Player's Guide

== Player characters: ==
In GDEC: C&C, you journey to the north-west of the Valley, to the ruins of the ancient kingdom of Lycia. It has been well over a thousand years since Lycia was a powerful kingdom, and just under a thousand years since the last settlement was abandoned. Now Queen Illden of Skor has contracted The Great Downwards Engineering Company to find the heirs to the land, and make the jewel of the West shine once more. 
In the campaign you will play as two characters, who’re joined by a close bond. The first is a descendent of the Lycian noble court, and possibly of the royal line of Lycia itself. These are not adventurers or nobles, but common folk who probably don’t even know of their lineage. 
Now, Queen Illden is offering to outfit them and send them into the wilds of the Valley. While incredibly dangerous, this is a once-in-a-thousand-years opportunity for glory and riches beyond imagining.
The second character is an adventurer, bodyguard, mercenary or similar. Each noble-to-be has enough been given wealth to hire and outfit someone to protect them on their journey and to secure the land once they arrive. Since each noble-to-be has selected their nascent adventurer, it’s expected to be someone the noble either respects or knows well. A sibling, an old friend, perhaps a local rising star that they find themselves smitten with. Since you need to play both characters (occasionally in the same scene), your characters are expected to complement and play off one another, while still retaining their own identity. 
The game will follow the adventures of both groups. To keep the game simple and flowing quickly, often the groups will be separate. The adventurers will need to explore the land, expand its borders, and defend against threats. The nobles will need to focus on managing their fledgling community (if they even manage to get it off the ground) and work to restore Lycia to its former glory. Both groups will face hardships, and both will need to triumph if Lycia is ever to be more than a historical footnote.
=== What was Lycia? ===
Lycia was a small nation in the north-west of the Valley, in an area known as the Greenbelt. Most Lycian families could trace their heritage back many thousands of years, well into the mists of the 4th age. 
Lycia fell in the early days of the Fifth Era, as the land began it’s slow slide into depression after the Age of Glory. The power granted to the mortal races and the protection it afforded has gone, leaving mortals humble and gods distant. Added is the loss of prophecy, where even the greatest seers and oracles and only catch fleeting glimpses of possible futures, making it difficult to steer the mortal races away from disaster. 
Lycia was unfortunately positioned a good distance away from the rest of the major civilizations of the Valley, so while it was spared some of the early disasters (the sacking of Sandpoint, the rise of Kah-Lay-Mah, and the Night of Bones to name a few), it wasn't in a position to receive much aid as the situation in the Valley worsened as the 5th era rolled on.
By the 9th century E, Skor was ascendant, Tsar was booming, and when Lycia fell on hard times, many left for greener pastures. Lycia became too weak to protect its borders from raiders, and the nation dissolved not long after. The few scholars who studied it have not found a single great tragedy, but rather tales of corrupt officials, roving warbands, bandits and a thousand other malign trifles that eventually brought it down.
=== Races and Classes ===
No matter what race or class you want to play, there’s room for you somewhere in the campaign. The only requirements are that your noble character is a distant member of the Lycian noble line, and that they have a close (or at least strong) bond with your adventurer. Any class/race is on the table, but please ask first. This includes 3rd party classes/races.
Included below is a list of the noble positions at court, and your noble should aim to fill at least one of those positions.
=== Alignments ===
Any is fine. A chaotic alignment is also ok, so long as you can justify why you are part of this expedition and willing to help build a city.
=== Religions: ===
Everyone must have a faith of some sort, atheism doesn’t really make sense in a world where gods frequently show up to meddle in the affairs of humans. Your faith isn’t what you believe in as such, rather it’s a combination of how you wish to live your life, what you want to happen to you when you die, and what kind of support or comfort you expect during your mortal life. A follower of Mitra (LG goddess of Charity and the Sun) would expect to give some of their wealth to the church to aid the less fortunate, but would also hope for divine blessing if they themselves fall on hard times.
The gods of the Valley often take a personal interest in the goings on of their worshippers, and it’s valuable to at least have an understanding of your faith, especially if you’re a divine spellcaster. Paladins, Clerics and the like are expected to have a deeper understanding of their faith, their relationship to their deity and how they express it through their actions.
