Everything We Know About Kingdoms of Amalur: Reckoning

GameFront has put together a three-page feature that rounds up "everything we know about Kingdoms of Amalur: Reckoning", though I'd argue that you could learn as much or more by checking out the official website or playing through the demo. Still, it's a nice reference to have:
As characters unlock Abilities, they will in turn gain access to Destinies, Reckoning's highly flexible take on a class system. Instead of your character class determining which Abilities are available, the opposite is true. Unlock enough Abilities in a certain category, and you will become eligible for certain Destinies. There are seven in total, each with either five or six sub-Destinies:

'¢ Fighter (Brawler, Fighter, Soldier, Warrior, Conqueror, Warlord)
'¢ Fighter-Mage (Guardian, Battlemage, Crusader, Paragon, Champion)
'¢ Fighter-Rogue (Duelist, Warden, Avenger, Slayer, Blademaster)
'¢ Jack of All Trades (Seeker, Wayfarer, Adventurer, Prodigy, Polymath, Universalist)
'¢ Mage (Acolyte, Initiate, Seer, Sage, Sorcerer, Archmage)
'¢ Mage-Rogue (Disciple, Arcanist, Warlock, Spellcloak, Shadowcaster)
'¢ Rogue (Rogue, Scout, Hunter, Ranger, Assassin, Nightblade)

The game will also include nine non-combat skills, including Stealth and Trading, and feature three crafting skills, Alchemy, Blacksmithing, and Sagecraft. It's not clear whether these count as part of the nine skills, but each crafting skill does provide its own weightless bag to hold ingredients, which is convenient.

Reckoning's five Factions also provide an opportunity for Progression, as they lie at the center of a variety of epic quest chains. They are:

'¢ The House of Sorrows: This questline will center around the moribund monarchy of the Winter Fae. As the their name suggests, things haven't been going so well.
'¢ Travelers: A sort of Thieves Guild/Gypsy Camp hybrid. These light-fingered rogues are led by a mysterious ruler called The Heirophant, and can be found in Dalentarth, Detyre, and outside Rathir.
'¢ Scholia Arcana: A scholarly group of powerful magic-users, the Scholia Arcana will need all the resources they can get a hold of in Amalur's turbulent (Age of Arcana.)
'¢ Warsworn: An ancient guild of mercenaries, whose skills were honed battling some sort of ancient evil. Their martial prowess is newly useful, thanks to the predations of the Tuatha.

The House of Ballads: Dedicated to re-enacting the Summer Fae's greatest epics, the House of Ballads is comprised of an idiosyncratic breed of warrior-thespians.