those areas for exact locations. See those maps for exact locations. The final Winter Lorestone is in Bhaile. See the Bhaile map in the previous section for the exact location. Mel Senshir Shattertier Mine. Seven Widow Mine. Meathra's Den Tinehil. Alfar Camp Sioran Crypt. Bonnlach Castle Sanctuary Grotto.

Balor's Crossing Rahnil. Fallen Hall Ghennig. Camp Moondown. Glowlode Cavern. Ariade Camp. Echoing Light Mine Weconai. Ashmoor Evantide. Prismere Basin Cann-Rane. House of Vengeance. Court of Winter. Join the page discussion Tired of anon posting? Submit Submit Close.



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