All Valley religions are acceptable. Dead gods are also acceptable choices of worship, although there may be some extra difficulty or effort involved in being granted divine spells of 7th level or higher. Dead gods are also very rarely worshipped, due to their inability to aid their worshippers, or grant them special privilege after death. Lesser gods are creatures that while are technically gods, they lack a formal church and the ability to grant spells
They’re listed in full elsewhere, but here is a summary:
* Arden (dead, native to the Sands): NG god of the Sun and Promises
* Balthazar: LG Archangel of The Capacity For A Thing To Do Good.
* Bowbe: CN god of Heresy and Rage
* Darach-Albith (native to the Dales): CG god of Elves and the Forests
* Dwerfater: LG god of Construction and Dwarves
* Evermage (lesser): LN god of Knowledge and Research
* Freya: NG goddess of Love and Fertility
* Leaf Dustfoot: CG god of Halflings and Travel
* Mitra: LG goddess of Charity and the Sun
* Muir (dead): LG goddess of Honor and Truth
** Kel (dead, lesser): LG god of Self-Sacrifice and Protection
** The Engineered Princess (Kingsleites) (dead, lesser): LG goddess of Valor and Duty
* Narrah: TN Goddess of the Stars and Moon
* Nivi Rhombodazzle ("Valley Rhombodazzlism"): TN god of Gnomes and Gambling
* Telephos: LN god of Crops and the Seasons
* Thyr: LG god of Kings and Judges
** Thyr (Radical Bofredism): NG concept of Community and Equality
* Vanitthu: LN god of Guards and Law
Also included for completion are the evil gods:
* Hecate (dead): LE goddess of Secrets and Magic
** Akbeth (lesser): LE goddess of Secrets and Magic
* Hel: NE goddess of Pestilence and the Self.
* Grotaag: CE god of Orcs and Pillaging
* Kal’Ay’Mah (dead): NE goddess of Assassins and Darkness
* Orcus (banished): CE Demon Lord of Death and the Undead
** Radical Kyrainism: CE splinter cult following the teachings of High Priest Kyrain.
* Set (native to the Sands):  LE god of Night and Subjugation
* Snurge: CE god of Goblins and Trickery.
* Tsathogga: CE Demon Lord of Frogs and Decay
== Noble Positions ==
With luck, cunning and a bit of elbow grease, Lycia could be restored to a functioning society once more. The nobles-to-be have their work cut out for them, overseeing the new settlement, establishing trade routes and dealing with logistical nightmare that success will bring.
While many hands do make light work, a little bit of specialisation goes a long way. Below are the positions one could eventually seek to fill, along with the benefits they’d bring the Kingdom.
A “vacancy penalty” is any time the role is unfilled. This may not just be due to an empty post, the difference between an army with a general they do not listen to is the same as an army with no general at all.
=== Mayor ===
The mayor runs the show, and is in charge of leading the other nobles towards a common goal. They’re also the head of state, and a figurehead for all people to look up to. This is not to say that the mayor must be aloof and perfect, rather they represent an ideal all people should want to strive for. Their alignment heavily influences how the kingdom runs.
* Benefit: A mayor boosts one of the kingdom’s main attributes: Economy, Loyalty or Stability, by an amount determined by their mental stats. Later they may be able to expand this to benefit two or even all three, if they can prove to themselves and the Valley that they’re up to the task.
* Vacancy Penalty: A town without a mayor cannot claim new land, or build new structures. Additionally, Unrest grows over time.
* Important Stats: Con, all Mental
* Important Skills: Diplomacy, Knowledge(History,Local,Nobility)
* Special: Two people can co-rule, as long as they are legally married. They can use the higher of their stats to determine bonuses.
=== Captain of the Guard ===
Also known as a Marshal, they patrol the area surrounding the kingdom, dispatching threats.
* Benefit: Increases the Economy of the area by allowing more trade, and selling the products of their hunts.
* Vacancy Penalty: The Danger of the surrounding area rises substantially.
* Important Stats: Strength or Dexterity, and Wisdom.
* Important Skills: Knowledge(Dungeoneering, Local, Nature), Perception, Survival
=== Captain of the Watch ===
The Watch Captain is responsible for patrols and crime-solving within settlements. They make sure the streets are safe to walk at night, and that stolen property is found and returned.
* Benefit: A good Watch Captain increases the Loyalty of the settlement.
