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Chapter 2 Character Creation

  "The auxiliary system has been activated successfully. Welcome to Game Of Thrones: Clash of Lords. Hello Mr. Ian, your AI assistant Annie is at your service." "

  "Um, hello."

  "First before we proceed, You have a total of three hours to create the game character at this stage. Please don't rush and pick slowly."

  "Three hours?" Ian felt that this time arrangement naturally brought a serious atmosphere. After all, This time is too long for the creation of a game character, and for life threatened people, this preparation time is too short.

  Annie did not answer the question, and Ian could only look at the text that popped up on the screen with solemnity.

  [What is your ancestry? ]

  [Andals: Strength +1, unlock the profession 'Mercenary Knight'.

  Ancestors/First man: Strength +1

  Rhoynar: Agility +1

  Ironborn: Strength +2, unlock the profession 'Wrecked Pirate', gain the trait 'Navigation Adaptation'.

  Braavos: Agility +2, Trade Skills +1, Unlocks the 'Wandering Assassin' profession.

  Valyrian Free Cities Remnants: Trade Skills +1.

  Dothraki: Agility +2, Riding Skills +1.

  Asshai: Mental Power +3. (I have absolutely no idea where in the map is the city of Asshai, i would if someone shared a map of westoros with Asshai  location)

  Ibben/Hairy Men: Strength +3  (the Ibeen Island is pretty much on the other end of the world, you can just ignore that, i am just making it an option i wont really talk about this guys they live even farther than the Dothraki even a dragon will take a long time to go there let alone a boat)

Notes:

    1. Players can choose a main bloodline and a secondary bloodline. The character image is mainly expressed by the former, and the latter only has bonuses.

    2. The bloodline will affect the player in all aspects of the entire game.

  3. Players will obtain the language speaking skills corresponding to the living area of ​​the main bloodline]

  "Um" Looking at this page, Ian fell into deep thought.

  "Tip, all choices can be changed before the creation of the character is finalized," Annie reminded in a timely manner, "So you can make a choice after checking all the options." Ian nodded and clicked directly, To the next page.

  [Who is your father? ]

  [A returning veteran]

  [A farmer,a. ...   ]

  [Who is your mother? ]

  [Where were you born? (Place/Time)]

  [What did you do in your childhood? ]

  [What did you do in your teenage years? ]

  [You became one later? ]

  [Finally you arrived? ]

  After roughly looking at the options for each question, Ian began to try to lock in some options in order to find the best combination.

  Soon, he discovered a pattern, that is, when he locked a certain question, the options for other questions would automatically be reduced.

  For example, when he chooses Iron born as his race, the farmers in the subsequent occupations will disappear. After all, we do not soil (force is better than hard work, the Greyjoy family slang, literally translated as we do not farm).

  When he chooses to become a craftsman in his final career, he must choose a craftsman apprentice in his childhood and youth experiences.

  This is a very common setting, the purpose is to make the player's character background logically consistent.

  It took him nearly an hour to read less than a third of the options, because the options provided by the system were too abundant.

  For example, the identity of parents, it can be said that except for nobles, all identities that can appear in a real world are included in the options, even eunuchs and silent nuns are not spared.

  Therefore, Ian had to change his strategy and chose to lock in from back to front, first looking at the current occupations that had the greatest impact on the three major factors of 'layout, funds and equipment'.

  Soon, Ian found out the five professions that he thought were the most competitive - mercenary knights, wandering mercenaries, pirates in distress, brotherhood hunters and traveling merchants.

  Among them, mercenary knights and traveling merchants have the greatest advantages.

  Although the Mercenary Knight is slightly inferior to the other three combat professions on the layout (Ian doesn't know why it's set this way, maybe for strength balance?), he is strong in addtion to that he has a tamed horse and a complete set of armor (including a Nostril, gorget, an old piece of mail, a pair of mail gloves and a pair of greaves).

  Compared with the small differences in the layout, Ian believes that a set of armor will obviously bring greater advantages to players in the early stage.

  After all, the reason why Syrio Forel, the 'greatest swordsman in the world' (Er Ya) was killed by that club of the Kingsguard, Meryn Trant, who couldnt beat three male prostitute at same time, was because of horse quality.

  The advantage of the traveling merchant is that he has a capital of one hundred gold dragons at the beginning, and he also has 4 servants (almost no combat effectiveness), four old draft horses, two carts and seven mules at the beginning.

