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[Mod in progress] Silverrealms – Modification for Baldur’s Gate II

AciferAcifer Member Posts: 294
edited August 3 in BGII:EE Mods
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Silverrealms - Modification for BG2EE

"Help rarely comes from the surface, and when it does, trouble already runs deep."
– Old dwarven saying

About the mod:
Silverrealms is a quest mod for Baldur’s Gate II: Enhanced Edition (BG2EE) / Enhanced Edition Trilogy (EET). It introduces new areas, enemies, and an epic storyline set deep within the Underdark of the Forgotten Realms.

Trailer:
https://youtu.be/Wvot7DlwEbY?si=IGl00f0skMyePqvX

Screenshots:
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Features:
  • A compelling new storyline deeply rooted in Forgotten Realms lore
  • Over 100 brand-new handcrafted areas, including a sprawling dwarven city with multiple unique districts
  • New enemies with custom animations — never seen before in Baldur’s Gate
  • Explore a world of hidden lore, clever puzzles, and multi-layered intrigue
  • Countless new magical items, forged in forgotten times and brimming with mystery
  • Approximately 20 hours of gameplay

Release date:
When the mountains are ready to reveal their secrets. ;)

Credits (so far):
  • Acifer – Writer, artist, designer, programmer
  • Weigo – Worldmap editing
  • Roberciik – BP-BGT Worldmap functionality
  • Taimon – Coding support, testing
  • Morywen – Alpha testing
  • Jastey – Alpha testing


Comments

  • shevy123456shevy123456 Member Posts: 375
    That looks pretty epic, in particular the bearded statue. I guess one obvious ... observation is that it may be similar to your other quest in regards to dwarves/trolls? (Well, there is a dwarven city - I guess there will be dwarves there. Unless mindflayers kidnapped them.) Are there differences between these two mods from you? From the images one can already see some differences, I suppose, like that telescope (or whatever the name is of those magnifier lenses aimed at the sky).

    Are there crossmod components? Is this a chapter 6 only access point? Guess obvious comments may come from Korgan visiting the place for ale. Or perhaps they hate him there because he is really evil - that dialogue option where he talks about children and slaves is pretty definitive. Are there NPCs that can be hired? What is the relation between the dwarven city and drows etc...? Anyway these are just semi-random questions; they should not delay the continued work!
  • Nymrod85Nymrod85 Member Posts: 23
    That looks pretty epic, in particular the bearded statue. I guess one obvious ... observation is that it may be similar to your other quest in regards to dwarves/trolls? (Well, there is a dwarven city - I guess there will be dwarves there. Unless mindflayers kidnapped them.) Are there differences between these two mods from you? From the images one can already see some differences, I suppose, like that telescope (or whatever the name is of those magnifier lenses aimed at the sky).

    Are there crossmod components? Is this a chapter 6 only access point? Guess obvious comments may come from Korgan visiting the place for ale. Or perhaps they hate him there because he is really evil - that dialogue option where he talks about children and slaves is pretty definitive. Are there NPCs that can be hired? What is the relation between the dwarven city and drows etc...? Anyway these are just semi-random questions; they should not delay the continued work!

    This is as we expected clearly Iltkazar, the last remaining of the Shanatar subkingdoms. It is ruled by king Mith Barak the Clanless and was dedicated to Clangeddin, the dwarven god of war. It is very much alive as a city and the only good-aligned city in the local Underdark. Mith Barak has a very curious history that I won't spoil since it could be part of the mod's quest experience. A LOT of places are close by, including the historically most important Beholder city in Faerun, the seat of old Shanatar. Given the time Baldur's Gate 2 takes place, there is a significant war between the Duergar of Dunspeirin and the gold dwarves of the Deep Rift taking place in nearby caverns.
  • lroumenlroumen Member Posts: 2,549
    Looks amazing.
    I also wonder when the questline will begin. Chapter 6 makes a lot of sense, but then you need a tie-in with the plot that is already taking place there. Hmmmm. It is very intriguing.
  • AciferAcifer Member Posts: 294
    edited August 3
    Thank you! You can start the mod whenever you like in your SoA game. I designed the first quest so you can take your time exploring the beginning at your own pace. Throne of the Mad God was a smaller-scale test to see if dynamic difficulty scaling would work as intended, and I’ve used the same approach here with Silverrealms - adjusting the challenge to match the party’s level in every chapter.

