This isn't really anything anymore. I'm just me. I'm a social worker, and I love playing The Sims 3. After I had a major medical event, sims became my main form of creative outlet.
Built by Waterheart197 for Midnight Hollow. Uses LN, AB, WA, 70s80s90s, FastLane(2-4 items), LoudFastClash, FrontRowCenter, GothiqueLibrary, Tudor window, OhMyGoth, RoarHeights sectional, BohGar string light, Morocco light, JazzAge stool, 50s stool, and free award-themed store content. This is a recreation of the infamous Limelight nightclub which was open from '83-'98, based solely on available photos. Formerly the Episocopal Church of the Holy Communion, this historical building had fifteen thousand people showing up nightly to party with no regard to sanctity.
I have a LOT of photos to show this massive build off, so I'm just sharing a google drive link to a folder with the photos instead. I have too many details I want to share lol. For convenience, I've also put the Sims3Pack and package files in there. But those files are also in the same simfileshare folder as all of my other Midnight Hollow builds http://simfileshare.net/folder/174973/
***Note at end of description***
Built by Waterheart197 for Midnight Hollow. Uses LN, AB, WA, 70s80s90s, FastLane(2-4 items), LoudFastClash,
I'm about to go through the rest of my lots for Midnight Hollow, take photos, and make more of these posts. I want to finish making community lots from all EPs for Midnight Hollow. Hope you all enjoy over the next few days!
I've been pretty quiet on here, but that doesn't mean I've stopped simming! First up I'd like to say thanks (and sorry!) to all the lovely people who've sent me messages :) I'm gonna try my best to reply to everyone asap!
For christmas I wanted to share something special - so here is the public release of the first version of my Decorating Tools mod (or S3DT)
Quick Description -
This mod adds hotkeys to the game to allow you to move objects up/down, left/right and rotate in all directions, similar to T.O.O.L for TS4
PDF Guide included below!
To my wonderful patrons - thank you for your support <3 I feel bad that real life has gotten in the way of me delivering more content to you all, so I'll likely be closing it soon! If it's possible, I'll also refund the last couple of months due to my inactivity. Anyone who wants to can still donate to my Ko-Fi
MOD INSTRUCTIONS AND DOWNLOAD BELOW THE CUT
This version is compatible with icarusallsorts' Transmogrifier Mod, and until I can figure out how to script it better, my mod actually REQUIRES it in order for them to be compatible together.
If you would like a version that does not require the Transmogrifier (but is therefore incompatible) send me a message!
FUTURE PLANS:
- Adapting movement depending on camera direction
- Adding a UI interface for interactions and manual rotations etc.
- Scaling interactions with hotkeys
Don't be afraid to reply to this post, send me an ask or a private message if you have any questions or problems. I'm also in the Creator's Cave discord, so feel free to @ me there too :) And please tag me or use the tag #S3DT if you come up with any cool ways to use this mod!
DOWNLOAD S3DecoratorTools.V1
VIEW PDF GUIDE
Thank you to @greenplumbboblover for her help with pesky matrix44's, granthes and Misukisu for laying the groundwork for this mod, and @puddingface1902 for his super helpful videos!
1. All hotkeys can be changed to your liking in the TRIG file within the package
2. The height of raised/lowered objects are maintained when exporting lots/worlds. You do not need the mod installed, the objects will stay in place until you move them.
3. Rotated objects are NOT maintained when exporting lots, but are when exporting worlds. They will snap upright when placing the lot down. I’m looking into a workaround for this!
4. Objects still snap to slots, so I suggest using the cheat “disablesnappingtoslotsonalt true” while in testingCheats mode and then holding alt when decorating.
This is my new favorite thing, because of a few aspects:
Easier on the eyes when I'm doing in depth decor! It's really hard to see what you're doing sometimes with OMSP
It seems to be easier on the game engine because it's less items on the lot, so WOOOO for that!
OMSP keeps having that glitch where it turns visible in live mode for no apparent reason... none of that with this mod!
Genuinely a bit upset it took me this long to discover it, because I use sooooo much clutter in this long build project I just finished up. Went back and redid each bit that used OMSP so I could play in it!
This lighting mod is a blend of Aurora Skies, University Lighting and Pounawea with Buhudain’s golden sunlight and cute cotton ball clouds. The daytime lighting has been edited to have a brighter (but still very blue) late afternoon sky. It has a 25% chance of Buhudain’s colorful auroras appearing and uses pounawea sunrises and sunsets.
There is no full moon lighting, and it includes lowered bloom and dynamic shadows. Also, as a disclaimer, I would like to add that I do not edit my lighting mod photos in anyway. What you see is what you get <3
To Install: You simply put the package file in your mods folder with the rest of your package files.
Also you do not need any of the expansion packs or worlds for this to work, and you only need one of the following flavors.
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NEW 3.0 UPDATE includes longer days with a 6am sunrise and a 9pm sunset (only choose one of the following):
Download w/ University Water
Download w/ Aurora Skies water
Download w/ Aurora Skies water & 24hr sun (no nighttime!)
Download w/ Lucky Palms water
Download w/ Lucky Palms water and No Aurora
Download w/ Pounawea water
Download w/ Pounawea water and No Aurora
Download w/ Sunlit Tides water
Download w/ St. Claire water
Download w/ St. Claire water and No Aurora
Download w/ Moonlight Falls water
Download w/ Monte Vista water
Download w/ Isla Paradiso water
Download w/ Isla Paradiso water and No Aurora
Download w/ Isla Paradiso water, No Aurora and big Sun & Moon*
Download w/ Isla Paradiso water, No Aurora and Lunar Lakes Sun & Moon*
Download w/ custom water 25% sunlit tides 75% st. claires
Download w/ custom water 25% sunlit tides 75% st. claires & 1% chance of an aurora
*Note for IP water and No Aurora varying sun/moon sizes: The Lunar Lakes Sun/Moon has a slightly larger sun than default, with a way larger moon than default.
