Wiki Amalur


Almere Valley[]

Homeland of the Almain.

The pastoral landscape the Almain call home is a fertile swathe of lush grasslands, bountiful farmland and dense forests nestled between the calm waters of Hessen Bay to the west and the rocky hills of the Ethenides to the south and east.


Legends say the whole of Amalur's history is held within Atirru the All-Knowing's countless rings. This sentient tree, one of the ancient Ring of Keozai, remembers old truths lost to the mortal races. Because such secrets are coveted by some and feared by others, Atirru is diligently protected by both Fae and the wild elves known as Hironar.

Avgrunn Sound[]

Barepike Peaks[]

Barking Spines[]

The mountains of the Barking Spines emerge from the surface of amalur like the jagged bones of an ancient, long-dead beast. Twisted trees grow thick in this land, weaving tightly entwined canopies that smother sunlight. The howls, yips and barks of gnolls who dwell here carry on the winds and echo through the rocky land.

Bloodwake Sea[]


Fed by the waters of Loch Breth, the fertile lands of Brethlund provide a bounty of grain and produce to the peoples of Fortenmar. Yet travelers should take care not to be entranced by this land's dark beauty - just beyond the safety of its villages lie ancient forests fraught with unnatural whispers.


The Distant, fertile frontier is a quiet place where mortals live alongside the fae creatures that inhabit its glades. The high cliffs to the east protect Bidana from the toxic influence of the Deadlands, though some fear it inevitable that the acidic deadflow may one day seep into this uncorrupted land.


A mix of rolling hills boreal forests and arctic tundra, Crownhold was named so by the Almain settlers who laid claim to this region. Its vast stretches of wilderness remain home to less civilized cultures who still consider these lands to be their domain.

Dinagian Basin[]

This dormant volcanic basin is known for its striking black sands and jutting cliffs of shale. Its arid lowlands are juxtaposed against lush highlands, with rivers and waterfalls emptying into Wallow Lake. Danger abounds, whether from native creatures such as the scorpion-like Serket or external forces such as the Durek invaders who established Harredhold during the Middle Kingdoms era.


Bays, caves and beaches line the shores of this dangerous coastland, which is home to the oft-contested settlement of Fort Olghorn. A variety of aquatic wildlife populates the waters of Dregshore. Inland, wild centaurs pasture in Abaroa Valley and kylopedes infest the labyrinthine caverns.


The Alfar live in the varied woods of the Eldrith region, with some areas of grassland and rolling hills near the coast in Tirna Nogth. The elves have fought time and again to hold these lands, such as during the Durek-Alfar War, but Eldrith has never been conquered.

Eldrith Coast[]


Home to the Apotharni, a proud and fiercely independent centaur tribe, Elgea is a land of grassy, open plains bisected by the Travanca River. The land's natural beauty has often been marred by conflict, as the centaurs face numerous threats - ranging from marauding cyclops tribes to invading giants from Jentilak.


Located south of the Frostbreak Sea, the Faelands is home to the Summer and Winter Courts, as well as numerous varieties of uncivilized wild fae creatures. Its varied terrain includes the enchanted forests of Dalentarth, the sprawling Plains of Erathell, the arid stone-scapes of Detyre, the twisted overgrowth of Klurikon, and the foreboding crystalline landscape called Alabastra. The Faelands are bisected by Driana's Vein, a channel of water named for the goddess of nature. The river serves as the dividing line between the two territories spanned by the Faelands: the lush, vibrant kingdom of the elves, called Alfaria, lying to the west; and the harsh, unforgiving expanse known as Fortenmar which looms to the east.


Alabastra, a stark, yet hauntingly beautiful land full of jagged rocks and alabaster trees, is home to the Court of Winter. The growth of prismere crystal has begun to overtake the forest, transforming the trees into a deadly tangle of impassable terrain.



Before Gadflow's rise to power and the aggression of the Tuatha Deohn that began the Crystal War, Bhaile was home to the Winter Fae. Located beyond the Alabaster Wall inside the mountain oasis of Fenester, this city decayed as the number of Fae living wihin its walls dwindled.

High Fulgen[]

Shadow Pass[]

Twilight Pass[]

Dalentarth (DAL-en-tarth)[]

Woodland region of the Summer Faelands, a scattering of human settlements and the Fae city of Ysa call it home.

The mystical forests of Dalentarth are home to many creatures-Fae, bolgan, boggarts, sprites and redcaps. The Fae Courts have tended this land for ages, preserving its wonderous beauty to the benefit of the Varani and other travelers.

Allestar Glade[]




located in Dalentarth [1]

Loch Diden[]



Lorca-Rane (LORE-cah RAIN)[]

A remote corner of Dalentarth where the ruins of some long-forgotten kingdom poke up from among the brush and trees. Home to Brigand Hall Caverns

Brigand Hall Caverns[]

Long a den of woodland rogues, its paths are riddled with traps and hidden treasure. Lately, however, they have become home to a new enemy of Order


The Sidhe[]


Nyralim the Unbreaking has limbs that cannot be shattered by any foce -physical or magical. The great tree, one of the Ring of Keosai, speaks to the Fae and mortals around it through visions, showing possible futures to those it deems worthy.