  This is undoubtedly the best starting choice for the behind the scenes system. If the average attribute of the Traveling Merchant was not only 5, Ian might have chosen it right away.

  These two professions are considered tier 0.

  Then there are the wandering mercenaries. Their equipment is a little rudimentary, just short swords and leather armor, but their layout data ranks first and their combat effectiveness is very impressive.

  The distressed pirate has an initial capital of 10 gold dragons when the page is pretty good. It is considered a comprehensive profession. The only drawback is that it is limited to the Iron born. Considering the reputation of the Iron born in the entire world of ice and fire, If players want to choose this, they must put the iron born on the second bloodline, otherwise they will be cursed at as rats crossing the streets wherever they go.

  Brotherhood Hunter is not too outstanding compared to the others, but as the only long range profession that can be chosen, it can always attract some Elite archers in real life, and the ability to hurt people with hidden arrows is more in line with the modern thinking style.

  These three professions are considered Tier 1.

 Tier 2 includes but is not limited to ascetic priests, wandering red robed monks, wandering assassins, rogues of the Rhoyne, and other occupations that have no obvious advantages but are still passable.

  As for the last Tier, such as landless farmers, pickpockets, newly escaped slaves, beggars in Flea Bottom or ducks in bankrupt inns, Ian suspected that the plan was to humiliate the players with 0 IQ.

  This is like going to another world to risk your life! Which person with normal IQ would choose to have his skin peeled off at the start of the game? After completing the analysis of the professions, Ian began to try to lock from the back to the front, and soon he tried some very good combinations.

  For example, if you choose the bloodline of the Andals and Dothraki, your father is a mercenary, and your mother is a maid in a knight's manor. you worked as a sparring partner for the master in his childhood. When you were young, you were sent to the castle to be a knight's attendant. As an adult, you were awarded a knighthood for your military exploits. , and finally went out to become a hedge knight.

  From the very beginning, he is an instant master with good equipment and attributes, and has good combat effectiveness.

  Another example is choosing the blood of the Iron born and the Iban people. The father is a pirate, and the mother is a salt concubine snatched from the Iban people. She worked on the ship as a child, went to sea with the pirates as a teenager, and became an official pirate as an adult. In the end, due to This is the route where a ship hits a rock and comes ashore.

  At the beginning, there is a berserker whose strength directly exceeds 30.

  But Ian has a doubt about this, that is, isn't there reproductive isolation between the Iban and other races? How was this guy born?

  After comprehensive consideration, Ian finally decided to take into account both the early and late stages. After selecting the Andals needed to unlock the 'Hedge Knight', he chose the Ancestors as his second bloodline.

  Because there is a note in the bloodline selection column that states that 'bloodline will have an impact on players in all aspects of the entire game', Ian guessed that the qualification to learn magic should be one of them.

  According to Ian's experience as a game planner for so many years, in a game designed with a magical world as the background, it is only a matter of time before players learn magic.

  So what magic is there in the world of ice and fire?

  The most famous is undoubtedly the resurrection spell of R'hllor, the Lord of Light, but this BUG level magic is unlikely for players to possess on their own (let players try to recruit Thoros of Myr and Melisandre the Red Robe) , then the remaining magics of the King of Light are relatively useless. Either the reading time is extremely long and of no use, or the cost is unacceptable.

  Apart from the magic of the Lord of Light, the most famous one is obviously the green magic of the ancestors. Not to mention the bug level ability of the 'Three Eyed Crow' to see through the past and the future, the 'shape changing' in green magic. (Possessing animals) and precognitive dreams are very practical little magics.

  The abilities of combat, reconnaissance, and danger prediction are all activated at the same time, and the side effects are far less than other magics.

  The point is, the Lord of Light's magic may not be restricted by bloodline, but green magic most likely requires the bloodline of the ancestors.

  As for the ability of 'riding a dragon' that players like to see most, it requires pure blood of the Valyrian Dragon King. If it is mixed with a little miscellaneous blood than the dragon riding option is Off, it maybe okay for the people of the 'Free Trade City' to call themselves 'Remnants of Valyria'. just for them to feel superior and enslave other ethnicity but such thing have no real affect in westeros were slavery is banned. Therefore, Ian did not take the 'remnants of the Valyrian Free Trade City State' into consideration.

  In the end, Ian chose the First men as his second bloodline to avoid being ineligible to learn green magic in the future.

(( Most of the class picking option idea, is pretty much borrowed from Mount&Blade Warband ice&fire mode)).

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