The Big Sun and Moon are equally larger than the default, with the sun being even larger than the Lunar Lakes Sun, but in no way as large as the Lunar Lakes Moon.
For side by side comparisons of the waters go here
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2.5 update includes underwater visibility for the new patch!
Download Fresh Cut Day 2.5 (only choose one of the following):
Download w/ University Water
Download w/ Aurora Skies water
Download w/ Lucky Palms water
Download w/ Pounawea water
Download w/ Sunlit Tides water
Download w/ St. Claire water
Download w/ Moonlight Falls water
Download w/ Monte Vista water
Download w/ Isla Paradiso water
REQUESTS:
Download w/ St. Claire water and No Aurora
Download w/ Pounawea water and No Aurora
Download w/ Isla Paradiso water and No Aurora
Download w/ Isla Paradiso water, No Aurora & Lunar Lakes Sun Moon
Download w/ Lucky Palms water and No Aurora
Download w/ custom water 25% sunlit tides 75% saint claires
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2.0 update includes brightened sunlight at midday till late evening, additional blue coloring to 5am sky and post sunrise sky, and brightened sun color
Download w/ University Water
Download w/ Aurora Skies water
Download w/ Lucky Palms water
Download w/ Pounawea water
Download w/ Sunlit Tides water
Download w/ St. Claire water
Download w/ Moonlight Falls water
Download w/ Monte Vista water
REQUESTS:
Download w/ Lucky Palms water and No Aurora
Download w/ custom water 25% sunlit tides 75% saint claires
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1.5 update includes darker nights and blue dream additional morning horizons and early morning sky color
Download Fresh Cut Day 1.5 DEFAULT w/ University Water
Download w/ Aurora Skies water
Download w/ Lucky Palms water
Download w/ Pounawea water
Download w/ Sunlit Tides water
Download w/ St. Claire water
Download w/ Moonlight Falls water
Download w/ Monte Vista water
REQUESTS:
Download w/ Monte Vista water and 5% chance of Aurora
Download w/ Aurora Skies water and 5% chance of Aurora
Download w/ Pounawea water and no chance of Aurora
Download w/ custom water 25% sunlit tides 75% saint claires
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Download Fresh Cut Day 1.0 DEFAULT lighting mod (w/ University Water)
Download w/ Aurora Skies water
Download w/ Lucky Palms water
Download w/ Pounawea water
Download w/ Sunlit Tides water
Download w/ St. Claire water
Download w/ Moonlight Falls water
Download w/ Monte Vista water
REQUEST: Download w/ Monte Vista water and 5% chance of Aurora
Credit: Buhudain, Awesims, Latoya/Los and me
If you have any suggestions or requests please let me know! I would love to enhance the direction of this mod <3
Here is something that probably no one asked for but here it goes. Maybe someone else needs it too
The Glass Blowing Station from the Sims 3 Store, that comes with The Prism Art Studio. Also interduces the Artisan Skill. This is probably my favorite Sims 3 Store Premium Content. However this is EA after all and for whatever reason, the skill gain for the Artisan skill is astronomically high. You sim will gain 2.5 skill points just from crafting their first glass object. And you will max it within a day or two. As a kid I used to exploit this back in the day, but now I want more of a challenge, hence this mod was born.
Technical Things:
This is the weirdest skill done by EA. It has a different skill gain compared to the rest of Store Skills. I didn't have the time to look at the Vanilla skills but I am going to assume that all of them are like the other store skills.
The code is a bit of a mess, so I can't figure out what is the skill gain value actually is. The default skill gain for this skill is 50. 50 what? Per minute, hour...? I experimented with different values and I settled on 10. Again 10 what? But this seems to make it match the rest of the skills. Anything less was too slow, anything higher was too fast.
This mod requires the Glass Blowing Station to be installed(official or decrapped). Just put this mod in Mods>Packages if you have it installed as a .sims3pack. And if you have it as a .package file I believe it needs to go into Mods>Overrides folder(I can't test this).
There are no mods that conflict with my mod, that I am aware of.
According to this reddit comment, Gale’s tower is most likely in the Dock Ward on the corner of Sea Lion and Sail Street. Assuming Gale and Tav spend most of their time in Waterdeep either at home or at Blackstaff (well, depending on what your tav does for a living! I imagine mine works nearby), here are some possible locations for all your fanfic needs. I’m using this map and the descriptions it gives for the locations. This is not an exhaustive list–just the ones I thought might be the most useful to writers.
- Near Gale’s Tower (Dock Ward) -
Taverns and Inns:
The Quaffing Quaggoth
Tavern. A favorite among sailors, merchants, and young nobles, this dwarven owned and operated establishment is known for its own specialty brew – the Quaggoth, a thick house-brewed stout mixed with a shot of a house secret liquor.
The Sailors' Own
Tavern. The place is low-beamed and crowded, with weary sailors slumped on benches playing at board games, cards, or merely getting thoroughly drunk. This place is just what its name implies. It belongs to the sailors, and they don't really want anyone else here. The proprietor is Guthlakh 'Hands' Imyiir. (so, maybe not likely for them to frequent this one, but who knows!)
