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33.33% Game of Thrones: God Amongst Men / Chapter 1: Becoming a God
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Game of Thrones: God Amongst Men

Autor: Soul_of_a_Simp

© WebNovel

Capítulo 1: Becoming a God

[Welcome to Heaven, or at least the Human version of it]

[There are no golden gates with a "God" waiting for you. No, your universe was a simulation but your life was real]

[For giving this program a spark of interest, we are willing to give you a second chance in your favorite fictional world, Game of Thrones]

[But, it wouldn't be Heavenly if you had to struggle, right? so I have created a series of screens, please go through them and select the many benefits that you want in your new life]

[You will begin in the year 294 A.C. Four years before the start of season one]

[You have 10,000 CP, Enjoy]

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You can be any age between 15 and 60.

=== [Backgrounds] ===

[Drop In]

Hmm? Well, it seems you've chosen to simply pop out into existence at the location of your choice. As a result, you'll have no memories of this place to distract you but you'll also be alone in a foreign land without any native allies or friends for that matter.

[Administrator]

Some men fight wars on the battlefield, some fight them with words, you fight them with coin and bureaucracy. You found your talents lie in the art of coin counting and Stewardship and so that's where you went, and it has taken you places. You're a middling level administrator within either a Free City of your choice or the Seven Kingdoms.

[Diplomat]

Some use a sword to grab the power they wish, yet many of them disregard that a clever tongue can lead to the same gains. Often much more easily, as you can demonstrate; you are a competent diplomat and your smooth-talking has managed to earn you a decent position

[Mage]

Unlike many in this Era, you have a talent for the arcane, as a result, your magic-based abilities are able to grow faster than normal and you can grasp magical theory and knowledge at a faster rate than others.

[Warrior]

You, like many, have dedicated your life to the art of war. Whether you're a Dornish spearman, an Essossi sellsword, a Southron Knight, or a Braavosi water dancer, you are a warrior.

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'Hmm, the first three are a massive NOPE, and the magic in Game of Thrones seems limited but powerful, so... make me a Warrior... that way, I should at least know how to protect myself'

'Oh, right! my age... make me twenty-six'

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Choose Freely

=== Location ===

[Westeros]

1. The North

The Last civilized bastion of the First Men, and the Old Gods, ruled by House Stark of Winterfell.

2. Iron Islands

A kingdom with a dearth of resources beyond iron, stepped in a culture of piracy, ruled by House Greyjoy of Pyke.

3. The Westerlands

Rolling hills and mountains, rumored to have gold under every rock, ruled by House Lannister of Casterly Rock.

4. The Riverlands

A most fractious people in the most fertile land of rivers and hills, ruled by House Tully of Riverrun.

5. The Vale

Since the Andal Invasions this kingdom of valleys and mountains has had House Arryn of the Eyrie ruling.

6. The Crownlands

The lands once ruled by House Targaryen, currently ruled by House Baratheon of King's Landing.

7. The Reach

the Kingdom of Chivalry, of Summer Knights, and Plenty. Currently ruled by House Tyrell of Highgarden.

8. The Stormlands

the Kingdom of the Stormlords, of Martial Might. Currently ruled by House Baratheon of Storm's End.

9. Dorne

This desert kingdom melting pot of Andals, First Men, and Rhoynar, ruled by House Nymerios Martell of Sunspear.

10. Beyond The Wall

Congratulations on starting in hard mode. This area includes the unknown regions beyond the Five Forts. Take +300cp for doing it rough.

[Essos]

1. Western Essos

From Braavos in the north to Valyria in the south, the Narrow Sea in the west, and Qohor in the east. You are a Western Essosi, most likely from the Valyrian Freehold, but Andals and the Rhoynar also hail from this area.

2. Central Essos

From Omber down to the Painted Mountains, across to the Bone Mountains, and everywhere in between. This area covers Ib, the Dothraki Sea, Slaver's Bay, Lhazar, and Qarth.

3. Eastern Essos

From the Bone Mountains to the Grey Wastes, the Shadowlands, and everywhere east of the Jade Gates. This area covers Yi Ti, Leng, Asshai, Great Moraq, the Thousand Islands, and the great plains of the Jogos Nhai.

4. Sothoryos

The Unknown and Uncharted Sothroyos, Basilisk Isles included.

5. Summer Sea

The Summer Isles aren't the only islands in the Summer Sea. There's also Naath, the Basilisk Isles, and the infamous Stepstone archipelagos.

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'Damn, some of these I've never even heard of, where the hell is the Jade Gates?... well, obviously in Eastern Essos, dumbass', he thinks while facepalming.

'If it's okay, I'd like to choose my starting place at the end.'

[That is perfectly fine]

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[Free] Human

Whether you are an Andal, Dothraki, First Man, Rhoynar, or Qartheen, you are a bog-standard human. For an extra 50 cp, you can be a pureblood Valyrian.

[200 CP] Brindled Men

The Brindled Men are the native inhabitants of Sothoryos. Somewhat hoglike in appearance, massively muscled, big-boned creatures with long arms, sloped foreheads, huge square teeth, heavy jaws, coarse black hair, flat noses that suggest snouts, and thick skins brindled in patterns of brown and white.

[200 CP] Giant

Standing at 10 to 14 feet in height, Giants are one of the original inhabitants of Westeros. Capable of great feats of strength, Giants are covered in a shaggy pelt of fur which greys as they age. Giants tend to have somewhat poor eyesight, relying more on a mixture of smell supplemented by their sight. A giant's body is somewhat triangular, with sloped chests and a lower torso that is twice again as wide as their top half. Females look very similar to male giants, with both being bearded.

[400 CP] Old Ones/Merlings

Merlings are half-human, half aquatic beings found all over Planetos. As a species, there is an extraordinarily wide range which a Merling's aquatic characteristics can take. Common manifestations include the traditional top half human bottom half fish as well as a more frogman-esque look with long limbs, webbed digits, and a human face. When submerged, Merlings gain a massive amount of dexterity, flexibility, and speed. By default, you will be capable of living on land, however, water-rich environments like rivers, oceans, or extremely humid jungles will always be more comfortable for you.

[500 CP] Dragon

Dragons on Planetos are fairly similar to most of their fellows in fiction. They possess a long, serpentine body with four limbs (two short back legs and two wings as forelimbs), scales, horns, a large color variation, fire breath, and reproduction through the laying of eggs. In addition, dragons never stop growing - the largest dragon on record, Balerion the Black Dread, had a head the size of a carriage when he died at nearly two centuries old - as well as their incredibly powerful magic which is mainly displayed through their nigh-unstoppable fire breath and their ability to hibernate inside the egg until awakened. Unlike most dragons, you will be fully sapient if you choose this option.

