Abilene

Description
A land of rolling meadows. The best image to give is the Shire, mostly minus hobbit houses. There are many small hills, though they start to turn into foothills when you get closer to Bergen. There are two rivers that run through this land, heading to the sea. The sea and mountains are visible to each other if you are as keen-eyed as an elf.

More images can be found here:

http://gamicanpeninsula.tumblr.com/tagged/abilene

Cities and Towns
Kielmo is the largest city in the area, and the only one with a major magic market.

Harmill is a coastal town towards the north, and has a decent fishing market.

Ronami is to the south, and does not have much going for it besides a high population of drow elves from Gamaliel.

Alliances
Abilene is only loosely allied with Bergen and Gamaliel, and itself has no central government.

Races Found Within
Primary races are, in order of prevalence: Most any other races would be from another nearby land.
 * 1) Humans
 * 2) Elves (very high percentage of drow, almost 75%)
 * 3) Half-elves
 * 4) Centaurs
 * 5) Half orcs

Special Gamic Abilities
Beings born in Abilene have the abilities of the healing domain in addition to the one that all other lands have, the animal domain. Beings from Abilene cannot cast death, or death related spells.

Common wild shapes from this land include wolves.

Granted Powers
You can use speak with animals once per day as a spell-like ability.

Add Knowledge (nature) to your list of class skills.

Animal Domain Spells
* Can only summon animals.
 * 1) Calm Animals:  Calms (2d4 + level) HD of animals.
 * 2) Hold Animal:  Paralyzes one animal for 1 round/level.
 * 3) Dominate Animal:  Subject animal obeys silent mental commands.
 * 4) Summon Nature’s Ally IV*:  Calls creature to fight.
 * 5) Commune with Nature:  Learn about terrain for 1 mile/level.
 * 6) Antilife Shell:  10-ft. field hedges out living creatures.
 * 7) Animal Shapes:  One ally/level polymorphs into chosen animal.
 * 8) Summon Nature’s Ally VIII*:  Calls creature to fight.
 * 9) Shapechange F:  Transforms you into any creature, and change forms once per round.

Granted Power
You cast healing spells at +1 caster level.

Healing Domain Spells

 * 1) Cure Light Wounds:  Cures 1d8 damage +1/level (max +5).
 * 2) Cure Moderate Wounds:  Cures 2d8 damage +1/level (max +10).
 * 3) Cure Serious Wounds:  Cures 3d8 damage +1/level (max +15).
 * 4) Cure Critical Wounds:  Cures 4d8 damage +1/level (max +20).
 * 5) Cure Light Wounds, Mass:  Cures 1d8 damage +1/level (max +25) for many creatures.
 * 6) Heal:  Cures 10 points/level of damage, all diseases and mental conditions.
 * 7) Regenerate:  Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
 * 8) Cure Critical Wounds, Mass:  Cures 4d8 damage +1/level (max +40) for many creatures.
 * 9) Heal, Mass:  As heal, but with several subjects.