At the moment this is at least in part a conceptual idea for a mod. Not all aspects of it are something I may ever be able to do.
This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2.
Chapter 3
Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.
Troubles are brewing along the Sword Coast. Troops are being moved northward from Athkatla towards the town of Nashkel, hoping to bolster forces there in the event of an attack. Merchants there complain that they are being overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears of a conflict between Amn and Baldur's Gate.
Meanwhile, concerned over the Flaming Fists chances in the event of a war with Amn the town council of Beregost has convened a meeting to decide its strategy in the event of an invasion. A small number of militia now line its streets and stand ready in the event they are needed.
Where desperation and despair lurks profiteers have answered. With weapons still brittle from the Iron Crisis profiteers have been shipping in new weapons from far away lands, leading to an arms buildup across the region as concern grows over the quality of the regions ore. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.
Chapter 4:
Thalanyr is found murdered in High Hedge. Evidence points to this being the work of bandits, perhaps as retaliation for any assistance he may have granted you in the past, though given his magical abilities you suspect otherwise. The investigator outside the door explains that the unconscious bandit found next to him is the primary suspect in the murder, though in his state you won't get anything out of him. If the character talking to the investigator has sufficient charisma, wisdom, or intelligence it is possible to convince him that bandits were likely not involved. Mages and Bards with sufficient intelligence (along with Sorcerers) can detect residual magical energies that suggest teleportation magic was somehow involved here. You gather that perhaps it was used by someone who fled the scene.
High Hedge from this point onwards has been locked magically to prevent anyone from entering the crime scene.
Chapter 5
At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops continue to train there, expecting the call of war at any time.
In Beregosts fears of a conflict have only served to escalate the situation there. The Flaming Fist now have a much more visible presence in the city, alongside the cities militia. The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of a war.
Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):
In Baldur's Gate the Grand Dukes themselves have been preparing for war. The compliment of Flaming Fists in the streets has been doubled in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.
Concern over the war has also caused Beregost to request additional troops. More soldiers now line its streets. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.
Chapter 7
As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought, even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.
It is in this chapter that you are effectively granted four choices. The point of no return in this case would be when you finally confront Sarevok in the Temple of Bhaal.
1) "Good" or perhaps "lawful neutral" path: Align with the forces of the Flaming Fist and put an end to this Zhentarim threat by raiding their compound (basically kill a few wizards and their henchmen). To be directed to the compounds location you need to bring Eltan to the Harbormaster (to roleplay this you should try to disable those members of the Flaming Fist who are after you). The Harbormaster then directs you to talk to Officer Vai (who since returning from Beregost has become concerned about the unusual orders she has been receiving). Vai has received intel on the compounds location. After the deed is done you report to Piergeiron the Paladinson in one of the city inns.
2) Goodish path: Save Eltan but do nothing else to help the Fist.
3) "True neutral" or perhaps the "chaotic neutral" path: Take no action (do not save Eltan and instead proceed to killing Sarevok).
4) "Evil" path: Align with the Zhents by making a bold attack upon the Flaming Fist headquarters, killing Eltan in the process. Assist them in their efforts and in the process threaten to delve the region into war.
The decision you make here will have an impact if you install the follow up to this mod in BG2EE (assuming of course this mod or its subsequent mod ever gets made).
This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2.
Chapter 3
Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things.
Troubles are brewing along the Sword Coast. Troops are being moved northward from Athkatla towards the town of Nashkel, hoping to bolster forces there in the event of an attack. Merchants there complain that they are being overstretched, while the mayor complains that the town simply can't house this increase in troops. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears of a conflict between Amn and Baldur's Gate.
Meanwhile, concerned over the Flaming Fists chances in the event of a war with Amn the town council of Beregost has convened a meeting to decide its strategy in the event of an invasion. A small number of militia now line its streets and stand ready in the event they are needed.
Where desperation and despair lurks profiteers have answered. With weapons still brittle from the Iron Crisis profiteers have been shipping in new weapons from far away lands, leading to an arms buildup across the region as concern grows over the quality of the regions ore. Where once smuggling was frowned upon the thieves guilds in Baldur's Gate and Athkatla have found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed.
Chapter 4:
Thalanyr is found murdered in High Hedge. Evidence points to this being the work of bandits, perhaps as retaliation for any assistance he may have granted you in the past, though given his magical abilities you suspect otherwise. The investigator outside the door explains that the unconscious bandit found next to him is the primary suspect in the murder, though in his state you won't get anything out of him. If the character talking to the investigator has sufficient charisma, wisdom, or intelligence it is possible to convince him that bandits were likely not involved. Mages and Bards with sufficient intelligence (along with Sorcerers) can detect residual magical energies that suggest teleportation magic was somehow involved here. You gather that perhaps it was used by someone who fled the scene.
High Hedge from this point onwards has been locked magically to prevent anyone from entering the crime scene.
Chapter 5
At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops continue to train there, expecting the call of war at any time.
In Beregosts fears of a conflict have only served to escalate the situation there. The Flaming Fist now have a much more visible presence in the city, alongside the cities militia. The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of a war.
Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep):
In Baldur's Gate the Grand Dukes themselves have been preparing for war. The compliment of Flaming Fists in the streets has been doubled in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets.
Concern over the war has also caused Beregost to request additional troops. More soldiers now line its streets. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far.
Chapter 7
As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought, even if he is exposed. Concerned over the spread of the Zhentarim's influence in the city Amn has lost trust in the leaders of Baldur's Gate to handle the situation. News of Eltan's sickness has only served to confirm their suspicions.
It is in this chapter that you are effectively granted four choices. The point of no return in this case would be when you finally confront Sarevok in the Temple of Bhaal.
1) "Good" or perhaps "lawful neutral" path: Align with the forces of the Flaming Fist and put an end to this Zhentarim threat by raiding their compound (basically kill a few wizards and their henchmen). To be directed to the compounds location you need to bring Eltan to the Harbormaster (to roleplay this you should try to disable those members of the Flaming Fist who are after you). The Harbormaster then directs you to talk to Officer Vai (who since returning from Beregost has become concerned about the unusual orders she has been receiving). Vai has received intel on the compounds location. After the deed is done you report to Piergeiron the Paladinson in one of the city inns.
2) Goodish path: Save Eltan but do nothing else to help the Fist.
3) "True neutral" or perhaps the "chaotic neutral" path: Take no action (do not save Eltan and instead proceed to killing Sarevok).
4) "Evil" path: Align with the Zhents by making a bold attack upon the Flaming Fist headquarters, killing Eltan in the process. Assist them in their efforts and in the process threaten to delve the region into war.
The decision you make here will have an impact if you install the follow up to this mod in BG2EE (assuming of course this mod or its subsequent mod ever gets made).