The Pickled Fisherman
Tavern
The Soaring Pegasus
Tavern
Bard inn
A cozy inn owned by a family of past adventurers, it appears to have been fixed up recently. Most of its visitors are sailors, but it has been known to house meetings between gangs in order to keep the peace. In the basement is a hidden underground fighting ring.
The Angry Coxswain
The tavern contains a one-way portal connecting with a prison cell in the slave market in the Mulhorandi city of Skuld.
The Yawning Portal
Inn. Built in 1306 DR on the ruins of Halaster Blackcloak's old tower, the Yawning Portal gained most of its renown for being the primary open route to the Undermountain. The Portal's innkeeper, Durnan, is a former adventurer of great power and renown.
The Gray Griffon
Tavern
Darth's Dolphyntyde
Tavern
Selune's Smile
Tavern
Azuth's Mug
Tavern
The Rearing Hippocampus
Inn. Probably the classiest inn in Dock Ward. Favored by many caravan masters and merchants who want a good, secure place to sleep, and regular visitors to the city who have business near the harbor.
The Splintered Stair
Inn. The entry hall of this room rises up three floors, overlooked by interior balconies linked by elegantly spiraling stairs.
The Blackstar Inn
This dignified, even haughty inn is like a fortress on the outside, with barred windows, stone walls, and a slate roof. Its lobby has two armed guards, and the four hostlers in the locked stables are also armed. Fees are high, but in return, guests get almost soundproof rooms. Each room has a hip-bath, a double bed, water and wine provided for drinking and various pamphlets and chapbooks provided for light reading. Each room also has its own fireplace, albeit with a miserly supply of firewood, and the patrons tend to keep to themselves. A good place to get a long soundsleep. Asiyra Boldwinter is the proprietress of this inn. Her manner is one of uppercrust, noble dignity.
The Empty Keg
The Empty Keg is a rowdy beer-hall. Later at night, it sees visits from workers from Mother Salinka's next door to reinvigorate business there.
The Red-Eyed Owl
This is the closest thing Waterdeep has to a comfortable, unimpressive, welcoming gathering place for the neighborhood. It is the kind of place where friends will come in and hail each other across the room. The food and drink are pleasant, if unspectacular, and you'll be allowed to sit in peace. It is a rambling old wooden building that looks as if it's about to fall into the street. Balarg 'Twofists' Dathen, a man with long, red hair, owns and runs the tavern.
The Sleepy Sylph
Tavern. Locals in the neighborhood come here for a single drink, to enjoy the music and to watch the waitresses (wearing diaphanous robe), and then go to the Owl, just steps away to eat and drink at about a third the price. The owner is Callanter Rollingshoulder, a tall man dressed in dark silken robes with a magnificent mustache.
The Bloody Fist
Tavern. Bullies and angry people come here to pick fights, and a room upstairs is retained for a succession of novice priests of Tempus who dress broken bones and perform minor healing magics in return for donations to the war god. Members of the Bull Elk Tribe can usually be found drinking here. Proprietor: Uglukh Vorl, a half-orc.
The Sleeping Snake
Tavern. This rowdy place is roughly furnished in hastily mended furniture. Members of the Black Boar Tribe can usually be found drinking here.
Festhalls and Entertainment:
From the Forgotten Realms wiki: “A festhall was an establishment combining the services of brothels, casinos, and private clubs. Festhalls provided a variety of adult-themed leisure activities and entertainment, including sex work, gambling, day spas, dining, exotic dancing, companionship, role-play, and other specialized interests.”
The Mermaid's Arms
Festhall. Elegant dining lounges, in which one dines or just drinks with an attractive host or hostess (or alone). Increasingly, the Arms is being used by single gentlefolk for a night of love. In other words, patrons are going there to meet each other, not to hire a host or hostess for the night. The Arms is large, well-lit, always busy, and can be quite expensive.
The Hanging Lantern
Festhall. The Lantern, an escort service known for the stunning beauty of its workers, and for the skill of its matchmakers, is famous up and down the Sword Coast.
Blushing Nymph
Festhall. The long stair links the oubliette of the Blushing Nymph festhall with Undermountain's first level.
Mother Salinka's House of Pleasures
This is a dingy low-coin festhall owned by halflings and frequented by those who are there for a 'brief visit', or can't afford or are turned away from the Yawning Portal.
Three Pearls Nightclub
Festhall. Pearls, as it is called, is a popular evening destination for Waterdhavians, offering stand-up comics, trained animal acts, illusionists' recitals, bards, orators, and exotic dancing. It has a low ceiling and is usually hot and smoky. The manager, Xandos Waeverym, is known as 'the Dandy'.
Seven Masks Theater
The theater caters to a lower-class clientele, and ship captains and sailors are admitted for free. The owner of the theater is a burly and jovial Shou man with a braided goatee named Rongquan Mystere.
The Purple Palace
Festhall. This is the closest thing Waterdeep has to a Calishite silks-boudoir. Its lavender silk draperies and gauzy hangings are heavily perfumed. Everything is cushions, soft carpets, music, and purple-tinted, spiced wine. Companionship is expensive and very good.
The Smiling Succubus
Festhall. Not exactly the pride of Wharf Street, but one of its most popular destinations.
Businesses and Shopping:
Whistling Blades
Business. Weapons.
The Fishscale Smithy
Adventuring gear
Talnu's Ropeworks
Adventuring gear
The Old Xoblob Shop
This curiosity shop is filled with lots of battle trophies and souvenirs from Undermountain. Worth a look to see the stuffed beholder for which the shop is named. The shopkeeper is a deep gnome.