    The Underdark areas in this mod are completely standalone and separate from the base game’s Underdark. While there will be a few references, you won’t be able to travel from the new area to Ust Natha or other original locations. This was intentional to keep the mod self-contained and avoid compatibility issues.

    There won’t be any new joinable NPCs in this mod, but the dwarven city of Iltkazar is full of unique grumpy dwarven characters to meet, conflicts to resolve, and plenty of interactions that will bring the place to life.
    I guess one obvious ... observation is that it may be similar to your other quest in regards to dwarves/trolls?
    As for the difference between Silverrealms and Throne of the Mad God - well, it’s simply a completely different story. One is a large dungeon crawl, the other a vast, self-contained section of the Underdark with its own lore and atmosphere.

  • Nymrod85Nymrod85 Member Posts: 23
    edited August 3
    I mean Ust Natha never made ANY sense in Forgotten Realms lore:( Why would it be the first place the Drow descended? The Drow were exploring the Underdark well before the Descent!

    I'd assume this must be a location where the Ilithyri had advanced into Keltormir during the Fourth Crown War so there is that.

    It is still less important than Baldur's Gate completely changing what the Cowled Wizards where and being so popular that FR products eventually changed the lore to match Baldur's Gate instead. or the fact that Athkatla looks nothing like it does in BG.
  • atcDaveatcDave Member Posts: 2,658
    This is very exciting. It’s great to have excuses to play *yet one more time*!
  • hawkseeker20_04hawkseeker20_04 Member Posts: 26
    edited August 4
    @Acifer, I kid you not, I got jumpscared when i saw the "Over 100 brand-new handcrafted areas", i mean, holy shit... I think this might be the 3rd biggest quest mod in all of BGI - II (mods like Region of Terror and Shadows over Soubar depend on recycled backgrounds, but the mad man did more than 100 areas all by hand. We just hope that we get more news of the upcoming mods, and also, when i was watching the trailer at 0:43, there's some runes that resemble the zodiac signs (Aquarius and Gemini) and i don't recall that they exist in the Forgotten Realms, or are those runes something else entirely?
    Post edited by hawkseeker20_04 on
  • Nymrod85Nymrod85 Member Posts: 23
    @Acifer, I kid you not, I got jumpscared when i saw the "Over 100 brand-new handcrafted areas", i mean, holy shit... I think this might be the 3rd biggest quest mod in all of BGI - II (mods like Region of Terror and Shadows over Soubar depend on recycled backgrounds, but the mad man did more than 100 areas all by hand. We just hope that we get more news of the upcoming mods, and also, when i was watching the trailer at 0:43, there's some runes that resemble the zodiac signs (Aquarius and Gemini) and i don't recall that they exist in the Forgotten Realms, or are those runes something else entirely?

    Planet and to a lesser extent zodiac signs were also used by historical alchemists for what it's worth, both to signify different elements, real or apocryphal, or for alchemical processes e.g. the symbol of gemini is used for Fixation (the transformation into a solid). Perhaps the most notable use is that of "black sulphur" which has been used by media and Satanists to depict Hell.
  • IseweinIsewein Member Posts: 589
    Nymrod85 wrote: »
    I mean Ust Natha never made ANY sense in Forgotten Realms lore:( Why would it be the first place the Drow descended? The Drow were exploring the Underdark well before the Descent!

