Thalindor - A Travellers Perspective
Hello fellow traveller, my name is Syrin Shaw and thank you for joining me tonight.
Thalindor is the only world I’ve ever known—a land of mighty kingdoms, endless rivers, and towering mountains. From the bustling streets of Highmoore to the frozen peaks beyond Wintershade, civilization thrives, connected by the Great Trade Route that stretches across the continent.
I have traveled these roads as a merchant, a wanderer, and at times, a fighter. have seen the golden fields of the heartlands, where farmers till the land and trade flows freely, I have passed through Krakenheim, the great port city of the west, where the scent of salt and the call of sailors fill the air. And I have walked the icy bridges of Wintershade, where the looming mountains whisper of ancient secrets.
But beyond all this, beyond the cities, the rivers, and the roads, lies the unknown—a horizon none dare cross, where the ocean stretches forever, and the Eternal Waterfall marks the edge of existence.
Three great house rule this land, each with its own semi-autonomous government and traditions but the bloodline of the house of Highmoore sits on, and inherits the throne.
1. The Kingdom of Thalindor (Central Realm) Highmoore is the beating heart of the kingdom, a city of nobles, scholars, and warriors.
The streets are filled with the banners of noble houses, the chants of clerics, and the whispers of merchants selling their wares.
The Mooreguard, our stalwart protectors, watch over the streets, ensuring order and safety. But even here, in the seat of power, factions scheme, and hidden dangers lurk.
2. The Northern Kingdom (Land of Ice and Stone)
Wintershade stands as the last city before the endless mountains. Here, warriors train, wizards study in frost-covered towers, and the people are as cold as the wind that howls through their streets.
Beyond Wintershade lies nothing but stone and snow, an unforgiving land where only the strong survive.
3. The Western Kingdom (Realm of Ships and Storms)
Krakenheim is a city built on commerce and conquest, where the noble houses command fleets, and the trade guilds hold the true power.
The Azure Armada ensures that the seas remain under our control, that no foreign invaders threaten our shores. No ship may cross the great oceans without their blessing.
After a great naval war a few hundered years ago, the two winning armadas now rule our seas, ever since our kingdoms have been isolated from the world with just a select few merchants are allowed to travel the seas beyond our waters.
The Azure Armada and the Crimson Tide keep the waters safe, but they also keep the waters closed, they say no ship sails past their watch—and that those who try never return.
For those like me, the Great Trade Route is the lifeblood of Thalindor. It begins in Krakenheim, winding through the lowlands, past ancient forests and sprawling farms, before reaching the towering gates of Highmoore. From there, it continues north, following the river roads, cutting through hidden valleys and dark tunnels, until it reaches Wintershade—the final stop before the mountains claim the land.
Along the way, there are inns, villages, and markets, where travelers share stories, sell their wares, and occasionally, fend off bandits and raiders. The roads are dangerous, but where there is danger, there is coin to be made.
I have seen bizarre creatures, from merchants selling enchanted tattoos in Highmoore to alchemists peddling forbidden elixirs in the marshlands. I have watched warriors duel in underground arenas, and I have walked past ruins so ancient that even the oldest sages know nothing of their origins.
But no matter how far I travel, one truth remains:
Or so we are told.
Thalindor is the only world I’ve ever known—a land of mighty kingdoms, endless rivers, and towering mountains. From the bustling streets of Highmoore to the frozen peaks beyond Wintershade, civilization thrives, connected by the Great Trade Route that stretches across the continent.
I have traveled these roads as a merchant, a wanderer, and at times, a fighter. have seen the golden fields of the heartlands, where farmers till the land and trade flows freely, I have passed through Krakenheim, the great port city of the west, where the scent of salt and the call of sailors fill the air. And I have walked the icy bridges of Wintershade, where the looming mountains whisper of ancient secrets.
But beyond all this, beyond the cities, the rivers, and the roads, lies the unknown—a horizon none dare cross, where the ocean stretches forever, and the Eternal Waterfall marks the edge of existence.
The Great Houses of Thalindor
Three great house rule this land, each with its own semi-autonomous government and traditions but the bloodline of the house of Highmoore sits on, and inherits the throne.
1. The Kingdom of Thalindor (Central Realm) Highmoore is the beating heart of the kingdom, a city of nobles, scholars, and warriors.
The streets are filled with the banners of noble houses, the chants of clerics, and the whispers of merchants selling their wares.
The Mooreguard, our stalwart protectors, watch over the streets, ensuring order and safety. But even here, in the seat of power, factions scheme, and hidden dangers lurk.
2. The Northern Kingdom (Land of Ice and Stone)
Wintershade stands as the last city before the endless mountains. Here, warriors train, wizards study in frost-covered towers, and the people are as cold as the wind that howls through their streets.
Beyond Wintershade lies nothing but stone and snow, an unforgiving land where only the strong survive.
3. The Western Kingdom (Realm of Ships and Storms)
Krakenheim is a city built on commerce and conquest, where the noble houses command fleets, and the trade guilds hold the true power.
The Azure Armada ensures that the seas remain under our control, that no foreign invaders threaten our shores. No ship may cross the great oceans without their blessing.
The Edge of the World
After a great naval war a few hundered years ago, the two winning armadas now rule our seas, ever since our kingdoms have been isolated from the world with just a select few merchants are allowed to travel the seas beyond our waters.
The Azure Armada and the Crimson Tide keep the waters safe, but they also keep the waters closed, they say no ship sails past their watch—and that those who try never return.
The Trade Route: A Traveler’s Path
For those like me, the Great Trade Route is the lifeblood of Thalindor. It begins in Krakenheim, winding through the lowlands, past ancient forests and sprawling farms, before reaching the towering gates of Highmoore. From there, it continues north, following the river roads, cutting through hidden valleys and dark tunnels, until it reaches Wintershade—the final stop before the mountains claim the land.
Along the way, there are inns, villages, and markets, where travelers share stories, sell their wares, and occasionally, fend off bandits and raiders. The roads are dangerous, but where there is danger, there is coin to be made.
I have seen bizarre creatures, from merchants selling enchanted tattoos in Highmoore to alchemists peddling forbidden elixirs in the marshlands. I have watched warriors duel in underground arenas, and I have walked past ruins so ancient that even the oldest sages know nothing of their origins.
But no matter how far I travel, one truth remains:
This is our world. This is Thalindor. And beyond it... there is nothing.
Or so we are told.

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