[500 CP] Others

You are a member of the White Walkers. You were created before the Age of Heroes by the Children of the Forest in order to protect them from the First Men. The magic used was, however, highly unstable, and you broke free and, under the leadership of the Night King, you destroyed your bonds and went South in order to wreak your vengeance against both your former masters and their new human allies.

Wielding great necromantic powers and control over winter weather, you are able to bring winter with you wherever you go. You also wield greatswords or lances made of ice, able to pierce even dragon scales and shatter all but dragon steel, which, along with dragonglass, are your only weaknesses. You are immune to Dragonfire. You are also immune to time, able to remain living as civilizations are born and crumble around you. You are also inhumanly strong and fast, being barely weaker than a Giant and far more agile. Or you can be one of the Others, ethereal, beautiful, and terrifying.

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'Okay, Fuck no, to the Brindled One, Merlings, Dragon, and Others... I'll go with Andal'

'I mean, being Dragon sounds cool and all but I feel like life would get boring after a while... and fuck off with being a White Walker... Jesus Christ, that life would suck.'

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The first 100 CP perk for your origin is free, the rest of your Origins perk tree are discounted to half price.

=== [General Perks] ===

[100 CP] Musical Skill

The Art of Song and Instruments, one you're quite talented at, to the point that many would compare your skill to the late Prince Rhaegar Targaryen.

Weaving new songs and music comes as easy to you as winning the hearts and minds of your audience and you'll find that you seem to never run out of inspiration; drawing ideas from your experiences and environment.

To think, with this alone you could indeed make quite a lot of coin; though do be careful, not every King or Lord enjoys a good song.

[100 CP] Frey Pies

You are a world-class chef capable of making any material taste delicious, and masking any flavor.

[100 CP] Golden Rule

Do Unto Others is a pretty good rule, and those who abide by it tend to be honorable, which you are. However, a full understanding of this rule is that the way people treat others is how they wish to be treated.

If you deal with an oathbreaker, a kingslayer, a traitor, or some other dishonorable monster without being honorable, well, people just see it as a sign of your wisdom, and their comeuppance.

[100 CP] A Reyne of Terror

You are a very intimidating person. How this presents depends largely on what you are doing. If you're acting honorably, they will see you as someone truly noble.

Alternatively, if you're acting with ill intent, they will see you as someone to be scared of. This comes with a willpower boost whenever you are doing something you believe necessary

[100 CP] Tradecraft Skills

You have skills in a mundane trade of your choice which someone of Planetos of your political standing, geographic location, and time could conceivably learn.

This includes being a Myrrish glassmaker, a carpenter, a brewer, or other such trades.

[100/200 CP] Linguist/Linguist Unparalleled

You can speak any human language as if you grew up with it. For 200 CP, you can speak the language of any sapient being.

[100/200/300 CP] Social Climber

Lord: Your house controls a portion of a kingdom. Examples of this are the Umber of the Last Hearth, the various Khals of the Dothraki Sea, or the ship captains of the Iron Islands.

Great House: The leaders of your kingdom, your house holds sway over an entire section of your country. Examples of this are the Starks of Winterfell, the Martells of Dorne, or the Good Masters of Astapor.

Royalty: The Big Kahuna, yours is a lineage which sits on the throne. You are probably close in line to ascend it yourself.. Examples of this are the Sealord of Braavos, the Emperor of Yi-Ti, The Baratheons or Targaryens of the Seven Kingdoms. Interestingly though, this counts if people have good reason to believe you're in the Dynasty. So Joffrey, Myrcella, and Tommen all count, as does Viserys, Dany, and Young Griff.

[200 CP] Resistant to Magical Area Effects

Does an area seem too cold to be natural? Is an area still volcanically deadly even almost five hundred years after the area was blighted by an unspecified doom? Perhaps being too long in an area will cause grayscale to latch onto you.

Well, no longer. You are resistant to the effects of magical environments, be the source of a curse, damnation of fourteen gods, or just a shroud worn by the White Walkers. Now, it takes a bit longer for the effect to affect you.

As long as you're moving through the area, the magic won't take hold on you, but the moment you stop with the intent of staying, the magic will very slowly start to work, 1% per ten minutes until you start leaving the area again. When it gets to 100%, the magic works on you as it would any other person.

[200 CP] Smith

You are a skilled blacksmith, capable of forging most things seen on Planetos. Items forged by you are better at their intended function in some way, with swords being sharper, plows plowing more easily, armor blocking blows more easily, or decorative items being more eye catching.

Whilst by default you cannot forge Valyrian Steel, if you also purchase the Valyrian Steelsmith perk further down, you will no longer need access to dragon fire to create such works and will be capable of working with starmetal.

[300 CP] Born of the Divine

There was a divinity in your family history, and no matter how many generations the benefits have skipped over, they are shining through you now.

You're a little taller, a lot smarter, a little more attractive and charming, and a fair bit stronger and faster than you were before. You will live maybe half again as long as others of your kind, and be in full vigour until the end of your years.

This works as a capstone booster, boosting all of your perks slightly, but most especially all of your capstone perks.

=== [Racial Perks] ===

[300 CP] Giant's Strength (Free for Giants)

The children of stone, one thing all giants have above all else is strength. You are a true paragon of your race, with a strength similar to that of any three giants.

This is enough to casually lift literal tonnes, and also provides a small height bonus, making you a head taller than the average of your race, or you were before.

[300 CP] Aqua Affinity (Free for Old Ones/Merlings)

When submerged in water, a merling gains an overall boost to everything about them, from their physical attributes to their spirit and intelligence.

[300 CP] Blessing of Valyria (Free Dragons)

As perhaps the closest there is to magic given form, dragons are given many abilities. The chief amongst these are their intensely magical fire breath, their flight and their continual growth throughout the entirety of their lives.

Dragonfire, whilst a dragon is young, is barely capable of lighting straw on fire, yet as they age, this quickly changes till eventually, a dragon's breath may melt stone and steel, or incinerate a man to ash. Dragonfire also has intensely magical properties, with it being involved in some way with the creation of dragonstone, valyrian steel, and a vast array of artifacts created by the Valyrian Freehold before it's destruction.

A dragon's ability to both fly, and grow continuously throughout their life in violation of the square cube law is tied again to their intrinsic magic, with their bodies being made of magically infused materials which are far lighter, stronger and more durable than any non-magical material could hope to match. Truly, dragons are magic's most beloved.

