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[Development In progress] Yeorg NPC mod for BGEE

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Who is Yeorg
Yeorg is a level 4 dragon disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. Specifically he mentions he is looking for a yet unnamed artifact that he needs as a component (which happens to be for returning to the lair of Shakiel, something that would only happen if this mod was expanded into BG2EE). The existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region.

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Yeorg, Dragon Disciple (level 4)
Half-Dragon (labelled as a human)
Neutral Evil

STR: 18
DEX: 7
CON: 15
INT: 15
WIS: 16
CHR: 10

Total = 81

Starting HP: 24 hp (which includes the constitution bonus)

*Innate abilities:

- Flame Burst: Causes 4d8 damage (this increases with level to 5d8 at level 6 and 6d8 at level 9) with no save. Knocks back enemies (save vs breath -2). (he gets both this and the dragon disciple's breath weapon)

- Alter Form: Can change appearance to an elderly human mage once per day. Grants him +5 charisma. Using this leaves Yeorg temporarily taxed. He cannot use any spellcasting or any other special abilities for the first two rounds. This includes reversing the illusion.

- Cease Illusion: Cancels "Alter Form"

Unique Items: Yeorg's Wings (I've made his normal forms hair to be red, which gets reflected in his wings, but as you may know there isn't too much in the way of options here) and Yeorg's Robes (just adventurers robes that I believe I custom coloured). He also has a quarterstaff that I believe I've uniquely coloured. The purpose of these items is mainly aesthetic (they don't really do much from a powergaming standpoint).



Biography: When asked about his past Yeorg is unusually transparent. He mentions that at a young age Yeorg was traded to be a slave to a Djinni known as Shakiel. He is unsure as to what was traded for his life, though knowing Shakiel it was probably material goods that were consumed soon after. He remains unsure of his origins. He knows that his birth name is not Yeorg and that Yeorg was the name of his mothers human husband, a warrior of some renown. It was chosen as a name of failure, cast on him by Shakiel as a means of establishing Yeorgs place in life.

From what Yeorg has since been able to gather his mothers husband was part of a group of men attacking the lair of a red dragon. The attack ended with everyone except the dragon having been slaughtered. Yeorg's mother, a magic user mostly only interested in her own aims, tipped off the red dragon in exchange for the promise of great wealth and power. Some point later Yeorg came to be, though he personally doesn't like to think too much on those details.

From what you can tell it seems like Yeorg was left broken while in the clutches of Shakiel. As he describes it in his time as a slave he did gradually gain a small level of power, but in such poor conditions this ended up being largely wasted on examining the assortment of magical items Shakiel came across.

Eventually Yeorg gained his freedom, though he has no interest in saying how this came about. He will however say that leaving the lair for the first time in his memory didn't prove to be easy.

It wasn't long before he realised that he was considerably different than most humans. His increasingly large stature and great strength, along with the wings he had been born with, made him seem unsightly to those he met along the road. Out of a need of supplies and companions he ended up on the streets of Athkatla. It was there that he fully realized the extent and potential, as well as the danger, of his innate magical abilities.

In time Yeorg's power grew, enough so that he learned a few more spells at least. As a half-dragon Yeorg has gained some unique magic that few in the realms can claim to have. This includes the ability to send out a burst of fire on at his enemies, as well as an ability to make his physical appearance appear that of a much older human mage. He appears unwilling to discuss this latter ability any further, including its origins, though you suspect it comes with its own restrictions. Regardless, it seems to have served him well in his current home in Gullykin.



Character Conceptualization (most of what you see here probably won't get an in-game explanation for it)


Stats


Yeorg is physically strong but his torture has left him with enough physical damage that this has had an impact particularly on his dexterity and constitution.


Strength

His extremely high strength for a mage is because of his ancestry. At level 6 he will gain an additional point in this (as well as continue to get the constitution, fire resistance and AC bonuses a dragon disciple would normally get).


Dexterity and Constitution

The reason his dexterity and constitution is that like Aerie the torture he took at the hands of Shakiel left him scarred. Unlike Aerie however he started out being unusually hearty given his ancestry, so the effect on his constitution wasn't as significant. Essentially he has become physically much stronger (in the sense that he can lift more weight) since leaving but lacks the fortitude to diseases and other ailments that he might otherwise have. Had he not lived an early life that involved torture he never would have been a particularly dexterous person either, so the torture has only made things worse for him there.


