Celicine Peninsula

Celicine Peninsula and the surrounding area

Surface: Humans, Halflings, Gnomes, Lalafell, Wood Elves, Goliaths, Orcs, Goblins, Tabaxi, Leonin, Aaracocra

Underdark: Drow, Illithid, Thri-Kreen

The Celicine Peninsula is a relatively unknown and unimportant portion of the continent of Tessesscia. It sits in the northern hemisphere of the world, on the far east side of the continent.

## History

For most of its history, the peninsula was home to nomadic people. Wood elves, Thri-kreen, Halflings and Humans would move about the continent at regular intervals. Permanent settlements on the surface were difficult in the northern half of the peninsula due to the activities of the underdark.

The Underdark of the Celicine peninsula is home to one of the largest populations of Drow in the entire world. Seven drow cities span across the peninsula and the surrounding oceans, drawn to the area by its abundance of Adamantine ore veins. Any permanent settlements on the surface would be ransacked by drow raiding parties, who would rarely leave any survivors. However, during the second convergence, a shift took place in the power structure of the drow. A civil war erupted among their cities, as a religious split cut the already unstable politics of the Underdark in two. The drow became too busy fighting one another to care about what happened in the light of the surface.

When the drow raids stopped, and the nights became safer, settlements began to creep up along the coasts. Mines began to be dug and minerals were harvested from the surface in peace. The lands, once too hostile to inhabit, were now ripe for the taking.

## Nations

The Ceilicine Peninsula technically only holds 4 nations, but the surrounding area on the mainland, across the Lician sea, often come in contact with the nations of the Peninsula and will be included in this list.

### Gurruptoi

The Gurruptoi are less a nation than they are a series of tribes with a collective culture. They are a disparate group of tribes who live in the frigid areas of the northern tip of the peninsula. They are barbaric in their practices and the majority of their inhabitants worship Thrym, the god of Malice and Destruction. They mostly stay to the north of the Skolzheim mountains. Their constant infighting and their inability to conquer their elven have limited their ability to conquer any farther south.

### Quedem

The Quedem are a reclusive people who live in the Western parts of the Skolzheim Mountains. Their lands are surprisingly fertile and plentiful for how far north they are and the high elevations they live in. They wield the mysterious power of The Mist, a power few understand that allows them to dematerialize and rematerialize themselves at will. They are a peaceful people, but their warriors are deadly when forced to defend their homeland.

### Tevos

Tevos, or the Tevos Woodlands, as they are more commonly called, is the oldest civilization on the surface of the peninsula. This is the home of the wood elves, the distant cousins of the drow who live under their feet. The Wood elves are also very reclusive, preferring to keep to themselves and are often suspicious of outsiders. Most of their settlements are hidden or tucked away in remote areas where they would be hard to find. Their use of stealth and primal magic have kept them safe for generations, and they prefer to keep things that way.

### Susemia

Susemia is the newest Kingdom on this continent. Theirs is a society that was purely nomadic until the disappearance of the drow. Now they have three humble cities along the Susemian river that serve as a trading network mostly among themselves.  After all, they have little to offer their elven neighbors to the north, or their more advanced neighbors to the south.

### Ornatir

Ornatir is a kingdom of small folks. Gnomes, Lalafell, and halflings live in relative harmony along both sides of the Sayun Daiiar, the massive mountain range that cuts their kingdom in half. They are generally a friendly, if a little ostentatious, people. They prefer divine and arcane magics over the primal magics favored across the rest of the peninsula.

### Tesnik

Tesnik is a nation that doesn’t quit. This nation of halflings live on the edge of the penumbra marches, the beginning of the land of the eternal eclipse. They are what stands between the rest of the peninsula and the dark horrors that leak out from the everlasting shadow. They are an intense but not unreasonable people who dabble in the use of dark and primal magic, using the darkness to defeat the darkness.

### Razmatora

Razmatora is a land of beast kin. They are an honorable people who are known for their strong adherence to law and justice. ‘A Razmatoran always keeps his word’ is a common phrase, though not one that's strictly true. Razmatora was founded by the beast kin who escaped the land of the eternal eclipse when the corpse of Kvalik was first halted above them 800 years ago. Most of them dream of retaking their homeland of Kilai one day, but currently, that is more a fantasy than anything else.

### Tynos

Tynos is a nation full of mostly humans, but all are welcome. Tynos is a wild land with few resources to offer beyond its abundance of lumber. Those who live in Tynos usually live a modest life. The only real cities of note are the harbors to the north, where the shipwrights craft and create the best siling ships anyone will find in the Celicine Peninsula.

### Lician Free Cities

The Lician sea is host to 4 free city-states, home to the aquatic elves, Tritons, and water genasi. Each city has its own governing body, but all remain allies of one another. While they have been relatively free of from the drow raids and the encroachment of the dark creatures of the penumbra marches, the oceans present challenges of their own that have kept the Lician free cities occupied for their time in this world. But overall, they know relative peace.

### Voivode

Voivode is a land of decay and stagnation. It sits well within the shadow of the penumbra marches. While the sun is still quite visible in this region, the decreased sunlight has empowered the creatures of the night that do live there. It poses no major threat to the other nations around it, but its inhabitants are usually less than friendly.

## Geography

### Tevos Woodlands

The Tevos Woodlands are an ancient and mysterious forest with strong connections to the fey. Primal magic is strong within the deep shadows of its canopy. It is a place in balance with nature, but it does not feel welcoming. It is easy to become lost or turned around within its confines. It is a beautiful place, but also a dangerous one for those who would seek to upset its quiet balance.

### Sayun Daiiar

The Sayun Daiiar, or Earthen Tide, in the common tongue, is a range of mountains that cuts the southern half of the Celicine Peninsula in half, and it is the longest mountain range on the peninsula. This range of mountains was given its name because of its distinct shape. The mountains have a shallow slope on their southern sides, and a very steep slope on their northern sides, leading them to look, when viewed from the right angle, to look like a massive tidal wave of stone about to crash down across the earth.

### Glass Islands

The glass islands are a series of islands off the southern coast of Ornatir, surrounded by very shallow oceans. It’s nearly impossible to maneuver ships through the glass islands because of how shallow the waters are. Most ships that sail through this area cut their hulls on the sharp reefs. This combined with the fractal shapes of most islands in this area gives the region its name.

### Skolzheim mountains

The Skolzem mountains are a climate conundrum. For their Latitude and elevation, they should not be nearly as polarized as they are. The west side should be far colder, while the east side should be much warmer. It would be a phenomenon someone might wish to study if that area weren't always a war zone.

### Penumbra Marches

The Penumbra marches is the outermost layer of the Land of the Eternal Eclipse. In this area the sun can still clearly be seen, but the plant life struggles to grow, and creatures usually averse to bright sunlight, such as undead, find this area much more accommodating than areas of direct sunlight. Divine magic still functions here, but those who use primal magic find themselves feeling off afterwards, like the elements that make up the earth are tainted somehow, and those who dabble in the darker arts of magic find it a little easier to manage their magic inside the marches.

### Tear of Kvalik

The Tear of Kvalik is a massive crater. Before Kvalik was moved to cast its eternal shadow in one spot, a small piece of the dead primordial broke off and fell to the earth. The Tear of Kvalik is the site where this piece impacted with the world of Relden.