Thraw is the only kingdom in the Grand Alliance that is composed of a single race; Raptorians, only their own species is allowed inland and all trade is performed in the single large port. Their peaceful nature means inclusion in the Grand Alliance is important for their safety, fortunately they are the only beings capable of crafting a unique magical item (Kor Stones) which is sought after by almost all magical adventurers.

Before the Raptorians became a single nation, they were half a dozen fighting tribes, until a one of their shamans received a vision of what they could be. Over the next forty years this shaman shared his vision, literally, with the other tribes, peace was slow but when it finally arrived it was glorious.

The island itself is raised far above the ocean, with just one small mile long section low enough for outside trade, the height not only explains why only Raptorians were able to reach the island in the first place, but also keeps out most unwanted visitors.

Leadership

Goverment: Theocracy

A form of government in which a god or deity is recognized as the state's supreme civil ruler. Since said god or deity is usually absent from decision making, a self-appointed or elected leader or leaders of the religion of said god or deity will rule instead through personal interpretation of the laws commanded by the god in that religion's written law.

(Deity: Koradeen)
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Established: In another age

Diplomacy

Philosophy: Pacifism

Inherently peaceful, abhors all violence, will always seek a diplomatic resolution and will only ever engage if something directly threatens to harm them or their way of life.

Geography

Capital City: Illion
Geography: Farmland 30%, plains 30%, Mountains 30%
Landmarks: Citadel of Koradeen

Built shortly after the nation was founded, as a way to spread the newly discovered connation to the deity Koradeen amongst the Raptorian people.

The citadel is a huge structure, covering over ten acres and reaching four hundred feet high

At its core is the schools and training grounds, training young Raptorians in the art of combat, awaken their connection to the deities and perfect the forming of Kor Stones.


Location:
Built (Alliance Year): 1233 Alliance Calendar
The Perimeter Wall

A huge wall was built around the entire island, making its unassailable cliffs even more so. The wall is twenty feet high, except when the land falls to sea level and the wall was built even higher, some places even reaching forty foot.

Thraw wanted open trade but didn?t want to let outsiders inland so they built the wall around the port and constructed a huge iron barred gate to prevent traders passing inward.

The wall has a constant station of four thousand Raptorians, mostly stationed within its eight watchtowers, but on the walls, there are no blind spots.


Location: Around the entire coast, atop Thraw's large cliffs
Built (Alliance Year): 1446 Alliance Calendar
Climate: Hot

Theology

Primary deity:Koradeen (The Creator)
Lord of Storms: (


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Secondry deities:
Prohibited deities: All Others

Demography

Population by Race: Raptorian

The Raptorian race descends from a blend of human and bird constructed by Vorseth, although the millennia has seen them evolve considerably.

They are a martial race, but want peace above all else, they have a unique gift that allows them to make Kor stones, providing they have a connection to their deity Koradeen or Korilon.

[ Approx: 500,000 ]

Population Total: 500,000

[ Approx ]

Spoken Languages: Avan

A rare language, unpronounceable by most as its a series of clicks and whistles, its mainly used by the avian races of Terrainia.

Demonym: Thraws

The people of Thraw.

Laws and Justice: Individual Arbiter

A single person is appointed to be judge and jury for all crimes in their given area, typically this arbiter is either the lord of the land or appointed by them directly.

If a individual appoints more than one arbiter, each will have to follow the same code laid down by their lord.

Expected punishment for theft:

Punishment will typically result in exile

Magicial Law: Schooled

Magic is permited and through schooling, encouraged.

Main School: In West Talax
Architecture: Thraw Architecture

Stone buildings, Bare Walls, Whitewashed, Tall, Entrances above ground level, Large archways in outerwalls on upper floors, Wooden roofs, Glazed windows. Roads are paved, No sewage system. Farms are open wild ground.

Economy

State: Strong

A strong economy means high value goods are readily available, and wealthy induviduals often seek warriors for quests or for personal guard.

Taxation: None, Self Suffiant

This society doesnt collect taxes, they are self suffiant, living off the land, and having resources to sell far beyond that they need to buy

Minerals:
Commodities:
Main Exports:Kor Stones
Main Imports:All metals, Leather, Tools
Trade Partners:Talax

Map

Click for focused map, hover for preview.

Warfronts and Commanders


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Military Forces

Infantry:Perimeter Guard

Perimeter Guard

Region:

Thraw

Race:

Raptorian

Type:

Infantry

Mount:

(Can Fly)

Armour:

Light

Shield:

Weapons:

Composite Bow & Short Sword

Description

A wall stationed soldier, although each is schooled in all forms of combat, each chooses to specialise in one of the many forms.


[ Approx: 100,000 ]

Infantry:Port Guard

Port Guard

Region:

Thraw

Race:

Raptorian

Type:

Infantry

Mount:

(Can Fly)

Armour:

Medium

Shield:

Weapons:

Mace

Description

The strongest fighters, the keenest of archers, and the most faithful of clerics man the port walls and patrol the port itself.
These not only protect the wall and gate; they offer swift justice to those doing wrong.