House of Pride Perfumes
Business. The House of Pride is crammed with a forest of glass bottles of all sizes, shapes, and hues. It is protected by a special enchantment that prevents glass from breaking. The shop is run by two sisters and is guarded by trained hunting dogs.
Khostal Hannass, Fine Nuts
Business. Food.
Felhaur's Fine Fish
Business. Food.
Miscellaneous:
Mirt's Mansion
Villa. Mirt is a friend of Durnan (see The Yawning Portal). Both used magic to extend their lives.
House of Two Hands
Monastery. Order of the Even-Handed.
Harborwatch Tower
City building
The Griffon
The walking statue called the Griffon is shaped like the beast for which it is named. Though it stands on all four legs, its back is fully twenty feet off the ground, making it a mount fit for a storm giant. Although it has shown itself to be capable of flight, with the granite feathers of its wings spreading like a bird's, the Griffon now merely stands in a regal pose near Peaktop Aerie atop Mount Waterdeep, looking to the southeast over the Dock Ward. Newcomers sometimes assume it to be a monument to Waterdeep's Griffon Cavalry, but Waterdavians know better.
Peaktop Aerie
City building
Castle Waterdeep
Thick-walled stronghold that broods over Castle Ward from the flanks of Mount Waterdeep. Pennants and banners are often hung and flown from its battlements to signal the arrival of diplomats or the commencement of ceremonies.
Starry Cradles orphanage
The Starry Cradles orphanage is a Dock Ward orphanage run by Matron Griselda Hoppletun, a halfling care-taker, and funded by the House of the Moon and the Selûnite clergy thereof.
- Near Blackstaff Tower (Castle Ward) -
Taverns and Inns:
Sapphire House
Expensive rooming house on Swords Street. The inn is a five-story building.
Tavern of the Flagon Dragon
Tavern. Three Stories high, stone dragons at the base of the walls are all gouting fire, two dragon helmed guards at the door. Caters more to the less-than-noble class.
The Singing Sword
Tavern. Three floors of busy diners enjoy one of the largest menus in Waterdeep. They are entertained by the high-voiced ballads of the wondrous magical blade for which the tavern is named. Gothmorgan Ilibuld, the proprietor, is a polite host.
Wyrmbones Inn
Inn
The Pampered Traveler
Inn. This inn stands like an exotic castle. There is inside a library filled with books and a reading table with a glass top, under which can be seen a map of the known Realms as far west as the Moonshaes, as far east as Thay, and as far south as the Shaar. All in all, a quietly luxurious place to stay. This is undoubtedly the wealthy scholar's choice of hostel. The inn is run by Brathan Zilmer, guildmaster of the Fellowship of Innkeepers.
Dauntlyn's Doors
Luxury Inn
The Elfstone Tavern
Tavern. This old, dimly lit tavern caters to elves. By night, dancing lights spells bathe the place in soft, floating, blue motes of light. Gentle harp, pipe, flute, and choral music is performed and service is fast and graceful. Dwarves and half-orcs will be driven away; humans and halflings are tolerated in small parties; half-elves are just accepted. Yaereene Ilbaereth is the tavern's proprietress.
The Blue Jack
Tavern. The tavern specializes in low prices and fast service, and it's a success. Immithar the Glove, the tavern's proprietor, is quick with a joke or to mimic the speech of other.
The Jade Jug
Inn. Waterdeep's plushest inn. Guests are attended by a personal servant for the duration of their stay and their every need is attended to. The charming, beautiful, one-armed hostess is Amaratha Ruendarr. She notices every detail.
The Dragon's Head Tavern
Tavern. This modest place is aimed at those who like to sit quietly and chat over their drinks. The proprietor is Vorn Laskadarr.
The Asp's Strike
Tavern
Festhalls and Entertainment:
Jhural's Dance
Festhall
Silavene's
Festhall
The Smiling Siren
Festhall. Nightclub & Theater. Home to a company of popular local actors who can perform everything from rowdy comedy to high tragedy. Nobles often hire the place for an evening for exclusive performances. The Siren is also home to traveling troupes of vaudeville jugglers, comedians, and nearly nude dancers or burlesque dancers. Before and between performances, the place is used for drinking and dancing to live music, sometimes with show dancers on the stage. The mage Perendel Wintamer runs this nightclub.
Lightsinger Theater
Business. Entertainers.
Mother Tathlorn's House of Pleasure
Festhall. Entertainers. The most famous house of pleasure in Waterdeep is a large, five-floored building with two additional levels of dungeons below ground. Mother Tathlorn's has on staff several priests of Sune. The most popular service performed at Mother Tathlorn's is massage and bathing, but all of this luxury and pleasure doesn't come cheaply.
Businesses and Shopping:
The Market
Open marketplace. Largest open space in the city surrounded by stone buildings that enclose the maze of temporary stalls and carts that appear here day and night.
Blackwell's Fine Books and Good Tomes
Blackwell's Fine Books and Good Tomes is a posh retail shop, located in the shadow of the God Catcher statue. Owned and operated by the Blackwell family, Blackwell's Fine Books and Good Tomes specializes in rare and antique manuscripts. The shop is especially known, among the noble set, for its restoration, document preservation, as well as transcription services. Mr Blackwell's son, Aldous, has been known to keep an eye on any ancient texts which spend time in the family's shoppe.
The Bookstore occupies the bottom of a three story building. The upper two stories are the Blackwell's lavish townhome apartment.
