following mod idea:
~Waterdeep for BGII!~
Needed:
+ area maps creators: at least 2-3 area modders who create the city areas according to the existing city maps of Waterdeep
+ modders putting in "fillers" (commoners, non-quest related city folks): 1 or 2 (could be quest writers, too)
+ quest writers: several
Quest modding outline:
Phase I: Area creation
Phase II: linking of areas and putting in common towns folk
Phase III: Quest modding
Each phase gives work for several years, I suspect.
Motivation: Why another big city, why Waterdeep?
+Big cities are a great pool of never ending quest possibilities: All those people on that small area. Family conflicts! Gangster activities! Problems of town authorities! Bureaucracy! Corruption!
+Waterdeep has a special flair of it's own, being "The City of Splendours" and having the "Undermountain" (quoted from wizards.com):
QUOTE
Undermountain: Before the founding of Waterdeep, a wizard settled on the slopes of Mount Waterdeep with seven apprentices. None know the origins of Halaster Blackcloak, the Mad Wizard, but he's said to have devised many spells now widely known. Halaster summoned and bound creatures from other planes to build his tower.
Halaster's creatures -- some of whom hunted humans by night -- dug extensive storage tunnels beneath his abode. At length, their tunnels broke into the large, grand Underhalls, old dwarven delvings of the long-vanished Melairkyn clan. Halaster eradicated the drow infesting the halls and moved entirely into the subterranean ways, leaving behind his tower. His curious apprentices, abandoned on the surface, explored the underground lair but found only traps baited with powerful magic (and enigmatic messages hinting that " true power" awaited them below). One by one, as their courage and capabilities allowed, the seven descended in search of their master. They found a strange, dangerous labyrinth where Halaster stored his treasures, experiments, victuals and necessities, magic items, and servants -- kept safe (he thought) from spying, theft, and attack.
As time passed and Waterdeep grew around the mountain's base, expeditions of armed adventurers into Halaster's stronghold grew numerous. He roamed planes to collect monsters and moved his operations deeper into the endless Underdark. Undermountain became known as a place of horrors, the lair of terrible monsters. Halaster himself grew old, mighty, and insane.
The warrior Durnan (NG male human Ftr18) and others who explored Undermountain spoke of its riches, hazards, and vast passages. Many who were desperate for wealth, bored, or escaping pursuit went down the shafts in Durnan's inn, the Yawning Portal. Some returned, now rich for life, and greed kept the adventurous coming. Some in Waterdeep whisper that the Lords still sentence defiant criminals to Undermountain, to die or find their own ways free.
Halaster, it is said, still roams the dozen levels and twice that many sublevels of Undermountain, watching from the walls. The Lords of Waterdeep turn a deaf ear to reports of entire temples below them (notably the Promenade of Eilistraee) and even an entire lawless trading community in the depths, Skullport. Sea caves are connected via great sling-hoists to the waters of Undermountain, allowing sea captains to smuggle cargoes to and from the drow and darker beings who dwell in wicked Skullport. The Lords forbid slavery in Waterdeep, but do not interfere when unsavory folk are smuggled out or down by this route.
Elminster described Undermountain best: "The most famous battlefield in which to earn a reputation as a veteran adventurer -- and the largest known grave of heroes in Faerūn."
Halaster's creatures -- some of whom hunted humans by night -- dug extensive storage tunnels beneath his abode. At length, their tunnels broke into the large, grand Underhalls, old dwarven delvings of the long-vanished Melairkyn clan. Halaster eradicated the drow infesting the halls and moved entirely into the subterranean ways, leaving behind his tower. His curious apprentices, abandoned on the surface, explored the underground lair but found only traps baited with powerful magic (and enigmatic messages hinting that " true power" awaited them below). One by one, as their courage and capabilities allowed, the seven descended in search of their master. They found a strange, dangerous labyrinth where Halaster stored his treasures, experiments, victuals and necessities, magic items, and servants -- kept safe (he thought) from spying, theft, and attack.
As time passed and Waterdeep grew around the mountain's base, expeditions of armed adventurers into Halaster's stronghold grew numerous. He roamed planes to collect monsters and moved his operations deeper into the endless Underdark. Undermountain became known as a place of horrors, the lair of terrible monsters. Halaster himself grew old, mighty, and insane.
The warrior Durnan (NG male human Ftr18) and others who explored Undermountain spoke of its riches, hazards, and vast passages. Many who were desperate for wealth, bored, or escaping pursuit went down the shafts in Durnan's inn, the Yawning Portal. Some returned, now rich for life, and greed kept the adventurous coming. Some in Waterdeep whisper that the Lords still sentence defiant criminals to Undermountain, to die or find their own ways free.
Halaster, it is said, still roams the dozen levels and twice that many sublevels of Undermountain, watching from the walls. The Lords of Waterdeep turn a deaf ear to reports of entire temples below them (notably the Promenade of Eilistraee) and even an entire lawless trading community in the depths, Skullport. Sea caves are connected via great sling-hoists to the waters of Undermountain, allowing sea captains to smuggle cargoes to and from the drow and darker beings who dwell in wicked Skullport. The Lords forbid slavery in Waterdeep, but do not interfere when unsavory folk are smuggled out or down by this route.
Elminster described Undermountain best: "The most famous battlefield in which to earn a reputation as a veteran adventurer -- and the largest known grave of heroes in Faerūn."
I just couldn't resist thinking of quests for that one while reading it!!
+I think Athkatla lacks the "big city" flair of Baldur's Gate in BG1 (Which I liked very much) due to the reduced map sizes.
+Er, well... Ajantis' family lives there. -No, I didn't mean this serious.
I know that all of you modders are very busy, but could someone of you, especially the area specialists, imagine to be interested in joining and start working on the mod in some time, even if it's in 1, 2 years from now?
Could anyone imagine to be as excited as me about this mod idea? I'm addressing this question mostly to the modders out there, I guess there will be enough players when time has come!
I'd appreciate "yes" and "no" answers.