[ Approx: 5,000 ]

Cavalry:Wind Riders

Wind Riders

Region:

Thraw

Race:

Raptorian

Type:

Infantry

Mount:

None

Armour:

Light

Shield:

Weapons:

Longsword

Description

Not cavalry in the traditional sense, but the Wind Riders are specialists in aerial combat and attacking while swopping past an opponent.


[ Approx: 10,000 ]

Trained Beasts:Avian Hounds

Avian Hounds

Region:

Thraw

Race:

Animal

Type:

Infantry

Mount:

(Can Fly)

Armour:

None

Shield:

Weapons:

Description

Avian hounds are a bird canine hybrid, fiercely loyal, incredibly intelligent, just shy of sentence they can communicate with the Raptorians on a higher level.
Because of this they make an excellent attack unit for the Raptorian army.


[ Approx: 50,000 ]

Warmachines:Scorpion

Scorpion

Type:

Warmachine

Mount:

Wheels

Material:

Wood

Ammunition:

Steel Bolts

Wooden construction which requires two soldiers to operate.

[ Approx: 500 ]

Unique Unit:Stormcasters

Stormcasters

Region:

Thraw

Race:

Raptorian

Type:

Infantry

Mount:

(Can Fly)

Armour:

Light

Shield:

Weapons:

Storm Sceptre

Description

An arcane regiment of Raptorians, the most powerful regiment within their army. Able to summon the elemental forces of electric and air.


[ Approx: 5,000 ]

Characters of Renown

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Characters of Infamy

Darius Stormbreaker (


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- Traitorous Stormcaster, escaped from prison

Wild Animals

Bears

Subtype (Name):

Archetype:

Class:

Native Plane:

Bears

Wandering

Material

Size varies by species. Resilient and strong, regardless of size, will attack anything that gets close.

Appearance:

Birds

Subtype (Name):

Archetype:

Class:

Native Plane:

Birds

Wandering

Appearance:

Boars

Subtype (Name):

Archetype:

Class:

Native Plane:

Boars

Wandering

Material

Species dependant on locality. Most often found alone as they forage for food. Small to medium in size, thick wiry fur and large tusks, will attack if startled, but otherwise not aggressive.

Appearance:

Elephantidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Elephantidae

Wandering

Hulking creatures, slow and purposeful. A long and flexible trunck extends downward from its face, able to manipulate it like a limb, gripping and moving things about.

Appearance:

Mustelidae

Subtype (Name):

Archetype:

Class:

Native Plane:

Mustelidae

Wandering

Material

A diverse range of carnivorous small animals, with distinct features they seam unrelated. Grouped together due to the similarities, sharp teeth, fury, long bodies, short heads and a bad temper.

Appearance:

Panthera

Subtype (Name):

Archetype:

Class:

Native Plane:

Panthera

Wandering

Material

Species dependant on locality. Most often alone, but a fearsome foe nonetheless. These wild animals are able to move about unheard and often unseen. Includes; Lions, Tigers, Jaguars and Leopards.

Appearance:

Snakes

Subtype (Name):

Archetype:

Class:

Native Plane:

Snakes

Wandering

Material

Snakes of a certain size can become deadly predators of even the most aware humanoids if caught alone. These large snakes wont seek out their next meal, they will sit, and wait, for as long as it takes.

Appearance:

Spiders

Subtype (Name):

Archetype:

Class:

Native Plane:

Spiders

Wandering

Appearance:

Wolves

Subtype (Name):

Archetype:

Class:

Native Plane:

Wolves

Wandering

Single or a pack. Wolves are dangerous foe to encounter if unprepared. They never attack if outnumbered, often led by a more savage Alpha Wolf. Slightly smaller than a human, grey fur, sharp teeth, keen senses.

Appearance:






The rise of the Elves-50000

Elfinihiar Creates the elves

The Rise of the Zariger Empire-4000

The Zariger expand aggressively outwards

Artwork of Terrainia

The kingdom page was last updated on the 1st Oct 23.
The Thraw database entry was last updated on the 1st Oct 23.
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ABOUT US

THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use, then in 2020 (during the world wide pandemic) our founder took the opportunity to flesh out the world even more and add this to the website during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists, budgets were low, it took time to find the right artists with the right style, but over the next few years the main cast got made, the deities, the primary heroes and villains, then monsters. it was important for the founder that all artwork was theirs, monster design was theirs, and in turn game systems were theirs, we did not want to copy or reproduce existing systems

Along with the game world, contributors are writing novels and designing games, all set within Terrainia, at the time this page was last updated there is no less than seven different games/books in production, and soon will have link to these games/books for you to immerse yourselves within.

So that’s us, we hope you enjoy the site, if you want to give us some feedback why not .

THE FUTURE

After this first wave of games and books who knows? but one thing for sure is there is plenty of material and our aim will be to share this world with as many fantasy fans as possible.

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