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Shadows over Soubar

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#1 theacefes

theacefes

    Probably swearing

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Posted 24 April 2007 - 09:02 PM

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File Name: Shadows over Soubar
File Submitter: King Diamond
File Submitted: 25 Apr 2007
File Category: Shadows over Soubar

In a nutshell, Shadows over Soubar is another large mod made by CBisson, adding many new quests, characters and areas to the game. The player travels to the town of Soubar, where the Bhaalspawn's powers are sorely needed.

 

This game mod (modification or module) is created for the BG2:SoA side of a BG2:ToB game (yes, BG2:ToB is required), as many people wouldn't want to go through a whole new game to reach ToB areas just to play this mod. With that in mind, most people who have played BG2 know that one of the plot quests is to save the village/town of Trademeet from evil druids, Calim rakshasa, and the noble bickerings. Shadows over Soubar picks up just after that. However, action in the mod does occur if you do not complete the entire sequence of quests in Trademeet, beginning directly after Imoen is kidnapped by the Cowls and Irenicus.

We know that war is brewing in Tethyr, and that the Sword Coast has experienced troubles since our hero left Candlekeep as a young adventurer. Power groups- the Iron Throne in particular- have been destroyed, and others are quick to grab for their own power. Including such enemies as Yaga-Sura, Melissan, and Irenicus. But there are other less twisted enemies that prey not on heroes, but on the simple folk. Folk who's only crime is that they live in a town where a great leader who met an orcan horde on the field of battle once lived. Farmers, herders, tradesmen, and merchants all are affected by those who claim power over their lives. Now that sounds like a call for help! Which our great hero will answer. To the rescue we go!

So our story begins in Trademeet, where our hero learns that some mysterious men from the north are looking for them. What those men want, we are not sure. But after a time of searching Amn, our great hero finds a sneaky thief who '*employs*' us to do some '*work*'. After completing the jobs, the sneaky thief will finally tell our hero what needs to be done to move on. And our hero does indeed move on, finding some letters which leads them to the mysterious men. These mysterious men will explain the entire situation, and the hero can accept (continue the mod) or decline to help.
 

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DO ~SetGlobal("omgBbqRomanceActive","GLOBAL", 2)~

 
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