* Vacancy Penalty: The Loyalty and Stability of the kingdom both decrease substantially.
* Important Stats: Con, Int, and Wisdom
* Important Skills: Bluff or Intimidate, Knowledge(Local), Perception, Profession(Watchman), Sense Motive
=== Councilor ===
The Councilor ensures that the will of the people is represented. Their demands may not always be met, but the Councilor tries to ensure that those in power are held to task by the masses. The Councillor is usually an elected position, and a Councilor who does not have the support of the people has an uphill battle ahead.
* Benefit: The councilor is largely responsible for Loyalty. They can also organise festivals and fairs.
* Vacancy Penalty: Loyalty slightly decreases, and Unrest grows quickly as the people feel they are not being fairly represented.
* Important Stats: Wisdom, Charisma
* Important Skills: Diplomacy, Knowledge(Local), Sense Motive
=== General ===
The general commands the kingdom’s army, and is often a public hero. They need to have the respect and loyalty of the troops, as well as a sound head for mass combat.
* Benefit: The General largely increases the kingdom’s stability.
* Vacancy Penalty: The overall stability of the kingdom falls, but there are no ongoing negative effects. However, the army will not be able to train or mobilize.
* Important Stats: Wisdom
* Important Skills: Profession(Soldier)
=== Grand Diplomat ===
The Grand Diplomat oversees relationships with the other nations of the Valley and beyond. They’re also expected to be the representative of the kingdom at all important events.
* Benefit: The Grand Diplomat increases stability slightly.
* Vacancy Penalty: Stability is slightly decreased, and it’s harder for the kingdom to expand into surrounding areas.
* Important Stats: Charisma
* Important Skills: Bluff, Diplomacy, Knowledge(History, Local, Nobility),
=== High Priest ===
The High Priest governs the kingdom’s religious needs and direction. They head up the kingdom’s chosen church, as well as providing divine guidance and protection.
* Benefit: A good high priest makes the kingdom more Stable.
* Vacancy Penalty: People expect a High Priest, and often look to them for guidance. Without one, the Stability and Loyalty of the kingdom decreases, and Unrest begins to mount.
* Important Stats: Wisdom
* Important Skills: Knowledge(History, Planes, Religion)
=== Magister ===
The Magister guides a kingdom’s higher learning and magic. 
* Benefit: A good Magistar increases the Economy of the kingdom.
* Vacancy Penalty: Without a Magister overseeing work and production, the Economy is diminished.
* Important Stats: Intelligence or Charisma
* Important Skills: Appraise, Craft(Alchemy), Knowledge(Arcana), Spellcraft
=== Spymaster ===
Not only worrying about foreign affairs, a spymaster is expected to keep tabs on the criminal underground, and any plotting that might be going on.
* Benefit: A spymaster can focus on providing a slight increase to Loyalty, Economy or Stability. They can change this focus each month.
* Vacancy Penalty: Without a spymaster, the Economy suffers due to the rise in crime, and Unrest begins to mount as revolutionaries and other types are left unchecked.
* Important Stats: Dexterity, Intelligence
* Important Skills: Bluff, Linguistics, Sense Motive, Stealth, Sleight of Hand
=== Treasurer ===
The treasurer organizes tax collection, and manages the treasury. They’re also in charge of organizing its defenses, as well as storing other valuable goods and arms.
* Benefit: Increases Economy as taxes are collected
* Vacancy Penalty: No taxes can be collected, and the Economy suffers as the kingdom’s ability to loan money is impaired.
* Important Stats: Intelligence
* Important Skills: Appraise, Knowledge(Engineering), Profession(Accountant)
== Minor Positions ==
These function the same as noble positions, but are purely optional. They give a small benefit if filled, but there is no penalty for leaving them vacant. 
=== Enforcer ===
This can be anything from an executioner to an assassin. When someone needs to die, or for any other reason the law must be enforced with brute strength, this is the person who does it.
* Benefit: Slightly decreases unrest due to the fear that they inspire.
* Vacancy Penalty: n/a
* Important Stats: Strength or Dexterity
* Important Skills: Intimidate
=== Guildmaster ===
There is always some disagreement between different industries in a large settlement. Where and how goods are transported, bulk discounts, and rules of competition are all set by the settlement’s Guildmaster
* Benefit: Slight increase in Economy. May help with Unrest during times of shortages.