If you take this perk without being a dragon, your body becomes intensely magical, with everything from your skin to your bones, blood, organs, breath, bodily fluids or hair being so imbued with magic that they count as top tier magical reagents.

Quenching a freshly forged metallic object in your blood might transform it into Valyrian Steels whilst simply breathing on a rune might be enough to power it for several days. Fires, and heat of any kind, will not burn you.

[300 CP] Songs of the Earth (Free for Children of the Forest)

Those who sing the songs of the earth have many gifts. Chief amongst these is the ability to speak the True Tongue, a great affinity for magic, and a deep spiritual connection to nature which increases potency of nature based magics.

The True Tongue is based on the sounds of the world, including things like wind on leaves, rain on water and the sound of stones in a brook. By binding themselves to a weirwood, an earthsinger may live for far longer than any other of their kind.

There is evidence that some of the Children currently alive today were amongst those who created the Others 12,000 years ago.

[300 CP] Winter's Children (Free for Others)

More than any other beings, the White Walkers are the children of winter. This manifests in their immensely powerful winter magic, as well as their ability to reshape ice into any form they wish.

At first, all you will be able to do is create crude forms out of ice, and affect the weather around you towards the cooler side. But as you gain experience, you will learn to create weapons of ice capable of cutting castle forged steel like butter as well as alter the weather on a large enough scale to plunge an entire continent into a decades long ice age.

As one of the others, you also possess the ability to raise vast armies of the dead as wights. Other species can do this if they practice, however White Walkers have a greater affinity, and are capable of simultaneously raising hosts numbering in the thousands with a bit of effort.

If you also purchase Necromancy, this increases to tens, or even hundreds of thousands at once, and dramatically reduces the cost of necromantic abilities.

=== Drop-In Perks ===

[100 CP] Way of the Land

As wanderers move they pick up knowledge of the lands they visit and now so do you. When you start your new life, you immediately gain a basic understanding of the world's history and languages as well as the important figures with it.

[100 CP] Traveler's Hospitality

A hearth to rest one's feet at, and a table to eat and drink at, something we all desire and something many travelers don't always get, is something you can get with ease. You have a bit of an aura that makes people open their doors to allow you to stay and rest for a bit so long as you aren't a problem.

Of course this can always be undone if you're a monster who rapes and pillages his/her way across nations but then why would you be looking for fellowship?

[100 CP] The Adventure Never Ends

The life of a wanderer can be boring at times for many but fortunately this isn't a problem for you. You're constantly being pulled into events wherever you go.

For instance, if you wander into a town you may be asked to help deal with some bandits or, if in a nation's capital, you may be pulled into a conspiracy to kill the King.

If ever you tire of adventure, then this ability will fade until your wanderlust ignites once again.

[200 CP] Strands Of Fate Are Meaningless

This world shares a very important trait with your world that many others lack, the fact that death can be right around the corner and when your luck has run out and you've been surrounded it is the end.

For this is the power you hold, anyone who you clash with has any protection from fate/plot armor removed and is thus forced to face you like a normal person with only their abilities.

This is also applied to plans and such of yours which would normally fail due to the intervention of obscene luck or fate allowing you to be a threat to even the greatest heroes.

[200 CP] The Onion Knight

You are an amazing smuggler. This may not sound like much, but it comes with a host of benefits. You are a master sailor, capable of taming the fiercest of sea storms, and in addition, are truly superb at hiding things.

When hiding things, you seem to be exceptionally good at causing people to overlook you, which stops officials and unwanted individuals from noticing your concealed cargo.

Finally, if you are ever caught, officials will be far less likely to hit you with the full punishment. You will still be punished, but the punishment itself will be drastically reduced in severity.

[300 CP] Cold Hands

It is common for men to break when they come eye to eye with the Dark. You are made of far stronger stuff. Even tortured to the brink, isolated and abandoned, you will never forget your beliefs and purpose.

If you are part of an organization, that organization will always recognize you as one of them, as long as you abide by their rules to the best of your ability.

In addition, your unfathomable willpower grants you immunity to possession or trickery based magics such as warging, mind control, glamours or shadow binding.

[400 CP] Sellsword for Hire

Despite the feudal nature of this world, you have no trouble travelling the land, and can easily be hired by competing factions without them killing you.

Want to work for Tywin, then go live in the Sunspear? Go ahead. Want to live as a free folk then join the Umber's household? Sure. Want to be a Night's Watchmen, then leave? I guess.

Essentially, despite anything you might normally expect, you may freely join or leave an organisation without consequence.

[500 CP] She just kind of forgot..

Napoleon said not to face an enemy too many times, or you will teach them your entire art of war. This is no longer a problem for you, as once per year, you can guarantee an oversight on their part. How many times can an enemy fall for the old "ship full of wildfire" trick? Well, how many years will they be fighting you at sea?

[Capstone Boosted] She just kind of forgot.

Rare is the man who can say he saw the Stranger coming. Now, you also share this trait, as, no matter how many times you pull a trick, your enemies never seem to learn your patterns, favoured tactics or methods.

This perk does not affect any intel gathering, it just makes them both A) far more unlikely to actually do so, and B) ensures that, even if you always begin the battle with the same tactics, that it remains a surprise over and over again.

=== Administrator Perks ===

[100 CP] Well Read

An educated man is a valuable thing at any time. In addition to basic literacy in the local language, and common trade languages, you have a wide yet shallow general knowledge appropriate for a learned person of Planetos.

[100 CP] Littlefinger School of Persuasion

You are great at convincing others to do things for you which probably aren't in their best interest. This works best when used against those you dislike, are somewhat opposed to and yet still capable of talking to in the first place.

Obviously, as this perk relies upon talking to people to persuade them, it won't work on those who you can't sit down and convince in the first place. Examples of this would be sworn feuding enemies, people on the battlefield, or quick decisions.

It also takes you time to convince someone - generally at least an hour or two unless they already agree with you.

[100 CP] First Choice

When someone is considering who to appoint for a position you desire, you will be the first name that comes to mind. Whilst this won't stop them from choosing someone grossly more qualified and experienced, it will give you an edge if it's a choice between you, and someone of a similar or slightly greater competence.

[200 CP] "Trustworthy"

Ordinarily, when a single group or faction gains a monopoly, people start to get a bit… antsy. Thankfully, you don't have this problem! When it comes to you and your business, people tend to gloss over any unsettling details which in any other person would send alarm bells ringing.

"I've been seeding malicious rumors about myself and your wife? No, you can trust me." or "I'll definitely help you expose the secrets of the people who keep me in power." always seem to work no matter how suspect they really are.