Gardens of Ysa[]

A city which was grown by hand rather than built.

The Gardens of Ysa have bloomed since the Fae first appeared in Dalentarth, an indeterminate time by mortal standards. Surrounded by dense forest, Ysa is a place of secrets, and there are many who will do anything to protect them.


Detyre is a vast, sun-bleached desert with tiered red-rock canyons and mesas framed by mountains. The gnomish city of Adessa rests upon its southeastern bluffs. Rich with minerals, the gnomes and other prospectors scour this land for a wealth of natural resources.


Located in the southeastern corner of Detyre, Adessa is the center of Gnomish civilization in the Faelands, its grand library a depository of the world's history and lore. Ruled over by a council of enigmatic and calculating figures, games of politics go hand-in-hand with the pursuit of knowledge.



The Hollowlands[]


The Red Marches[]


The Winter Fae - entropic cousins of the Summer Fae - inhabit this enchanted forest. Lesser Fae also dwell among the leafy trees of Klurikon, dusting the numerous waterfalls and ponds with spells both malignant and benign.

Caeled Coast[]


Drowned Forest[]

The Keening[]

Mel Senshir (mel sen-SHEER)[]

Ancient fortress of the elves. Under siege by the Tuatha.

Mel Senshir is an ancient fortress built to protect Alfar interests in the Faelands. Its thick, sturdy walls were made to withstand any siege - a notion put to the test through the long, bloody years of the Crystal Wars.

The Midden[]

Plains of Erathell[]

Nestled in the heart of the Faelands, the Plains of Erathell is a varied land rich with history and magic. Bordering Dalentarth and Detyre, Erathell overlooks the Phorian Strait, the waterway known to the Fae as Driana's Vein. From the majestic mountain Skycrown to the stunning architecture of Rathir, the land holds breathtaking sights that fill travelers with awe.



Visible from the farmlands of the Wolds to the far reaches of the Tywili Coast, the lone mountain called Skycrown stretches upwards at the heart of the Plains of Erathell. While its long shadow grants relief to weary travelers, there are those who whisper that hidden secrets lie within its depths.

Cradle of Summer[]

Legends claim this enchanted vale is the birthplace of the Fae in the mortal realm. Its majestic beauty provides a stark contrast to the harshness of the Forsaken Plain. The Cradle of Summer is protected by ancient magic, and thus never defiled by war or conquest. Recent disruptions caused by the rising tide of magic in the world, as well as more sinister forces, now threaten this peaceful area.


An Erathi dungeon In the South-West of the Plains of Erathell - Cradle of Summer.

Forsaken Plain[]

The Forsaken Plain is the most prominent scar left by a long-forgotten war. The region's fields and hills were forever marked by the powerful magic unleashed in that ancient conflict, leaving vast stretches where nothing grows. It has become the home of the refugees of the Crystal War and Alfar army deserters, as none but the desperate would settle here.


Historically, this quaint village has been home to Alfar, who harvest the abundant herbs and reagents found in the nearby Forsaken Plain and Cradle of Summer. Emaire was a quiet place until refugees of the Crystal War arrived from the Tywili Coast. Since then, tensions have run high as the villagers refuse to welcome the refugees, and the refugees refuse to leave.


Moon Camp[]

Anyone making the journey to Rathir knows how rewarding it can be to stop in Moon Camp, home of the Travelers in the Plains of Erathell. A bustling center of trade, Moon Camp is renowned as a haven for bards and tumblers, performers who earn their bread with bawdy tales and dashing smiles.

Tirin's Rest[]

Perched above verdant Galafor, Tirin's Rest was settled by Alfar travelers who became entranced by the peaceful tranquility of the region. Named for the visionary priestess who founded Rathir, Tirin's Rest was inexplicably spared the effects of war, which ravaged much of the Plains of Erathell.



Mel Aglir[]

Long ago, the Alfar lords of Kandrian ruled the eastern reaches of Erathell with an iron fist, protecting the land from beasts and bandits while upholding the laws of Rathir. In recent years, the current lord of Kandrian has pulled inward, using the security of the keep and the town of Mel Aglir to shelter his forces. This defensive posture has left Tywili, Acatha, and Kandrian itself open to attack by the Tuatha, and much of the land remains at the mercy of the fierce Tuatha raiders.

Virki (VER-kee)[]

Former elven stronghold in the Twyhli Coast, toppled by the Tuatha during the war.

Rathir (ruh-thEER)[]

City of the Dokkalfar located in Erathell. Overlooks the sea.

The majestic city of the Dokkalfar has stood for over a thousand years. Founded upon a spire of stone justting out over the waters of the eastern coastline, the dark elves have built Rathir into a city of trade and commerce. Like the dark elves themselves, the city resonates with great magic, resplendent beauty and hidden currents of power.

