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Talk:Kingdoms of Amalur: Reckoning

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I'm pretty surprised by this, but it seems that no one has bothered to mention that the lore from this game is heavily influenced by ancient mythology. For example: 'Alfar' are directly named after the norse Dökkálfar (dark elves) and Ljosálfar (light elves). Although they have changed a lot of the mythology quite appealingly to fit into the game. Following up on my example, it's actually a subject of debate on whether or not the Dökkálfar was just another name for dwarves (the Svartálfar, meaning 'black elf' in contrast to the Dökkálfar being 'dark elves'). And the barghests, having absolutely no spelling change from mythology, were adapted into the game as the blue and red somewhat-bipedal creatures from the original description of them simply being gigantic black dogs. There are plenty of other examples, like the term 'fae' originally being a classification for many different mythological creatures, but I'm just here to point out some interesting facts and hopefully spark a good research-session by more active Wiki members. But mostly just because I'm too lazy to go and add all of these interesting facts myself though

- Kingoms of Amalur is heavily based on Celtic mythology. The Fae, for instance, are based off the Celtic depiction of the Fairies with the Crystal War being based off the Battles of Mag Mell (There were 5 of them and a sixth proffesized). The Tuatha Deohn, at least linguistically, take their que from the Tuatha Dedannan (meaning "Tribesmen [or Children] of Danu", with Danu being the druidic goddess of Nature). The Sidhe aswell is routed in Celtic mythology in which the Sidhe are the portals that link the mortal world with the spirit world. Even the heavy focus on the inevitability of Fate, being a very common theme in Celtic myth. Ohtarher (talk) 19:55, August 24, 2012 (UTC)Ohtarher

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