* Vacancy Penalty: n/a
* Important Stats: Wisdom, Charisma
* Important Skills: Craft(Main industries), Diplomacy or Intimidate.
=== Stablemaster ===
There are many strange and wonderful creatures in the Valley, and someone needs to take care of everything that can’t speak for itself.
* Benefit: Helps finding and training new mounts and companions.
* Vacancy Penalty: n/a
* Important Stats: Wisdom, Charisma
* Important Skills: Craft(Main industries), Diplomacy or Intimidate.
== Campaign Traits ==
Where possible, your character should have one of the following traits. If there's not one for you, see me and we'll make one.
* Bastard: One of your parents was heir to the royal line itself, but your own birth is disputed. Perhaps it’s not clear if your father is the man you say he was, or your mother may have been a creature that does not reproduce by giving birth, such as an elemental or explanar creature. You gain a +1 to all Will saves as a result of your stubborn determination, but take a -1 to all social checks dealing with the nobility. Should your right to line be proven, this penalty is removed. 
* Brigand: Life can be hard, and one has got to do what one must to survive. You might have grown up in a bandit gang, taking from those who had more gold than steel. Or you might have been raised by con-artists (or worse) and this is the only life you’ve known. You know the tricks, how to avoid the law, and how to get things that aren’t exactly yours. You start with an extra 10d20 gp of ill-gotten goods, and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with other brigands, thieves, and their ilk. 
* Emissary of Thyr: Kingdoms, even dead ones, fall under the purview of the god Thyr. As a member of his church you have been tasked with keeping an eye on the project, and spreading, if not the good word of Thyr, then at least his tenants of a good and just rule. You retain the benefits of this trait, even if you later convert to a different religion. You gain a +1 trait bonus to diplomacy checks, and diplomacy is always a class skill for you. 
* Follower of the Fallen: Perhaps you met Saint Kingsley, or have heard tales of her heroism and sacrifice from those who fought alongside her. Either way, you follow what little is known of her life, and try to form a personal connection between yourself and the Engineered Princess, and practice often with her favored weapon. You gain a +1 trait bonus on weapon damage rolls while wielding a bastard-sword with one hand. 
* Forsaken of Greznek: Greznek's recent religious history has been a turbulent one, fraught with murder and abuse. Most goblins just go with the flow, worshipping whoever the guy with the biggest stick is telling them to. A select few however, have turned their back on the Gods altogether. As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws against divine spells. 
* Noble Born: Maybe after fleeing Lycia, your family married into another noble house. Maybe you’ve been taken in by another noble house and raised as their own. Regardless, you’re a member in good standing of one of the noble houses of the Valley. 
** House Elemander of the Forest Court: The fey of the Mosswood are an odd bunch, but no more so than usual for their kind. You’ve attended feasts in clearings and danced under the moonlight more times than you remember. You’ve travelled with the court and have met all kinds of wondrous creatures. You receive a  +2 trait bonus on all Diplomacy checks to deal with magical creatures, and a +1 trait bonus on Will saves against their spells and abilities.
Your family motto is “In their wings, in their trees” 
* House Ironvien of the Stoneheart Dwarves: Your long association with the “Guardians of the Valley” has left its mark. You’re used to moving through rubble in a regal manner, as well as inspecting the finer things in dwarven life. You can take a 5-foot step in difficult terrain (where the difficulty is due to rocks), and get a  +2 trait bonus on appraising gems. 
Your family motto is “We guard the Valley” 
* House Malice of the Tsar Nobles: The Malice family has long served the Mirrax Marines, and traces their heritage right back to one of the captains on Olivia Mirrax’s ships. It’s probably not true, but it’s a damn fine story all the same. As part of the Malice family, you’ve at least trained to one day become part of the Marines, if you hadn’t gotten a better offer. You gain a +1 trait bonus on swim checks, and swim is always a class skill for you.
Your family motto is “Water our field, Blood our crop” 
* House Ordheilm of the Tsar Nobles: The Ordheilm family have a long tradition of commanding armies throughout the world, and relocated to Tsar during its reformation centuries years ago. As a member of the family you have trained as a member of the army from a young age, and are more at home on the training field than at court. You deal +` damage while attacking an opponent you flank. 