This doesn't work on anyone who you've out and out declared as an enemy though.

[200 CP] Light Touch

Sometimes, when engaging in any endeavour, you don't necessarily want people to link that activity back to you. This perk makes such connections far less likely to occur. For example, if you were to become the accountant of an organization, then suddenly the money situation drastically changed, people would most likely not link it back to you.

Alternatively, you could slowly gain monopoly over a market through shady strong-arm business practices, and be undetected by any save your competitors. Be aware that this perk does have its limits, and if you are making large scale changes which are either suspicious, or not in line with what people would expect, people are far more likely to realise and take action.

[300 CP] Maester of the Citadel

Whether you are a Maester, or simply have the accreditation, you have studied enough to have forged a full chain, and are the equal of any Maester of the Citadel in academic knowledge.

This knowledge stretches from healing to scholarly knowledge, science and the training of ravens, who carry messages in the Seven Kingdoms.

[400 CP] A Coin in Little Fingers

You have a way with money that most don't gain in their lifetime, for you're able to turn investments into entire enterprises and find money in industries no one else would and how to manage your economy with ease.

For this extends to cover all avenues of trade such as seaborne and others and you'll always be the first to find out about new and more importantly wealth inducing trends. In the right position, you can sink an entire empire into dangerous levels of debt.

You can easily do the opposite as well, and make the kingdom flourish, creating trade opportunities that wouldn't have existed without your expertise.

[500 CP] True Nobility

You're actually a ruler worth the name. You can lead skillfully and with great prosperity. Under your reign, the realm will experience a golden age as great as that of Jaehaerys himself.

[Capstone Boosted] True Nobility

Your wisdom and ability to lead is truly akin to that of the Crone. Under your reign, trade flourishes, the gifts of the land multiply tenfold, and your people grow ever greater as a nation and as individuals. The main area this blessing effects though, is your diplomacy.

When you go to the negotiation table, you can easily turn hated enemies into your closest allies. All but the most fanatical will be swayed to your cause, and it would take a truly monumental blunder to lose them.

=== [Diplomat Perks] ===

[100 CP] Old Blood

Within your veins pumps the blood of one of the Great Houses of Westeros, such as Stark or Lannister. As befitting of your blood, people give you more attention than they normally would when you demand it and are far more likely to bend to your demands or orders than normal.

This also gives you a bit of divine right to rule causing vassals to be far less likely to betray you, after all your family has ruled well for centuries.

[100 CP] Guest Rites

By taking this perk, those with whom you make promises or agreements in good faith are far more likely to hold to them. This is strongest in promises not to attack you, but even then, sufficiently motivated or honorless individuals may break them.

To break agreements made with you would generally require someone to hate you with all their being, be single-mindedly devoted to whatever cause motivates them, or in some other way find breaking the oath to be the lesser problem.

[100 CP] Beautiful

You are a beauty alike to that of Shiera Seastar or Ashara Dayne, a beauty that turns heads and makes men do anything to obtain it. Alternatively, if a man, you can be as handsome as Prince Rhaegar Targaryen was said to be.

[200 CP] Advisor to the Throne

It is a sad but common fact amongst those who seek to advise kings, that their leaders do not always take it very well. Luckily, you will never share those unlucky souls' fate, as, no matter your personal relationship with someone, their mental state or the particular news, you can be safe in the knowledge that they will both take it on board and won't harm you for doing so.

This only works if you are sincere and faithful in your attempts to help however, inciting rebellion amongst their subjects or undermining their rule would still get you arrested for treason.

[200 CP] Silver Tongue

You are a skillful orator, storyteller, and performer, capable of great snark and japes. As a side effect of this, you are a truly brilliant liar and incredibly persuasive as a general rule.

[300 CP] King Beyond the Wall

Much like the many Kings Beyond the Wall who have existed over the years, you are a prodigy when it comes to convincing disparate groups and factions to work together.

When it comes to creating cooperation, you could unite a people of a thousand kingdoms, bridge a divide of hatred which has stood several thousand, then keep the resulting alliance together long enough for the factions to first learn to work together, then, with lots of work, forge that alliance into a cohesive whole - though that would probably take decades, maybe even generations if the hatred was as strong as that between the Night Watch and the Free Folk.

[400 CP] Breaker of Chains

When you make a decree which is unpopular, the people damn well follow through with it, because you are their leader! With this perk, any orders you give to your followers, subordinates or subjects are actually followed in both word and spirit.

[500 CP] Words of the Father

It's said that Words are Wind, that they're as reliable as the men who speak them, and as such they've no more value than the currents of the air. Yet you know this to be false, for the words you speak are as good as gold.

Whenever you speak truthfully people will listen and believe: a Night's Watchmen could walk into King's Landing with naught but the hand of a slain Wight and return with the combined armies of the Seven Kingdoms at his back or a proud King could be convinced that his children are in fact another man's and be spurred into action.

[Capstone Boosted] Words of the Crone

As wonderful as diplomacy is it isn't always an option in reality, well normally it isn't always an option. Your reputation as someone who speaks with a silver tongue with a heart of honor has blessed you.

You'll always be able to bring another party to the negotiation table and have them negotiate with you in good faith.

=== [Mage Perks] ===

[100 CP] Divination

Whether you do it by looking into the heart of the flames, communing with the weirwoods, or simply have it as an innate gift, you are capable of seeing other events.

At first, this gift will manifest as fleeting glimpses of important events occurring to those close to you, but with practice, you will eventually be able to see first the past, and then later, the future.

The limitation on only being able to see the fates of those who you know will go away as you get stronger.

[100 CP] The Blood of Kings

For most maegi of Planetos, the main struggle of magic is creating a large enough sacrifice. Thankfully, thanks to this perk, a weaker sacrifice can be used instead, with no loss in power.

If the magic calls for mass human sacrifice you may get away with a single human sacrifice and a whole lot of animals. If instead, it calls for human life, human flesh should work. If it needs a single animal sacrifice or human blood, you may scrape through with pure willpower.

Nonetheless, for whatever reason, when it comes to you, magic seems just a touch cheaper.

[100 CP] Mummer's Farce

At least in Westeros, magic is commonly believed to be dead or faded. This makes it harder for an aspiring mage to gain the patronage often necessary to get reagents and artifacts with which to do magic.

Thankfully, you don't have that problem. You are an expert in getting people to believe in your prowess and can get them to sacrifice things on your behalf to power your magic. Yes, you too can convince a man to burn his own daughter!