Paethier's Pipeweed
Business
Eilean's Maztican Delights
Business
Sharkroar - Harth Shalark's Broadsheets
Business
Sorynth's Silverware
Business
The Curious Past
Business is run by Bronwyn Caradoon, dealing in exotic items while also being a front for Harper Activity.
Diloontier's Apothecary
Assassins. Drugs. Poisons. Potions. Now renamed to 'Diloontier's & Sons Apothecary'.
This upscale store catered to the elite of Waterdhavian society. Those who had the right credentials and money for it could quietly purchase poisons and more nefarious potions from the proprietor.
Balthorr's Rare & Wondrous Treasures
Business. Magic items. Balthorr 'the Bold' Olaskos will fence stolen items for 40% market value.
Old Knot Shop
Adventuring gear
Rebeleigh's Elegant Headwear
Business. Clothing.
Halls of Hilmer, Master Armorer
Armor. Hilmer, a tall, strong, and soft-spoken man, with shoulders as wide as most doors, only makes plate, but he's known as the best, or among the best, in all the Sword Coast lands. He's a master craftsman.
Halambar Lutes & Harps
Business. Entertainers. This shop sells all sorts of stringed musical instruments. Kriios Halambar, guildmaster of the Council of Musicians, Instrument-Makers, and Choristers owns and runs this shop.
The Golden Key Locksmiths
Business. The proprietor, Ansilver, makes custom locks to order, and guarantees that he's never sold a key that will open the lock you buy from him to anyone else.
Phalantar's Philtres & Components
Business. Drugs. Poisons. Potions. Here you can buy medicines, herbs, and rare substances used in the making of perfumes, scented oils, poisons, and as material components in the casting of spells. Phalantar Orivan will fence stolen goods for 40% market value. He is said to be fabulously rich.
Olmhazan's Jewels
Business. All the gems one can think of, except very rare or magical sorts. Jhauntar Olmhazan, Gentleman Speaker for the Jewelers' Guild, owns and runs this shop.
Temples:
Font of Knowledge
Temple of Oghma. Largest public library in the city.
Halls of Justice
Temple of Tyr. Holy Order of the Knights of Samular.
Spires of the Morning
Temple of Lathander. Order of the Aster.
Temple of the Seldarine
Temple of all elven deities.
Miscellaneous:
Melody Mount Walk
A magically lit tunnel that runs west up to the cliffs on which the New Olamn barding college is situated. The tunnel contains a little-known portal between Waterdeep and the keep in Rassalantar. The tunnel continuously resounds with music due to an ongoing concert known as the Neverending String of Pearls that is performed by bardic students from New Olamn in a small alcove in the tunnel.
Syndra Wands' Tower
Wizard's domicile.
The Lady Dreaming
One of the eight enormous statues called the Walking Statues of Waterdeep, scattered throughout Waterdeep to defend the city in times of great peril. This statue has the appearance of a titanic sculpture of a noble lady asleep in her garden.
The Great Drunkard
One of the eight enormous statues called the Walking Statues of Waterdeep, scattered throughout Waterdeep to defend the city in times of great peril. The unconscious pose of the statue and the tavern in its lap made the name of the Great Drunkard a natural fit.
Duir's Alley
This busy, winding passage is often the scene of spell demonstrations and practice, as patrons or staff spill out of the rear of the Elfstone Tavern and unleash magic down the alley.
Cat Alley
Recently, a masked, rapier-wielding, quietly chuckling assailant has made this a dangerous place for women after dark.
The God Catcher
One of the eight enormous statues called the Walking Statues of Waterdeep, scattered throughout Waterdeep to defend the city in times of great peril. This is perhaps the most famous walking statue in the city, thanks to its dramatic pose : a well-muscled but impassive male human with a sphere of stone floating above its right hand raised skyward.
Piergeiron's Palace
White marble Palace and main office location for many city officials, the majority of which are dedicated to the administration of city services, such as the Watch, the Guard, city clerks, and the Loyal Order of Street Laborers. The ruler of the city - the Open Lord of Waterdeep - resides and works here.
Tower of the Order
Guildhall. Magic items. Scrolls. Watchful Order of Magists & Protectors.
[ID: an oil painting of a shower stall in the morning light. White tiles are painted in cool blue light. A shelf hangs from the shower head, stocked with a bottle of shampoo and a bar of soap. A sunbeam strikes the orange shampoo bottle and casts warm light across a small area of tiles. End ID]
Why I Fell In Love With Rolan, A Character Analysis
I will be going through Rolan's lines, along with the devnotes, to try and explain my interpretation of his character.
This is coming from having spent 30+ hours combing through his dialogues, reading all of his books, listening to every voice line for context, and replaying every scene of his that's currently accessible.
TW: Mentions of abuse, family death, implied suicide
Very long post under cut. Get the Arabellan Dry out!
A few notes before getting into this:
In the game files, Rolan is referred to as "Prodigy", while Cal and Lia are referred to as "ProdigyBrother" and "ProdigySister".
Rolan is a character whose outer words and inner thoughts often do not align - for most of the game, he refuses to show vulnerability in front of Tav, reserving his softness for his siblings. This can be interpreted in a number of ways, ranging from a self-confidence issue to an avoidant attachment style. Though people are free to have their own interpretations, I will mainly be focusing on my own readings of his personality.
I am not a psychologist or a licensed health professional, but I have personal experiences with the mental health disorders I will reference in this post, and I have done a lot of research on the topics involved.