Your family motto is “From Pharasma, Glory” 
* House Vlademar of the Sandpoint Nobles: There are many noble families in Sandpoint, but none so prosperous or mercantile as the Vlademar. While their name is obviously from distant lands, the Vlademar have been in sandpoint for centuries and helped keep the port-town the richest per-capita city in the Valley. You’re used to dealing with all sorts of people, and gain 2 additional languages (racial or trade languages). 
Your family motto is “By The Grace of Gold” 
* House Weyld of the Skorrian Nobles: The noblest of all families except the Aerim line themselves, the Weyld family has stood by the throne for as long as anyone can remember. While you’re familiar with the ways of court, you’ve spend hours every day training as a soldier, so you could one day take your place as a defender of the crown. You gain a +1 trait bonus on your CMD, and a +1 trait bonus on Acrobatics, Diplomacy, or Stealth. 
Your family mottos is “Loyalty Eternal” 
* Pioneer of the North: You’ve actually grown up in the area around Lycia, and know the ways of the land. You’ve learnt hunting, trapping, fishing, and how to coax crops from the cold earth. Whether because of your personal expertise and familiarity with the land or a desire to join an expedition to tame your native land, you’ve joined up with The Great Downward. You start play with a heavy horse or war pony, as well as a saddle and harness. In addition, choose one of the following skills: Climb, Handle Animal, Knowledge (Nature), Survival or Swim - you gain a +1 trait bonus on this skill. 
* Trainee Engineer: Due to some good luck and wise choices on your part, you’re already part of the Great Downward Engineering Company. A trainee within the company is usually assigned to another unit within the dominion to earn a few valuable life skills. 
** Boko’s Light of Zelkor (arcane casters only): The Lights of Zelkor are the Dominion Army’s caster unit. Boko himself is a strange man, covered in tattoos and surrounded by mystery. As thanks for Lord Shades saving his life, he returns to Dejune once or twice a year to help train new recruits. His training involves a lot of bivouacking, canoeing, tree-climbing and other activities not normally associated training spellcasting, but no one can argue with his results. You start play with an 2 extra hit-points. Your unit symbol is a glowing tree. 
** Dejune Adventurer’s Guild: The DAGs (yes, they know) are a fertile training ground for all would-be adventurers in the Dominion. They came into being in 1790E to deal with minor threats in the area, and were formally incorporated into The Great Downwards in 1794E. You gain a +1 trait bonus on Knowledge(Dungeoneering) checks, and Knowledge(Dungeoneering) is always a class skill for you. Your unit symbol is two parallel hammers. 
** Golem Guard: Mayor Tabitha’s personal legion are some of the most feared soldiers, not just in the Dominion but in the Valley itself. Tabitha is said to have been blessed by a powerful devil, and brings a cold dread wherever she goes. Her legion are expected to be an extension of her will, and you’ve learned from the very best. You start play with a shield of your choice. Additionally, you get a +1 trait bonus to Intimidate, and Intimidate is always a class skill for you. Your unit symbol is a pentagram. 
** Hengsha’s Runners: Hengsha, a deserter from Aberdeen was one of the first people to join the fledgling nation of Dejune. Hengsha commands the Dejune Guard, and keeps the surrounding areas safe. She is one of the fiercest fighters in the Dominion, and trains her guards to follow in her footsteps. You receive a  +1 trait bonus to your damage rolls while wielding two weapons. Your unit symbol is two parallel swords (also the symbol of House Jun-Jun). 
** Jel’s Roughriders: As part of one of the Greyton Guard’s most prestigious units, you’ve travelled the wilds of the Dominion, hunting bandits back to their forts and monsters back to their lairs. You’ve been bitten by a dozen different ornery mounts, and slept in more muddy ditches than you care to count. You’ve picked up a few skills, however. You gain a +1 trait bonus to Survival, and Survival is always a class skill for you. Your unit symbol is an axe over a horseshoe. 
* Valley Proud: You’re the salt of the earth. Hardworking, hard living, and well aware you might be eaten by zombie hyenas at any moment. When someone asked you to help raise a forgotten kingdom, you said “How high?”. You gain a +1 trait bonus to all Fortitude saves made while inside the Valley.