Written by fantasy author R.A. Salvatore, Kingdoms of Amalur: Re-Reckoning is brimming with unique lore that makes the game come to life. Amalur is home to numerous new races of fantasy creatures, each with a fully adult culture, backstory, and outlook on the games' events.

While in that location are merely four playable races – those being the Almain, Varani, Ljosalfar, and Dokkalfar – the non-playable races still play an of import role in driving the games' plot and contributing to making Amalur the unique conglomeration of culture that it is. Each race has inverse the very nature of the Faelands, for better or for worse.

8 Almain

Alamin Monk at St. Eadric's Mission in the Sidhe, Dalentarth

The righteous human race hailing from Almere Valley, the Almain are noted for their dedication to establishing guild in the name of their patron deity Mitharu. Like all the non-fae races, they are newcomers to the Faelands, with many seeking to establish religious and political freedom away from their homeland.

The Almain are relatively small in number and accept no major city to call their own in the Faelands. However, they have quickly worked to found centers of worship and can be found in every region working to spread the word of Mitharu. What the Almain lack for in number they certainly make upward for in religious conventionalities. Almain can exist a good choice if y'all don't know what type of playstyle to cull from as they are essentially a blank canvas.

7 Kollossae

Kollassae from the Teeth of Naros DLC

A non-playable race first introduced in the Teeth of Naros DLC, the Kollossae are a race of giants whose culture and city of Idyllia mirror aboriginal Greek culture in many aspects. They have an analogousness for plays and comedies and tin oft exist found debating philosophy.

The Kollossae are giant in stature compared to all other races who make the Faelands their home, and they are as well the most isolated civilization. Another unique aspect of this race is their devotion to Ethene, the goddess of wisdom, despite their worship of Titans.

6 Varani

Ambassador Odvar inside the Embassy Hall in Ysa

The Varani are depicted equally the hardened merchants and mercenaries of the Faelands with petty interest in war unless there is coin to be made. They are said to be skilled diplomats and shrewd traders and take spent their limited time in the Faelands establishing trading outposts.

Moreover, the Varani are praised for their sailing skills and tin can oft be found wherever in that location are agile ports. Existence the only other human race in the game, they have a less varied appearance than the Almain. Varani tin be constitute in every major city or village and many of them are glad to tell you lot stories of their high-sea exploits. The Varani can exist a fun play pick for anyone wanting to rely on stealth, but their reputations volition follow you around the whole game.

v Winter Fae

Bisarane from the House of Sorrows in Klurikon

Perhaps one of the most notorious races in the Faelands, the Winter Fae, also known every bit the Unseelie Fae, were about completely destroyed by Tirnoch, who corrupted them into the Tuatha Deohn. Traditionally, they were seen as the natural opposite of the Summertime Fae, embodying death and decay in nature.

The Winter Fae were the image of the waning of the seasons in the Great Bike and fabricated their abode in the frozen wasteland of Alabastra. Since there was corruption in the Tuatha Deohn, most of the original culture from the Winter Fae was destroyed, but some remnants linger, such as the Firm of Sorrows.

4 Ljsoalfar

General Tilera inside Rathir in the Plains of Erathell

One of two races that make up the Alfar, Ljosalfar (or Light Elves), are most prominently shown in the battle against the Tuatha Deohn in brotherhood with the Dokkalfar. The Ljosalfar strive to preserve time and resist change, fifty-fifty going and so far every bit to freeze their homeland to preserve its perfect state.

They are known to exist proud and are quick to serve justice to whomever they see fit. All in all, the Ljsoalfar take strived to tame the wilderness of the Faelands and believe they serve a divine correct to any place they brand their homes. Their civilization is persistent throughout the Faelands and can be seen most clearly in the Plains of Erathell. You lot may want to consider playing a Ljsoalfar if you want to combine magic with might or finesse, since they are every bit adaptable in all skills.

3 Gnomes

Scholar Kalinotte Etrene inside Adessa

Deep in the heart of Detyre lies the city of Adessa, the seat of Gnome society and civilisation. Another not-playable race, the Gnomes are known for their dedication to truth and knowledge. Divided into three castes, Gnomish gild is extremely rigid and offers little in the fashion of social mobility. The three castes are Scholars, Templars, and Praetorians, each with their ain assigned duties.

Merely, this has not stopped the Gnomes from making big contributions to Amalur. It was a Gnome who created the Well of Souls, despite their weariness to outsiders. Exploring Adessa is a wonderful care for in experiencing Gnomish society. Gnomes, while rigid and unyielding in their traditions, are large contributors to the knowledge of Amalur.

2 Dokkalfar

Dokkalfar mage inside the Gardens of Ysa

The second Alfar race, the Dokkalfar (or Night Elves), have lived in the Faelands for many years — even establishing the urban center of Rathir as a hub of merchandise and commerce. They are renowned students in both magic and diplomacy and are known as master manipulators.

Dokkalfar have long played a role in the history of the Faelands, as they have had to atomic number 82 the fight against the Tuatha Deohn. Rathir has helped establish the Dokkalfar equally one of the most prominent races in the Faelands and they have several places of worship, study, and trade as a result. Because of their reputation, playing every bit a Dokkalfar is the perfect choice for anyone who wants to fight solely with magic.

1 Summer Fae

Gryamar a Summer Fae inside Ysa

The Summer Fae, sometimes referred to as the Seelie Fae, are the original inhabitants of the Faelands. They represent rebirth, warmth, and growth in the Great Cycle, and they promote life. Residing in the Garden of Ysa, they oversee the continuation of the Great Wheel from the Summer Court.

Every bit an immortal race whose bodies become reincarnated afterwards death, the Fae have left their stories all across the Faelands in lore stones. Each lore rock tells unlike stories and each story details the mythology of the country. As such, the Summertime Fae are the keepers of the land'due south history and know the most well-nigh its storied past earlier the other races arrived.

Adjacent: Kingdoms of Amalur: Re-Reckoning: Every Skill, Ranked