Part 1 - Elturel, and Rolan's past
"Rolan. Just... Rolan."
There isn't much you can tell about Rolan's life except that he's from Elturel and that Cal and Lia are his siblings - after all, he doesn't give you much info in the first place. He doesn't know you, he doesn't trust you. Why would he?
The information you get about his family and his life before BG3 come from minor dialogues, and using Speak With Dead on his corpse. The picture they paint isn't a happy one.
[Player: What's your name?]
[Rolan: Rolan. Just... Rolan.]
[Player: Do you have any family?]
[Rolan: No... family... no one.]
[Player: No family? What about Lia and Cal?]
[Rolan: They are... brother and sister. Cal says... I am family, but...]
Rolan doesn't have a family name. We don't know if Lia and Cal do, but it can be assumed they don't, else he might have taken theirs. The first thing that sticks out to me in this dialogue is that he doesn't consider himself to have a family, even though Cal and Lia say he's part of theirs.
The question is, what could have caused this? If his blood family was simply dead, wouldn't he refer to them as "dead" or "gone"? Instead he says he has "no one" and "no family", perhaps implying that his parents just... abandoned him. Either way, it gives the impression that he has issues with being abandoned, and may project a sense of toughness and arrogance to make up for his insecurity.
And there IS insecurity here - he outright says that Cal and Lia tell him that he's no different from family to them, but deep down, he doesn't seem to be able to accept it. That he can only reveal this information to you after death, having been so guarded in life, is heartbreaking.
As for his life in Elturel, not much is said, but a lot can be inferred from his attitude.
[Cal: Elturel was the last time the three of us talked like this. Let's hope it lasts until Baldur's Gate.]
After leaving Elturel, it appears Rolan, Cal, and Lia didn't have much time to talk. This is from the party scene - a scene where they're drinking, laughing, and joking amongst each other. Clearly the journey hasn't been the easiest for all of them, though one thing we can take from this dialogue is that they've had this friendly, sibling-like relationship for a long time.
From what we know of Elturel and the Descent, things were NOT pretty down in Avernus. Many people died, and after the city was returned to the surface, tieflings were driven out of the city, as we all know. Something important to think about is how exactly this might have gone for the three siblings: how exactly they ended up in the Grove, travelling with the refugees. The context seems to imply that the siblings were travelling on their own, not necessarily considered a part of the group, but this is debatable and not entirely clear.
So what brought them to Baldur's Gate? What finally drove them out of the city? Did they leave before things got worse, or were they driven from their homes with stones and violence? It could really be anything, but the one thing that's clear is that their primary reason for heading to Baldur's Gate is for Rolan to start his apprenticeship with Lorroakan.
We know that Rolan wrote Lorroakan a letter: multiple letters, actually. We're not sure if he wrote to other wizards, but from his dialogue, you can tell that Lorroakan's been someone he's respected for a long time, both for his magical skills and his political beliefs. Though he's never met Lorroakan, you can find a copy of Lorroakan's biography on his desk at Sorcerous Sundries - there's an admiration established early on, and the player is led to believe that Lorroakan is a powerful wizard (though if you bring Gale with you, he comments on Lorroakan's shady reputation, hinting at something darker beneath the surface).
What could have driven Rolan to write so far away, seeking apprenticeship? Was it out of a sense of desperation, wanting to leave the city but needing a way to take care of his siblings? Was it curiosity? A sense that Lorroakan might be his last chance to make something of himself after being denied what he felt like was his rightful destiny? As a tiefling, he must have faced some discrimination for his heritage - I can speak to my own experience here, growing up as a person of color in a majority-white community was genuinely traumatizing to myself and my non-white friends. Not only do we receive open bullying and ostracization for our appearance, there's something even more insidious that often happens to minority populations - neglect. A general disinterest in our accomplishments, a lack of encouragement and attention towards kids that don't fit the norm. If this was something Rolan had to experience, it's no wonder he felt angry and eager to prove himself. He's been neglected his all his life, and he finally has a chance to show everyone who doubted him that he really does have the potential to be a great wizard.
Rolan himself appears to be in his mid- to late- twenties, bringing up the question of what he's been doing his entire life if not magic. It's mentioned that he was able to conjure a flaming cat from when Cal was as young as 8, so depending on the age difference between the siblings, Rolan might have known magic from a very early age. So why, then, is he a mere wizard apprentice at the start of the game? He's surely had a lot of time to learn himself.
[Lia: Try not to get too close, Cal.]
[Rolan: Yes. Remember what happened last time?]
[Cal: I was eight and you magicked up a kitten. How was I supposed to know it was made of fire?]
What could have happened along the way? He might have just not found the time or the opportunity to be able to study, especially as a tiefling without a family or the money to pay for an education. In my interpretation, Rolan carries a lot of unvoiced shame for not having been able to "fulfill his destiny" until now. He projects an outward mask of confidence and arrogance to hide his vulnerability, his insecurities - that his family isn't really his family, and that he isn't really destined for greatness. His natural reaction to vulnerability is anger and denial, which we'll explore more in the later sections.
(It is mentioned in the devnotes, though, that Rolan "has truly worked his ass off to get here". Prodigy is not an ironic title - he's likely had to self-study to the point where Lorroakan felt that he had potential. He has a right to be confident, but it doesn't negate any potential feelings of unworthiness.)
Additional info - Rolan, Cal, and Lia, on top of having known each other since Cal was 8, also share a mother figure, who is deceased. There is no mention of a father. It could be that this was Lia and Cal's actual mother, who took Rolan in, or a number of other possibilities - it could be that ROLAN'S mother took the three in, or that she just happened to be an unrelated woman who adopted three orphans.
