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


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:

Screenshots:







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
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Comments
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.
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.
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.
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.
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.
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.
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.
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.
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".)
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.
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.
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.
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:
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:
Screenshot of another spoked-wheel citadel, home to the tavern "The Bloody Bulwark"
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.
Honestly... who on earth could resist hitting the spoiler button?!?