    To be fair, that's presented as an in-universe legend, which might just as well be read as a mythologisation of such early explorations.
  • shevy123456shevy123456 Member Posts: 375
    edited August 4
    > I mean Ust Natha never made ANY sense in Forgotten Realms lore

    I think strictly speaking the computer game representation may not adhere 100% to the Forgotten Realms lore; nor to DnD set of rules either (high level abilities for instance). Many mods/add-on quests would fail here if we'd apply a strict evaluation of the lore. I noticed this when I read up on a wiki about Athkatla - just the part about the merchants, for instance: https://forgottenrealms.fandom.com/wiki/Athkatla

    Then there is the issue of the game engine and content as such. Simulating all of Forgotten Realms would in theory be possible but ... that takes a lot of work. Even just with AI support for that. So we kind of have to live with being able to play and "interact" just with a small component of the game. But in my opinion this is not really a big problem; it should be more important that the mods/quests are fun/interesting and so forth. Also we can always "jump off" from an alternative game setting or game history. For instance, there is one mod where Viconia has a daughter. This changes the storyline a little bit as well as events. Then there is another mod (I think) where there is a drow camp outside and they task you with raiding or invading one of the Houses in the Underdark.

    There are also some fun ideas that may not have been planned, e. g. the Drizzt mod (where Drizzt is in the party) but then Drizzt shows up later to help fight down the vampires. So there are two Drizzt. :D (Not sure if that was changed or not, Region of Terror mod is both epic but has many small and medium bugs. I just found it funny we have two Drizzt, one must be a forgotten imposter or brother!)

    It may help if we think of it as "inspired by Forgotten Realms", but may not necessarily adhere to 100% of the lore, for various reasons. (Though this is also a bit off-topic now; I just don't think it makes sense to apply a strict "Ust Natha should rather be this than that".)
  • AciferAcifer Member Posts: 294
    Please let's stick to the topic. Everything else can be discussed in another thread.
  • Nymrod85Nymrod85 Member Posts: 23
    I do wonder what the Dark Elf area is. Also what monsters you might be adding. Maybe a deepspawn?
  • AciferAcifer Member Posts: 294
    The Deepspawn hits a sore spot - I’ve tried to model that creature several times, but it always ends up looking like a pumpkin with sausage arms. :D One day I hope to commission a proper 3D artist to bring it to life the way it deserves.
    Until then, no Deepspawn in this mod - but there will definitely be plenty of other denizens from the deep, starting with good old deep rothé and going stranger from there...
    The dark elf area... the temple you see once belonged to the followers of Lolth, but the banners now hanging there point to a different faction that came after.
  • Nymrod85Nymrod85 Member Posts: 23
    edited August 4
    Acifer wrote: »
    The Deepspawn hits a sore spot - I’ve tried to model that creature several times, but it always ends up looking like a pumpkin with sausage arms. :D One day I hope to commission a proper 3D artist to bring it to life the way it deserves.
    Until then, no Deepspawn in this mod - but there will definitely be plenty of other denizens from the deep, starting with good old deep rothé and going stranger from there...
    The dark elf area... the temple you see once belonged to the followers of Lolth, but the banners now hanging there point to a different faction that came after.

    Oh damn and you even made it obvious. Never mind. I thought a Deepspawn could maybe look like . . a floating otyugh?

    Always thought Sendai must have been raised in one of those three enclaves.
  • AciferAcifer Member Posts: 294
    Nymrod85 wrote: »
    Always thought Sendai must have been raised in one of those three enclaves.
    Oh, that's a great idea! I could add a brief reference to that. I hadn't thought of that yet.

  • kirkkirk Member Posts: 6
    I actually cant believe my favorite game of all time is still getting these sorts of expansions. I class these releases as expansions, not mods.They feel so offical. This looks incredible. Over 100 brand-new handcrafted areas!? thats incredible, i was blown away with Call of the Lost Goddess/ Throne of the Mad God/Dark Tidings.
    Been really Looking forward to Skyfire, now this on top!?. The World is gonna be so rich for new areas to explore.
    Very exciting, thanks for all your hard work!.
  • hawkseeker20_04hawkseeker20_04 Member Posts: 26
    kirk wrote: »
    I actually cant believe my favorite game of all time is still getting these sorts of expansions. I class these releases as expansions, not mods.They feel so offical. This looks incredible. Over 100 brand-new handcrafted areas!? thats incredible, i was blown away with Call of the Lost Goddess/ Throne of the Mad God/Dark Tidings.
    Been really Looking forward to Skyfire, now this on top!?. The World is gonna be so rich for new areas to explore.
    Very exciting, thanks for all your hard work!.

