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Full Version: Looking for a littlle help in the lore dept.
The Black Wyrm's Lair - Forums > Mods under development - Baldur's Gate II > World Transition Project
Sir-Kill
We are looking for some writers, these to not have to grand novel size, in fact these parts are real small. you also do not have to be a great writer just have some good ideas smile.gif

something of the sorts along these lines:

Mind you this is a level 1 mod

fairly powerfull people in the past that had some items that the player might find... something like Gauntlets of Weapon Expertise (belonging to X family)
These could also be spells (since we want to add new spells too)... maybe something like Larloch of Larloch's Minor Drain

or something a bit larger:

A large and or catastrophic battle... firewine bridge.
A famous place where people used to live... durlag' tower.

you do not need modding any skills. Plus there is immense freedom in this mod there is no 'is it cannon?' to worry about smile.gif
If you are intrested post a new topic or pm us. if you need a space you can have access to the contributors workroom.

if you have questions or comments post here

A bit more info: we usaly bounce ideas off each other to see what would be the best outcome wink.gif
balduran
I could help with writing backgrounds and quest stories, if that's what you need.
Sir-Kill
well this topic was not geared towards such large writing but sure! any help is welcome.

thanks for the offer. smile.gif
HERD
Armor Imps
(Funny armor/creature)

Armor imps were created by the Queen of Riddle to maintain the very expensive Damsel prisons. When summoned, the imps are "stolen" from the Damsel, breaking the bond, and leaving the creatures in the Discovered Lands without any purpose.

Armor imps bonded to armor appear as a subtle, but detailed etching, somewhere on the armor. If one looks closely, they might even notice the imp move from time to time. Very experienced and happy armor imps have been known to make repairs to armor even in the heat of battle. (The imp moves around as an etching, fixing damage a it appears.)

In one eve, one armor imp can make the repairs of an expert blacksmith, if he were to work for 12 hours, with no breaks. Armor imps make no sound, require no forge, smoke, or bellows, and most do excellent work. Each additional imp will increase the amount of work done, up until 3 imps. (ie., 36 hours of repair work per night.)

Interestingly, one could bond an armor imp to the smallest scrap of used armor, and they would eventually build it into the full suit that it once was. However, they are unable to work on any armor that has never seen battle.

Armor imps make excellent pets, as long as one follows the following rules:
1. Leave them alone.
2. Leave a bonding charm on the armor that you wish the imp to bond to. (Charm is provided with purchase of imp)
3. An Armor Imp will bond to one suit of armor for life. (Unless #6 happens) This bond is not transferable. Imps live for centuries.
4. Armor imps love torch sap, and will suck all of the sap dry in one evening. This makes them drunk. (they will not get any work done for 7 nights if drunk.)
5. Armor imps love lamp oil better than torch sap, so hide this too. (21 nights of drunkness)
6. Up to 3 imps may bond to one suit of armor. If 4 are bonded, they all will flee, never to return.
7. The armor must have been used in battle at some point in it's history, or the imp is free to flee.

Taken from + see picture
http://www.agyris.net/v3/encyclopedia/crea...p?id=1032331912
Sir-Kill
well it gives ideas which are nice, unfortunately it looks like it is from a preexisting game.
looks like we would have to come up with degrading armor to accommodate the imps in practice. tho a story of such creatures might be feasible i.e. a wizard once had created these imps to service his guards armor...

not bad herd thanks for the input. I like to see more original things tho idea generating things are good too.
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