Intelligence and Wisdom

As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg has been making his way along the Sword Coast and slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation.

Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed).


Charisma

Technically his charisma is an illegal amount given the class (the minimum should be 15). The intention here is to reflect the impact that his wings has on his perception by others (its just the easiest way of doing this).



Alignment

Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer (for instance a group of goody two shoes adventurers have uncovered part, if not all, of his plans). He also has no interest in slaughtering a village on a whim.


Starting Location: AR4013 (a small hut in the north-east part of Gullykin)



Quests and more detailed explanation for his presence in Gullykin

[spoiler]
He's actually partly responsible for the Kobolds being released into Gullykin. He originally actually came to Gullykin looking for information about treasures in Durlag's Tower and the Firewine Ruins and after staying in the village for a bit of time he learned about the secret passage between the villages winery and the ruins. Shortly after that he was approached by Jenkal. Jenkal had this idea where Jenkal, the Ogre Mage, and Yeorg would collaborate in order to gain money from the rest of the villagers.

Essentially the Ogre Mage and Jenkal would allow Kobolds loose into the village. As an outsider who was viewed by the villagers as a capable spellcaster Yeorg would then offer (to Gandolar Luckyfoot) to investigate how the Kobolds were entering the village. Needless to say this was a task that Yeorg demanded a relatively large amount of money for (given the limited wealth of the village). By the time your adventuring party has arrived the village coffers are largely dry (and the kobold attacks have only become bolder). In addition, though nobody but Yeorg and Jenkal know this, Yeorg recently used a portion of the funds he has acquired from the villagers in order to eliminate the band of hunters that Luckyfoot is hoping are returning shortly (he mentions them in the vanilla game).

Not surprisingly Luckyfoot tasks your party instead with discovering the truth behind how the kobolds are entering the village as by this point he doesn't believe Yeorg is capable of doing so (he hasn't however caught on to the arrangement between Yeorg and the others).


Essentially when you arrive you have 3 branches you can take with the mini quest. These may change if turn out to be too complicated to implement.

A) Without first talking to Yeorg at all you kill both Jenkal and the Ogre Mage, and then talk to Yeorg (this branch is also the same as if you talked to him but didn't have him join). Having heard about the deaths of Jenkal and the clearing out of the Firewine Ruins Yeorg may accept the premise of joining your group (this will also depend on your alignment and what you say to him). The downside with this is that by not having Yeorg in your party (at least when you confront Jenkal and the Ogre Mage) you miss out on a few banters about these plans (Jenkal and the Ogre Mage don't otherwise make any mention of the plans).

B) Having killed either Jenkal or the Ogre Mage (but not both) you talk to Yeorg and agree to have him join your party. Yeorg agrees to join your group however you have 3 days to eliminate whoever it is that you have not yet killed. The reason for this is that Yeorg has basically decided that with your arrival the jig is up and its time to clean house. While prior to this he was fairly confident in his ability to survive if the halflings were to discover this arrangement and attack him, your arrival has complicated matters and he'd rather just leave as soon as possible.

C) You talk to Yeorg before killing either Jenkal or the Ogre Mage and have him join your group (as with the other approaches how effective you are at this will in part depend on your alignment). If you are looking to learn about the plan and the situation as a whole this ends up being the best approach. I'm planning on giving both Jenkal and the Ogre Mage special dialogue if Yeorg is in your group. Like with option B Yeorg will only remain in your party for 3 days. If by that point the Ogre Mage and Jenkal are both still alive Yeorg will leave.

[/spoiler]


Spells:

Level 1: Burning Hands, Identify, Shield
Level 2: Agannazar's Scorcher

Progress:
Biography - 90% (may tweak a few things)
Dialogues - 70%
Interjections - 0%
Banters - 0% (not sure I plan on having much of these given that its BGEE)
Portrait - 75% (I'd personally prefer to find another picture but at the moment this is all that I've got)
TP2 File - 98%
Audio - 0%
cre file - 100%
Unique Items and Spells - 99%
Scripts - 75%
Readme - 0%
Find Place to Host Mod - 40%

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