[200 CP] Beloved of Magic

Ordinarily, the overall strength of magic on Planetos is related to the tides of the earth, and the existence of magical creatures such as dragons. This means that in times of great magical power, the least of magicians could cast complex and powerful magics limited only to the strongest in times when magic wanes.

Of course the flipside of this is that in times when magic isn't strong, magicians can barely cast, with that same magician from before barely being able to summon sparks of fire with an ignition source. You gracefully avoid this problem, as magic seems to favor you, preventing any such environmental factors from affecting your power negatively.

[200 CP - Can be purchased multiple times] Magical Tradition

[Aeromancy] Primarily practiced in Asshai by the Shadows, aeromancy is the use of magic to manipulate the air. This magic can be used to create a variety of effects, including creating gusts of wind, creating vacuums, sucking things close through strong winds, the summoning of scything winds to flay your enemies, and sucking the breath from a man's body.

Quite frankly, aeromancy can, with enough magic and effort, do whatever you can imagine wind magic as being capable of.

[Alchemy] Alchemy covers a diverse array of disciplines relating to the creation of substances or materials with magical powers. The two main effects of alchemy are the refinement or transmutation of things into better versions of themselves, and the infusion of magical properties into objects. Known effects include the transmutation of base metals into gold and the creation of wildfire.

In addition, the Alchemist's Guild of King's Landing have long maintained that there are vast secrets to the practice, so in time, you can learn to create things like an elixir of life, a panacea, a universal solvent, various potions, or the infusement of a magical effect into another material.

[Glamoring] A specialty of the Faceless Men, though used by various other groups, glamoring is the use of magic to create an illusion. Glamors do not actually change the appearance of an object - to do that requires additional work which is also covered by this perk - and work best when built or worn close to the target.

Glamors can be anchored to objects such as rubies or moonstones which can then be set into jewellery to create wearable illusions Whilst worn, these masks cause the wearer to look exactly like the deceased including any broken teeth or other injuries, though they themselves will be unable to tell the difference, sensing only their own face and features. When first applied, the wearer may experience some of the memories of the deceased and may dream those memories as nightmares.

[Pyromancy] One of the more widely practiced magical disciplines, Pyromancy is the use of magic to manipulate fire. Known uses are the use of flames as weapons, engulfing weapons, as items of spectacle, and as mediums for other abilities - such as the priests of R'hllor using flames to perform divination.

Pyromancers also have skills in other ways of creating and controlling fire, including the use of powders, walking the hot coals, and making fiery symbols in the air.

[Rune Crafting] A dying art in this day and age, runecrafting is the act of anchoring a spell and making it permanent by binding it to carved runes. Runecrafting excels in magics related to defense, strengthening, and enemy-specific wards.

Within their purview, a runecrafter can enhance fortifications to be capable of surviving several thousand years, defenses designed to hold off non-human entities such as white walkers or gods as well as enchanting near weightless, ever sharp weapons or indestructible armour.

[Skinchanging] You are a Skinchanger, known to the First Men as a Warg. By reaching your mind out of your body and into an animal's, you may control it.

[Water Magic] The magic of the Rhoynar, water magic is considered to be the gift of the Mother Rhoyne (the main goddess of the Rhoynar, and the River Rhoyne). This magic is most common amongst the Dornish in this age, and allows for a number of powerful abilities, including the raising of enormous waterspouts, fog, "watery walls" and flooding of rivers.

It is also suggested that water magic can be used to find water, stop drought and perhaps even cause greyscale. Water magic was also used by the Children of the Forest's hammer of the waters to attempt to shatter Westeros in two. Whilst it didn't work, it did shatter the Arm of Dorne, and flood the Neck.

[Valyrian Stone Shaping] Far stronger even than steel, granite, or diamond, dragonstone is an ancient material used by the Valyrians in much of their constructions.

By purchasing this perk, you have the magical ability to shape the material into any form you may wish. You can transmute regular stone into this with intensive magical effort, or slightly less exhaustingly create it wholesale similar to cement.

Whilst it is possible to alter the shape of the stone by using Dragonfire to melt it into a liquid, then shaping and fusing it from there, this magic is far faster and easier, as well as safer.

[Valyrian Smithing] You have all the skills of a Valyrian Master Smith, able to forge and reforge Valyrian Steel And craft Items of power, particularly those related to dragons or fire.

[300 CP] Blood Magic

Blood magic, or blood sorcery as it is sometimes called, is commonly considered to be the darkest and possibly most powerful of magics, capable of nearly anything with enough sacrifice. Examples of its abilities include healing, the merging of animals of different species into one, the changing of physical appearance, enchantment, artificing, resurrection, and all manner of other abilities.

The greater the magic, the more which must be sacrificed. Sacrifices must be personal or valuable, with greater sacrifices granting greater power. You instinctively know how much you need to sacrifice in order to get what you want.

[400 CP] Necromancy

The magic of life and death, necromancy is a fell magic used by many, including Qyburn, the Others, some Qarthian Warlocks, and the Bloodstone Emperor.

By purchasing this perk, you have gained the ability to raise groups of undead wights bound by your will and life force, as well as the ability to perform a true resurrection once per year.

[500 CP] Power Overwhelming!

For most mages on Planetos, the greatest barrier to being a powerful mage is sacrifice. Specifically, the fact that all magics known to Planetos require some degree of blood, soul or human sacrifice to function.

You neatly sidestep this issue through your innate connection to a powerful natural network of magic like the Weirwoods, instead of powering your magic through that. You'll even be able to craft items using this connection. This natural network of magic will appear in future worlds and provides you with enough power that you could cast high-level magics near trivially.

This does not give you the power to pull off spells like the Hammer of the Gods by yourself, but by working with others, such powers may be within your grasp.

[Capstone Boosted] Power Overwhelming!!!

Basically, remember what I said about requiring others to pull off mythic level magics like the Hammer of the Gods? Yeah, feel free to ignore that.

Once per decade, the magical network you draw your power from has enough spare juice for you to single-handedly power such spells. In addition, your overall spellcasting power has massively increased once more, putting you at a level never before seen on Planetos.

[100 CP] A Proficient Warrior

You are the equal of any knight in sword fighting, jousting, and riding, as well as capable of caring for your armor and weapons without the aid of a squire. You have a weapon you are slightly more skilled in than your average knight, whether that is a greatsword, a Warhammer, or something different.

[100 CP] "The Tall"

You're just about seven feet tall. If you were already about that, or taller, then add another of your heads worth of height. This is a proportional size increase, and you've a powerful build to go with it. If you bought this as a giant, then you will be pushing 20ft in height, and have a proportional build.