Gwalchmal's Goods[]
Arquivo:Gwalchmal's goods.jpg

A merchant stall located on the streets of Rathir.


A shop located in Rathir, owned by Marisal Cadyr and her husband.



Once a monument to the accomplishments of the ancient Alfar families who founded this area, the ruins of Tala-Rane now stand as a reminder of the infighting and betrayal that turned these mighty fortresses into a haven for beasts and brigands. For those willing to brave the dangers of the area, great treasures may await—but so too might an early death.

Twyhli Coast (tih-WILL-ee)[]

The war-torn eastern coast of Erathell. Site of heated battles with the Tuatha.

Culn (kuln)[]

Ruined Almain village in the Twyhli Coast, destroyed by the Tuatha during the war.

Once a rustic Almain village situated on the bluffs of the Twyhli Coast, Culn is now no more than smoldering ruins. The early days of the war took a heavy toll on Culn qnd much of the surrounding coastal region, from the gates of Rathir to the palisades of Kandrian Keep.

The Wolds[]


The sleepy town of Ayten was once a thriving trading post nestled in the peaceful farmlands of the Plains of Erathell. Though far from the front lines of battle, the citizens of Ayten have felt the impact of the war for the better part of a decade. As the distant city of Rathir rose to become the center of trade and commerce in Erathell, the Wolds have fallen to lawlessness and banditry.


The gnoll tribe known as the Brood of Cynoc strikes forth from their hillside caverns in Falkenmead, stealing from the farms tended by human settlers. Though its challenges are not for the meek, this land is a haven for those willing and able to till their fields and defend their homes.

Fate's Veil[]

Ever cloaked in mist and fog, this idyllic mountain valley was called Boroskaros -"the shrouded vale"- by the Apotharni who discovered it.Hallowed ground for mystics seeking to unravel the threads of fate, those who wander too far into Fate's Vales's labyrinthine canyons are never seen again.


City of the Ljosalfar elves.

Integrated flawlessly with its environment, this city serves as the main econmic hub of the Ljosalfar. Alfarian spires adorn prominent buildings while thoroughfares for the elves and their trading partners allow for passage between trees of the vale.

Fort Olghorn[]

Many kingdoms have coveted and conquered Fort Olghorn throughout history. Both the Varani Confederate and the Dverga claim they are the original settlers, and they often wrest control of the fort from each other, such as when the Varani reclaimed and fortified the city under the cover of the Long Winter.


Frostbreak Sea[]

Galdheim Mountains[]

Glen Suthain (The Eternal Vale)[]

Homeland of the Ljosalfar elves.

Icy peaks crest the frosted valley of the Ljosalfar, sheltering snow-covered forests and fields from the firgid northerly winds. Sculpted by the light elves, the timeless artistry of their Eternal Vale soothes all who are suppliant to her beauty.


The lands of Grundholm are as civilized as the people living within them -which is to say, not at all. The steaming swamps of Thousand Eye Gorge hosts the Crymbil, while the volcanic islands of Obsidian Isle house the Dverga. In the temperate coastland of Dregshore, wild fae and kobolds roam.

Heaving Swamps[]

A desolate moorland, the Heaving Swamps consist of peat bogs, low hills and tangled groves of massive trees. Lurking, giant ironworms tear apart the foundations of permanent structures and feed upon the flesh of unwary Skratta, savage goblins who have long hunted this inhospitable place.

Hellegat Cauldron[]

Hessen Bay[]

Hyperian Sound[]

Icebrine Coast[]

Adventurous souls who wish to escape civilization - or perhaps their past - seek out the wild and desolate coast of Icebrine. Sparsely settled, the diverse peoples that live in this northern land have learned that even primitive tribes such as the Karhun are not as deadly as the fierce, cold winds.

Icewall Peaks[]


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.

Lostmist Mountains[]

Lupoku's Bargain[]


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.

Mount Hyperia[]


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.

Obsidian Isle[]

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.

Port Myria[]

City of the Almain.

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.

Phorian straight[]

Primeval Wildwood[]

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.

Snarl Bay[]

Teeth of Naros[]

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.

Termin's Arroyo[]

The Baleful Sea[]

The Deadlands[]

The Ethenides[]

The Greater Appelas[]

The Perilous Staights[]

The Westguards[]

Thousand Eye Gorge[]

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.

Thull's Pass[]


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.

Thyrdon's Spires[]

Tirna Nogth[]

The area of southern Eldrith known as Tirna Nogth is a colorful and magical place rife with plant life and woodlands. This area shares its borders with the Westguards, the Primeval Wildwood and Hessen Bay. Cruel satyres and elusive nymphs have long frolicked in this beautiful land, which has remained largely untouched by the mortal races.

Tombshorn Peaks[]


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.

Vekreth Wastes[]

Volund Tundra[]

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.