    What's exactly what i'm trying to say! And it's not gonna stop with that, there's still that unannounced mod that will release soon enough and the Chult and Moonshae Isles ones that still have some time left in the oven but still are worth waiting for. And on a lesser note, i'm still wondering if those runes are actually representing elements instead of the zodiac signs.
  • AciferAcifer Member Posts: 294
    Thank you both for your feedback!
    And on a lesser note, i'm still wondering if those runes are actually representing elements instead of the zodiac signs.
    Good catch! That's exactly what they are - elemental nodes.

  • AciferAcifer Member Posts: 294
    edited August 6
    I'd like to share a brief overview of the city of Iltkazar with you.
    Below you'll find both a short introduction and several area graphics.
    I've placed them inside spoiler tags for those who prefer to discover the surprises for themselves during gameplay.
    A Glimpse into Iltkazar, the Last Bastion of Ancient Shanatar

    Hidden deep beneath the Lands of Intrigue lies Iltkazar, the last surviving city of the once-mighty dwarven empire of Shanatar. Often called the Mithral Kingdom, Iltkazar stands as a marvel of dwarven engineering and enduring tradition — a city hewn from the rock itself, shaped over millennia by stone, steel, and silent faith.

    Winding canals and elegant stone bridges cross through vast caverns illuminated by reflected crystal light. Beneath the respectful silence of the stone halls hums the lifeblood of the city: the River Dhalnadar and its tributary, the Deepflood.

    Screenshot of Iltkazar's main area:
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    A great chamber and countless minor tunnels form the backbone of the city. At their heart lie seven spoked-wheel citadels — vast wells of stone, spiraling down into the depths, surrounded by carved tunnels that house workshops, halls, and living quarters.

    Screenshot of one spoked-wheel citadel - Iltkazar's library, the Hall of Runestones - a temple of Dugmaren and Nebelun:
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    Screenshot of another spoked-wheel citadel, home to the tavern "The Bloody Bulwark"
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    With a population of just under 8,000 souls, mostly shield dwarves, Iltkazar remains wary of the outside world. Its people hold to old values — reverence for the gods, deep respect for clan and craft, and an enduring suspicion of change. Art, engineering, and tradition shape every corner of this underground stronghold.

    In a world where most dwarven realms have fallen, Iltkazar endures — proud, hidden, and deeply rooted in the bones of Faerûn.
    Post edited by Acifer on
  • LlewrenLlewren Member Posts: 82
    edited August 6
    This look incredibly promising, as would have come to be expected from you :D Given how much I adored Throne of the Mad God, I’m ecstatic about the idea of playing this mod. 100 areas is immense but if there’s anyone I’d trust to see it through with quality and grace, it’s Acifer.
  • Kensei_xXxKensei_xXx Member Posts: 263
    Acifer wrote: »
    I'd like to share a brief overview of the city of Iltkazar with you.
    Below you'll find both a short introduction and several area graphics.
    I've placed them inside spoiler tags for those who prefer to discover the surprises for themselves during gameplay...

    Honestly... who on earth could resist hitting the spoiler button?!? :D;)
  • atcDaveatcDave Member Posts: 2,658
    Absolutely gorgeous. I am very excited!
  • hawkseeker20_04hawkseeker20_04 Member Posts: 26
    edited August 7
    I just realized something, will your mods be compatible with the Infinity sounds mod? (Whether it be CotLG, TotMG, Dark Tidings and future mods) I'm just afraid that the restored bg1 sounds will override the audio you made for your work.
  • AciferAcifer Member Posts: 294
    Thank you all for your feedback!
    I just realized something, will your mods be compatible with the Infinity sounds mod?
    Infinity Sounds should not cause any problems with any of my mods.
  • trinittrinit Member Posts: 708
    extremely excited for this! along with throne of the mad god should be an amazing adventure and lore dive into the world of dwarves, something sorely missing across all games!
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