[100 CP] Always Armored

For whatever reason, it's a fairly common practice in Westeros for nobles and important characters to fight without all their armor - rule of cool maybe? Nonetheless, now you can too!

As long as you are wearing some kind of armor, you will be protected by the concept of armor to the same extent that what you are already wearing would protect you.

Finally, you too can run around the battlefield without a helmet like all the other morons - and as a bonus, you won't die doing so!

[200 CP] Master of Arms

You are a skilled teacher, capable of imparting a mastery of five weapon types and a martial philosophy over the course of a few years.

[200 CP] Unparalleled Rider

It's as if you were born in the saddle, for you are able to ride any kind of steed better than anyone in a few generations. You are also truly capable of caring for your steeds, as well as making them easily follow your commands. This also works on dragons and other exotic animals as well as vehicles.

[300 CP] Unsullied Grit

You have an unbreakable will, easily equal to that of the Unsullied Legions from Astapor, able to stand through extreme pain and hardship. You are also capable of completely controlling yourself, no longer falling into a bloodthirsty rage in the case of a battle, only to then commit atrocities.

[400 CP] Genius Strategist

You are now a strategist unparallelled on Planetos, rivaling the likes of Napoleon and Alexander the Great, with a strategic mind that can, with enough resources and determination, change the face of the world. You can now win a battle whilst greatly outnumbered if only you have the time to prepare.

[500 CP] Sword of the Morning

You are one of the greatest warriors to grace the face of Planetos in a generation. Your mind and body are in perfect sync with combat. You could easily analyze a battlefield to create an imaginary version of it in your Mind's Eye to easily predict the movements of your opponent until they stop being a threat… or if they play dead.

You could fight 10 men, perhaps even 20 by yourself, and come out without a scratch. Against truly skilled opponents on the level of Ned Stark in his prime, this number goes down to 4-7. This is quite straining to a baseline human, but it is possible to expand the limits of your predictions with training, unnatural modifications or perks.

You also gain a substantial increase in skill to dual wield your preferred weapon with the same level of mastery that you wield one.

[Capstone Boosted] Sword of the Morning

As if you were The Warrior Reborn, your martial skills across the board improve to beyond the skill of man, and your ability to kill has increased from the merely mortal, to the immortal and conceptual.

You can cut into a shadow assassin and kill the binder, cut through an animal controlled by a skinchanger to kill that skinchanger, you could even permanently kill a god if one's avatar appeared before you.

Any gods killed whose presence is necessary for the universe to continue to function normally would have the universe continue in their absence as if nothing had changed.

-------------------------------------------------

'Holymotherfuckingshit... Even if I just take all the last perks with the Capstone Booster, I'd be a god in my own right'

'Okay, alright, got it... let's get started then... give me Reyne of Terror, 200 CP Social Climber, Smith, and Born of the Divine'

'For any of the next perks that I choose, I want their capstone Boosters if they have them'

'Okay... give me Giant's Strength, Blessing of Valyria, Way of the Land, Traveler's Hospitality, Strands of Fate are Meaningless, Cold Hands, True Nobility, Old Blood, Beautiful, Silver Tongue, Breaker of Chains, Words of the Father, The Blood of Kings, Beloved by Magic, Power Overwhelming, Proficient Warrior, Genius Strategist, Sword of the Morning'

'Lastly, I want to spend 800 CP on Magic Tradition and get Aeromancy, Pyromancy, Rune Crafting, and Valyrian Smithing'

[The will take your 8000 CP down to 4150 CP, are you sure?]

'Yes'

-------------------------------------------------

The first 100 CP item for your origin is free, the rest of your Origin's items are discounted to half price.

=== [General Items] ===

[Free/50/100 CP] Bag of Groats

You also have a small leather bag with two hundred groats, you also have a small box with a hundred silver stags and a thousand silver stars.

For 50cp you instead have a small leather bag with two hundred silver stags, and a couple of chests containing a total of ten gold dragons, a thousand silver moons, and ten thousand silver stags.

Finally, for 100cp you have a small leather bag with two hundred silver moons, as well as a large chest with a thousand golden dragons, and a hundred thousand silver moons.

The money refills every second month if any is taken out.

[100 CP] Title of Land

A title of land equal to what someone of your station would expect. Regular warriors may have a small block for them and their family, a lord may have a castle, and the surrounding area, a lord paramount may have a massive castle, and an enormous area around as their personal domain, and a royal may have not just an enormous castle, but also an area near equal to the other kingdoms as their land.

[100 CP] Ship of Some Sort

Every man is the king of the ship he captains. Now you too are a king (of your own ship). This ship can be anything that would make sense for someone of your social standing, position, geological location, and time, but otherwise, have fun.

[200 CP] Animal Companion

In this land, it's somewhat common for people to have animal companions by their side. Whilst this item won't get you a dragon, a sapient creature, or anything that has absolutely no basis in this setting (such as trying to get a legend of Zelda cuckoo as a pet), there are few real limits on size or species of animal.

Examples of what can be gained through this item include a dire wolf, mammoth, lion, eagle, hawk, viper, horse, war elephant or raven. Animals gained through this item are smart, loyal companions with near-human intelligence. The default is whatever would make sense for your origin, such as a Stark having a dire wolf, a giant having a mammoth, or a golden company member having a war elephant.

If you have any animal-based magics such as warging, this animal is far better suited for it and slightly boosts the effectiveness of such abilities.

[300 CP] The Game of Thrones

It wouldn't be much of a game without a throne to win. Now you have a throne of a style that matches your aesthetic and theme. If you're a conqueror king, then perhaps you have an iron throne, whereas if you're a humble king, you might have a simple wooden bench. Your throne emits an aura that conveys the kind of king you are.

If you are a harsh, cruel king, then your throne might feel cold and stark like the seastone throne, whilst if you are a knightly king, then your throne might create a sense of chivalry and honor. Whilst you sit on your throne, any subjects you may have will be far more subservient, your lands will be more efficient, and none will doubt your kingship.

=== Drop-In Items ===

[100 CP] Travel Supplies

A leather satchel which, when opened, contains the minimum needed to survive in the wild, as well as enough food for the day. Each day, the contents of the bag will change to cover this, with, for example, an arctic biome providing (among other things) warm clothes, firewood, and a tinderbox, whilst a desert locale might provide thin, light, covering clothes, extra water, and a tent.

Once a week the perishables are replaced.

[200 CP] Armour of the Laughing Tree

Despite its name, the Armour of the Laughing Tree is not necessarily an armor. Instead, it is an upgrade you can apply to any piece of clothing or armor you wear. When activated, the wearer will be near-impossible to unmask or capture, whilst people's memories seem to gloss over any attempts to connect the unmasked and masked forms.

