The Gamican Peninsula

Description
The Gamican Peninsula, so called for the special abilities people from the peninsula have, is made up of twenty-six regions that are allied in various ways. The peninsula itself is found at the southern end of the Southern Continent.

List of Regions
Abilene - Land of Meadows

Bergen - Land of Mountains

Cov - Land of Metal

Deme - Land of Ponds

Eirwyn - Land of Ice & Snow

Faelising - Land of Rocks

Gamaliel - Land of Caves

Hilenn - Land of Brush

Itzal - Land of Shadow

Jamé - Land of Dunes/Beaches

Kir - Land of Moors

Lé - Land of Air

Metsänn - Land of Forest

Nadí - Land of Rivers

Odeck - Land of Light

Pysné - Land of Pools

Quaer - Land of Lake

Retë - Land of Clouds

Shepho - Land of Deserts

Tanwen - Land of Fire

Uman - Land of Marshes

Vife - Land of Reefs

Wevrae - Land of Magic

Xiágûn - Land of Canyons

Yokov - Land of Ocean

Zavannen - Land of Savannahs

Political Alliances
Abilene, Bergen, and Gamaliel are all loosely allied with each other

The Cov Confederation

 * Cov
 * Nadí
 * Uman
 * Vife

The Queendom of Eirwyn
Jamé and Shepho are loosely allied with each other
 * Eirwyn

Lé and Retë are loosely allied with each other

Kir, Metsänn, Hilenn, and Zavannen are loosely allied with each other

Itzalian Empire

 * Itzal
 * Pysné
 * Tanwen

Odeckian Republic

 * Odeck
 * Quaer

Wevrae Aristocracy
Xiágûn has no allies
 * Deme
 * Faelising
 * Wevrae

Rulerdom of Yokov

 * Yokov

Special Gamican Abilities
Beings born in the peninsula's different lands have the abilities of certain domains depending on what land they are from, as well as the animal domain. Beings from certain lands will also have certain spells that they can never, ever access. Even if a person is not a spell caster, they can automatically cast the spells from the spell list if their level matches the cleric level needed to cast. Each spell available to the person can be cast once per day, and if the person is a spell caster, this does not affect the rest of the spell slots used per day. If a spell resides in a restricted school (wiz), the wizard will still be able to cast that spell.

They also are able to use wild shape as a druid would at half of their level (but never less than once/day, and rounding down if necessary), with one caveat; wild shape is restricted to one animal, plant, or elemental and cannot be changed. It is with them from birth. Though this lasts their entire life, there are rumors that there are beings who have changed or lost access to the ability, for reasons unknown.

How Base Classes Function
Barbarian - Gains the spell list from the land they were born in, and one option for wild shape. Cannot cast any other spells other than those available.

Bard - Gains the spell list from the land they were born in, and one option for wild shape. Will also use the normal bard spell list, with the restrictions of their land brought into play.

Cleric - Gains the spell list from the land they were born in, and one option for wild shape. Will also use the normal cleric spell list, with the restrictions of their land brought into play. Are still able to specialize in two domains that are not either restricted by their land or already part of their spell list.

Druid - Gains the spell list from the land they were born in. Wild shape for a druid functions differently, in that they will have more options for wild shape than non-druids and non-spell casters. All new options available must be different from that which has been with the being since birth, and different from each other: Will also use the normal druid spell list, with the restrictions of their land brought into play.
 * At level 8, a new large wild shape option is available
 * At level 11, a new tiny wild shape option is available
 * At level 12, a new plant wild shape is available. If the prime wild shape was a plant, it is a different kind of plant
 * At level 15, a new huge wild shape option is available
 * At level 16, a new elemental wild shape option is available. If the prime wild shape was an elemental, it is a different kind of elemental
 * At level 20, a new huge elemental wild shape option is available. If the prime wild shape was a huge elemental, it is a different kind of huge elemental

Fighter - Gains the spell list from the land they were born in, and one option for wild shape. Cannot cast any other spells other than those available.

Monk - Gains the spell list from the land they were born in, and one option for wild shape. Cannot cast any other spells other than those available.

Paladin - Gains the spell list from the land they were born in, and one option for wild shape. Will also use the normal paladin spell list, with the restrictions of their land brought into play.

Ranger - Gains the spell list from the land they were born in, and one option for wild shape. Will also use the normal ranger spell list, with the restrictions of their land brought into play.

Rogue - Gains the spell list from the land they were born in, and one option for wild shape. Cannot cast any other spells other than those available.

Sorcerer - Gains the spell list from the land they were born in, and one option for wild shape. Will also use the normal sorcerer spell list, with the restrictions of their land brought into play.

Wizard - Gains the spell list from the land they were born in, and one option for wild shape. Will also use the normal wizard spell list, with the restrictions of their land brought into play. If a spell or spells found on the land spell list conflicts with one of the wizards restricted schools, that spell or spells are exceptions. However, a wizard from this peninsula has to give up three schools of magic instead of two when specializing.

Religion
Though the Southern Pantheon of gods is worshipped here, it is more likely that a being will worship one or many of the gods of the Gamican Pantheon.