[Cal: We should have a little party when we reach the city, like we did for mum.]
[Rolan: That 'little party' lasted from sundown to sunrise. Lia would like that.]
This dialogue can only be accessed if Lia dies but Cal and Rolan live.
So we've set up a few key details about Rolan's personality: his arrogance may harbor hints of insecurity or desperation, he has issues with feeling abandoned or neglected, and he's potentially been denied his chance to learn magic in the past. We will explore these in detail in the next few sections, along with another troubling tendency of his - perfectionism, and the self-blame that comes with it.
Part 2 - The Grove
"I'll not gamble our lives, our futures, for people who are as good as dead."
If you recall his dialogue in the grove, Rolan seems to distance himself from the other refugees, focusing only on the safety of his siblings. Let's unpack this in his own words -
[Rolan: This isn't Elturel and I'm not responsible for every damn tiefling in the world!]
[Rolan: I made no such oath, and I will not be held responsible for these people.]
This is in contrast to Lia, who believes that they should help what she considered to be their 'kin'. Remember that Rolan often refers to the refugees in a detached way, refusing to associate himself with them.
At a first glance, it might seem like Rolan is fixated on his apprenticeship - he wants to get to Baldur's Gate straight away, so he can begin studying under Lorroakan. Lia accuses him of the same, causing Rolan to react with anger.
But if you think about what Rolan's underlying motivations might be, you might have realized something that Cal and Lia most likely recognized too - he's worried for his siblings' safety.
The grove is an open, unprotected area, and they're being menaced by druids on one side, goblins on the other. There's only a few fighters, Rolan, Cal and Lia among them, and none of them are strong enough to take on either group. Even if Rolan feels a sort of kinship with the other tieflings - which I'll expand on in a second - he prioritizes the lives of his siblings over them, and doesn't want them to sacrifice themselves for people he doesn't even know.
Now, the other theory - what if Rolan doesn't identify with the other tieflings, because he's been cast out by them before?
I'm going to inject my personal experience as an immigrant here. Life as an immigrant can be profoundly isolating, especially if you have few relatives in the area. Rolan may have been so attached to Cal and Lia because they took him in when his own people rejected him - for some reason, even other tieflings could have seen him as an "outsider", and refused to help him when his parents abandoned him or died. If you tie in the theory that he was a tiefling born to human parents (which would be taboo), it could have been that they rejected him for not "being tiefling enough". I'm aware that in-universe there's no one unified "culture" of tieflings, but even in groups without a unified culture, there are still small pockets of people with certain internal customs. It could be that Rolan failed to fit in due to his heritage, that he was rejected for his personality, or some other reason, but my interpretation for his refusal to help fellow tieflings is that he never quite felt the same kinship for them that Cal and Lia did. It could also be that he holds resentment towards them for abandoning him - abandonment seems to be a central theme in Rolan's story, and likely contributes to his feelings of inferiority and unworthiness.
(He does seem to know Infernal, though I don't know whether that's a cultural thing or an innate trait to tieflings.)
If the fight is held at the grove, Rolan, Cal, and Lia stand near the back of the cave to protect the children. They can be found arguing with each other on potential battle positions. Afterwards, if the tieflings and all three of the siblings survive, they can be found by the entrance of the cave, where Rolan again behaves arrogantly towards you and claims he could have handled the goblins on his own.
All of this is quite standard for his character and projects the image of an arrogant, selfish person who only seeks to protect himself and the people that matter to him, which is likely what he wants. It also lends some credibility to the interpretation where he was rejected by other refugees - if he felt neutral towards other tieflings, it might have made more sense if he was less derisive towards them. Instead, he consistently detaches himself from his people, drawing clear lines between them, with a hint of bitterness that seems to have a painful origin.
The rest of Act 1 is Rolan acting like his standard self - bratty, arrogant, and dismissive of others. That is how most of us met him, though he won't stay that way for long.
Part 3 - Moonrise
"But what good am I if I can't do this... this one thing?"
(Author's note: "This one thing" is travelling alone through a cursed, necrotic land, breaking into a prison staffed with dozens of trained guards, and personally facing an immortal chosen of the literal god of death. Rolan is a Level 4 wizard.)
As you already know, at the start of Act 2 Rolan is drinking himself to death alone. His brother and sister have been dragged away screaming by the cultists, and he's overwhelmed at the thought of never seeing them again. Naturally, he's quite angry with you, but if you read his lines closely, you can see that you're not the only person he's angry at.
[Rolan: Gods damn it all. I can do nothing right - not a damn thing!] [Devnote: Furious - mainly with himself]
[Player: You're supposed to be at Last Light.]
[Rolan: I'm supposed to be saving Cal and Lia!] [Devnote: Frantic, worried for his siblings]
[Rolan: Instead, I found myself cornered by shadow-fiends and in need of rescue. From you, of all bloody people.] [Devnote: Pissed off and taking it out on the player]
[Player: You were trying to help your family - you're too hard on yourself.]
[Rolan: Or not hard enough.]
[Rolan: I've failed Cal and Lia, again. Be on your way - I'll return to Last Light... I know when I'm outmatched.]