[300 CP] Black Cloak

When worn, this item, not necessarily a cloak, grants you easy and instant admission into any organization, no matter what requirements may normally be in place. To be clear, this item allows admission to ANY organization including things like a rebellion as the person they're rebelling against, the Maesters as a woman, the Seven Kingdoms as a wildling or other such ordinarily impossible to join groups.

If you perform any actions against that organization whilst a part of them (for example, sabotaging the rebellion you joined), then the protection of this item is revoked, and they'll treat you like they would any other betrayer.

[400 CP] Senpai Has Noticed Me‽

A pin showing your favor that can be given to anyone, and will make them see you as their senpai. They will be utterly loyal to you. Oh, they'll still be whatever version of fucked in the head they already were, if they were at all, but they'll obey your reasonably worded commands, and never try to fuck you over.

This can only be given to one person and will continue working unless you give it to someone else, at which point the magic fails and they go back to normal. How they see you from then on, depends on how you treated them.

[500 CP] Baby Dragon

A single baby dragon that you've hatched and has bonded to you. This beast while small will grow at an incredible rate and eventually become a Medieval superweapon easily able to lay waste to armies of men.

The dragon comes with the Blessing of Valyria perk.

[100 CP] Valyrian Steel Dagger

You are the proud owner of a Valyrian Steel dagger. Or not. See, this dagger is special beyond just being made of one of the strongest metals on the planet and worth an exorbitant amount of money. Anyone who you try to hoodwink or bamboozle whilst wearing this will be far more likely to believe whatever bullshit you're spinning. Those with tricky minds or strong will can break through its effect, however.

[100/200/300/400 CP] Agents

A loyal menagerie of agents to run your operations, and keep your businesses running well. Every agent is literate, undyingly loyal, and skilled in their respective roles. Roles include Accountants, who manage your money, Enforcers who ensure that the peace is kept in your businesses/your desires are met, Taxmen who collect any money owed to you, Scribes who keep the written records of your operations sorted, and Managers who ensure the others are doing their jobs, and direct everything so you don't have to.

Depending on your actions and behaviors, the exact form these agents may take will change, with lawful individuals gaining agents to help them in enforcing the law (such as taxmen, town guards or foremen), whilst criminals may gain agents to help them in their illicit activities (such as conmen, leg breakers, money launderers or other such individuals).

100 CP: 20 Accountants and a Manager

200CP: 75 Accountants, 25 Scribes, 25 Enforcers, 5 Taxmen, and 2 Managers

300 CP: 250 Accountants, 200 Scribes, 500 Enforcers, 10 Taxmen, and 10 Managers

400 CP: 500 Accountants, 500 Scribes, 1000 Enforcers, 50 Taxmen, 20 Managers

[300 CP] Safehouse

Sometimes, a man of wealth has to simply drop off the radar for a little while. Now you can do so in style. This lavishly appointed townhouse in a foreign city comes with servants and a fiat-backed guarantee that as long as you actively are trying to hide, that your enemies will not find you. This can also be used as a handy way to hide people - such as your crush's daughter who you're trying to turn into your sex slave - where they will never be found. Sadly, it does not come with anything stopping anyone from escaping.

[400 CP] Brothels

You own a shop chain of some kind that caters to some form of vice. By default, this is a brothel, but whatever it is, the business provides you with a stable source of income in the range of 500 to 700 gold dragons a year.

The main benefit of this item is the blackmail it provides, however, as whatever the type, your chain attracts the patronage of the rich and powerful. Thanks to this, you will regularly discover blackmail on various high-profile individuals, as well as evidence to corroborate this.

Sadly, however, you cannot control who you gain blackmail on, so if you're aiming to extort a particular person, you're shit out of luck.

[500 CP] Mountain of Gold

Much like the Lannisters of Casterly Rock, you now own a truly impressive gold mine. This gold mine could be mined for centuries - millennia perhaps without running dry. In addition, you own a mint which will print valid money for you from now on. Please be aware that this does not come with inflation protection, so you could truly wreck the economy if you spend too much.

=== [Diplomat Items] ===

[100 CP] Great Manse

As a diplomat, you generally represent some powerful faction. As such, you have been provided with a great manse to show off your (and your faction's) status. This lodging is almost decadently luxurious, coming with fine furnishings and an array of servants to look after it.

[100/200/300/400 CP] Courtiers

A loyal network of spies, agents, and courtiers who report directly to you, no matter who you may be sworn to or your personal rank. They are well trained in their role and drilled in espionage, infiltration, and intelligence gathering. Little Birds are slum dwellers, and give a general understanding of the working class's problems, Courtiers specialize in learning the going ons of the nobility, Foreigners specialize in learning the intricacies of foreign powers, whilst a Spymaster is someone who collates the intel and transforms it into an understandable report for you.

100 CP: 50 Little Birds and a Spymaster

200 CP: 200 Little Birds, 50 Foreigners, 20 Courtiers, and 3 Spymasters

300 CP: 2000 Little Birds, 500 Foreigners, 200 Courtiers, and 5 Spymasters

400 CP: 10,000 Little Birds, 5,000 Foreigners, 1,000 Courtiers, 10 Spymasters, and a Grand Spymaster

[200 CP] Dirty Secrets

It's truly a wonderful thing when people decide to work with you of their own free will, but unfortunately, that isn't always reality and so "motivation" may need to be given. Well, you seem to have just that, located within a locked safe in your possession is a decent amount of blackmail for a number of middling Lords/officials in your nation.

While it may lack material for the High Lords or Magisters it will provide you with a number of "contacts" who will only be too willing to use their influence to your benefit.

[300 CP] Hand of the King

This object when worn grants the wearer the authority of the highest leader of their local area (or if they're actually representing someone, them). By default, it takes the form of a golden pin held by a hand, but after this jump, it can take whatever design you wish.

[500 CP] The King's Ear

Not literally of course, but figuratively and far more valuable. The King or whoever would be equivalent to them in your starting nation, whether that be a Wildling Magnar or Triarch of Volantis now trusts you and sees you as a close confidant and even friend.

They'll always lend an ear to whatever proposals you have in mind and will consistently ask you for advice on major decisions that must be made in the nation, so while you may not be King you certainly can wield a great deal of influence over one.

=== [Mage Items] ===

[100 CP] Dragonglass Candle

A candle made of obsidian, Dragonglass candles are magical artifacts which when burnt, allow the mage using them to see across mountains, seas and deserts, give men visions and dreams and communicate with one another half a world apart. Light behaves bizarrely around them, with whites becoming as white as freshly fallen snow, reds like flame, yellows like gold and shadows so black they look like holes in the world.

Ordinarily, to light the candles requires magic to be strong, but given that you've paid good CP, you may light them at will.

[100/200/300/400 CP] Slaves

Magic is often a tricky business in Planetos, more often than not requiring flesh sacrifice or human sacrifice to work. The unscrupulous Essosi have found a way around this: killing slaves. After all, who cares about slaves?

100 CP: 200 Low-Quality Slaves, 1 Slavemaster

200 CP: 2000 Low-Quality Slaves, 200 Skilled Slaves, 20 Slavers

300 CP: 20,000 Low-Quality Slaves, 2000 Skilled Slaves, 200 Magically Potent Slaves, 400 Slavers

400 CP: 100,000 Low-Quality Slaves, 20,000 Skilled Slaves, 2000 Magically Potent Slaves, 1000 Slavers

[300 CP] Valyrian Link

Maesters of the Citadel frown on magic, not because it takes power out of their hands, whatever you may have heard, but because it so invariably requires human sacrifice to carry out.

Proof of your mastery of magic, this Maester's link will work as a form of certification of your magical technique.

[500 CP] Dragonbinder

A priceless relic of Old Valyria, this horn has the unique ability to bind dragons and their kin. Whenever blown any draconic creatures within earshot will be forced to kneel to you, completely incapable of going against you and entirely submissive.

=== [Warrior Items] ===

[100 CP] Weapons and Armour

Weapons and armor suitable for your station, profession, and location. If you are a Stormslander knight, then you get heavy plate armor and your specialty weapon. If you are a diplomat from Dorne, you probably have leather armor and a poisoned dagger.

[100/200/300/400 CP] Sworn Swords

These are your personal men, sworn directly to you, no matter who you may be sworn to, or your personal rank. They are well trained in their role and rigorously drilled to battlefield formations. The Heavy infantrymen are in brigandine, riveted mail, and gambeson, with the Archers in brigandine and gambeson, and the Knights and squires are in full plate, riveted mail, and gambeson.

100 CP: 20 Heavy Infantrymen, and a personal squire.

200 CP: 200 Heavy Infantrymen, 50 Longbowmen, 20 Knights with their squires.

300 CP: 2,000 Heavy Infantrymen, 500 Longbowmen, 200 Knights with their squires, and two noble vassals with their own retinue and small forces.

400 CP: 20,000 Heavy Infantrymen, 5,000 Longbowmen, 2,000 Knights with their squires, and twenty noble vassals with their own retinue and forces.

[200 CP] Legendary Weapon

Within your possession is a valuable weapon, although it need not be a sword. This weapon is made of either valyrian steel or star forged steel as one might imagine and as a result is a fine weapon far superior to anything but peers of the same make, thus allowing you to eventually cut through steel swords and armor cutting men open like tomatoes.

Furthermore, the weapon scales with you becoming more and more powerful as you grow in strength.

[300 CP] Qyburn's Scorpion

Repeating scorpion, range of several miles hits what it's aimed at in a straight line. You will not need to adjust for either distance, curvature of the earth, or weather.

[400 CP] Valyrian Steel Armour

By purchasing this armor, you have gained one of the greatest personal protections available in this entire setting. At first pierceable only by another Valyrian Steel weapon, as you grow in power, this armor will scale with you.

Be aware, that it only protects the parts it covers, so if you're shot through your visor, you're shit out of luck.

[500 CP] Great Fortification

You have a full Westerosi castle. This is a fortification comparable to Winterfell itself, being capable of holding several thousand people, enchanted with to be immune to offensive magics, and to keep out a single sentient species.

-------------------------------------------------

'Hmm, okay, give me the 100 CP Bag of Groats, Title of Land, The Game of Thrones, Slaves for 400 CP, Agents for 400 CP, Safehouse in Braavos, Mountain of Gold, Courtiers for 400 CP, Sworn Swords for 400 CP, Legendary Weapon, Valyrian Steel Armor, and Great Fortification'

'If my math is correct, I still have 150 CP left, I want to increase my Social Climber to 300CP so that the world regards me as Royalty'

[You have chosen the perks Social Climber for 300 CP that makes you Royalty, True Nobility, and Old Blood... please choose a high-standing city, family, or bloodline, you would like to lead]

'I actually thought about this in my previous life... Being born in Essos would be a chore, I'd constantly have to deal with Dothraki and I'd be out of the intricacies of Westeroes'

'Being a Lannister, Baratheon, Martell, Stark, or Tyrell would be a major pain in the ass. Being an Arryn wouldn't be as bad as the rest...'

'Would it be possible to make my own bloodline that will fit into the history of the world rather than join an existing one?'

[That might be possible, please, share your thoughts]

'Well, rather than all that Archon bullshit, could I make it that my family has ruled over Tyrosh since the fall of Valyria, and the crown passes from father to son rather than elections or votes?'

[That is acceptable]

'Hmm, okay, since, I'll be the King of Tyrosh, I won't need the Safehouse anymore, so please get rid of that'

[It has been removed, you now have 300 CP left]

'I know it's not on the list but could I increase the overall training and experience of my troops by 250 CP and make them the deadliest army in the known world?'

'With my last 50 CP, I'd like my family to be Pureblood Valyrians'

[Accepted]

[Please note that all of these choices, and the new memories of your body will change your personality]

'Yeah, I kind of figured something like that would happen, it's all good'

[Enjoy Your New Life, King Aster]

=== Tyrosh, 294 A.C. ===

Tyrosh, a fortress city protected by high walls, is on the northernmost and easternmost of the Stepstones. Its inner walls are fused black dragonstone. Tyrosh is far larger than the shadow city of Sunspear.

Inside the many walls of Tyosh is the fortified palace, in this magnificent structure sits the last member of the Royal Family, King Aster Valerion.

Sitting on his throne made out of the bones of a dragon, Aster opens his eyes to his new life after merging the memories and personalities of his old and new lives.

In his throne room, the walls, pillars, floor, and ceiling are all made out of fine white marble.

Lining the walls are many veteran guards equipped with high-quality steel armor and valyrian steel weapons.

Rising from his seat, he immediately feels the near-limitless power at his fingertips.

Using his new memories, he finds his way to the council chambers where his most loyal advisors are awaiting his arrival.

'Time to get the show on the road... four years until season one, plenty of time to make some power moves'

[ALL READERS PLEASE READ: This is just the character creation chapter, all future chapters will NOT have 10k words]

[Please add this to your library, it's free, and it helps me out more than power stones]


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