Rolan is someone who feels deeply responsible for the safety of his siblings (this lends credence to the idea that he's the eldest of the three). He may argue and bicker with them, but he could never abandon then, nor could he forgive himself if something were to happen to them. He is clearly carrying an unbearable amount of grief and guilt for allowing his siblings to be captured, but he's so emotionally repressed that he chooses to bury his sorrow under a mound of anger. Being drunk doesn't help - it's mentioned by one of the kids, Ide, that he's been through three bottles of wine by the time the player reaches the Shadow-Cursed Lands.
That much is obvious just from reading his lines, but his angry reaction to the player is, as the devnotes say, a way of taking out his pain and frustration on other people. He might feel guilty about it later, but in the moment, it's the only way he knows how to cope with them. This isn't his only instance of externalizing his self-hatred.
If Cal dies and Lia lives, the player has the option to break up an argument between Lia and Rolan. If they fail to neutralize the situation, Rolan will tell Lia (or Cal, depending on who lives) to get out of his sight permanently.
[Rolan: You deserve nothing. You two are cowardly parasites, and I am disgusted it took me this long to see. Get out of my sight.] [Devnote: Furious in his grief, lashing out, being as hurtful as he can to his surviving sibling]
[Lia: Fuck you, Rolan!]
-
[Lia: Insufferable, arrogant little prick. Argh.]
[Lia: Everything is about him, everything is about his pain. Godsdamnit, Rolan!]
It says a lot to me that if one of his siblings dies, that he has to be convinced out of lashing out at his surviving one. He seems to be like a person who deals with strong emotions by lashing out, likely as a defense mechanism to make himself appear stronger than he feels. This is a common technique used by people with self-esteem issues - to avoid drawing attention to their own vulnerability, they lash out and externalize their feelings with anger to bury the grief. Lia says as much in this ending - to Rolan, everything is about his pain, and he's managing it in the only way he knows how. He knows he's hurting his siblings, he knows it's wrong, but he engages in it anyway, a common trait of people who dislike themselves. If Rolan didn't have his apprenticeship, it wouldn't be a stretch to say that the death of his siblings might have caused him to spiral and give up on life altogether.
Interestingly enough, in the end where both Rolan and one of his siblings die, it's implied that the remaining sibling commits suicide. You can read more about it here - it gives some insight into Rolan's motivations, and serves to emphasize exactly how much this apprenticeship means to him. Rolan lives for two things, though it really just is one thing - his siblings, and his apprenticeship, which means more to him because it represents a hopeful future for his siblings. Every clue in the game points to his siblings being everything to him.
But let's move away from this bad ending for one second, and back to where we are. Rolan's been drinking himself silly, yelling at children, and eventually storms out into the SCL by himself. Being an apprentice wizard, few expect him to survive on his own, and true to form, he has to be rescued by the player again.
Though I think this line is currently bugged and unavailable, he actually has lines reacting to the shadows.
[Rolan: My magic is not to be trifled with - leave or die!] [Devnote: Exhausted and scared, but trying not to sound it]
Rolan, emotionally repressed fool he is, is once again attempting to appear big in order to protect himself from what he fears. Whether it's the shadows, or the loss of his siblings, he reacts to stressful situations with a brave front, attempting to push people away so they won't see him at his worst state.
This is one of the common symptoms of an avoidant attachment disorder - an attachment style that causes people to push others away if they get too close, avoiding emotional closeness and being uncomfortable expressing vulnerability to others. I interpret Rolan as having this kind of attachment style, which is often formed from neglect or abuse as a child, resulting in a self-sufficient but emotionally cold person. It can lead to the breakdowns of close relationships, as evidenced by Rolan pushing away his surviving sibling (potentially in order to save himself the grief of having to go through their death again). People with this disorder often cut off people before they can be cut off, in order to save themselves the pain of being abandoned again.
Some recognize the negative impact of their behaviors more than most, and though Rolan never comments on it, it can be inferred that he feels some measure of guilt for the way he behaves. If convinced to lay off of his surviving sibling, he immediately apologizes, recognizing his mistake.
[Cal: Do you wish it was me who died? Instead of Lia?]
[Rolan: Gods no, that's not what I meant. Never, Cal. Never!] [Devnote: Realizes what he's just said. Backtracking, apologizing, sincere]
[Rolan: Shit. I'm sorry.] [Devnote: Disgusted with himself and what he's just said. Looking away, sincere apology]
[Cal: Me too.]
We can see here that Rolan IS capable of self-reflection and guilt - it just takes more than a nudge to get it out of him. He says as much if you manage to rescue both siblings, thanking you and apologizing for his behavior - not an empty apology, or made out of necessity, but a genuine, heartfelt admission of guilt and gratitude. This kind of mature response from him says a lot about his character, and hints at a capacity for further growth in Act 3.
As Cal says, Rolan can be stubborn, but he's never malicious. I see this as an indicator of the immense guilt he holds inside him - though he externalizes his rage towards anyone and everyone, deep down, the person he blames the most is himself.
Which leads me directly into a talk about perfectionism, one of Rolan's defining character traits.
Rolan, at his core, is a perfectionist. The feelings of failure for not being able to save his siblings, the arrogance that belies a certain type of self-hatred, and a willingness to attack others in order to deflect from his own vulnerability - all of these traits tie heavily into perfectionism, which Rolan consistently displays traits of. At the start of the game, he spends every line with the player bragging about how he and Lorroakan are going to become household names, how they will boast of this meeting to others. To an extent, I'm sure he believes it. He's just been invited to what he considers to be a prestigious apprenticeship, despite everyone having considered him a failure. Naturally, he's excited despite the trauma of Elturel and Avernus, and wants to get to Lorroakan immediately in order to fulfill his destiny (he refers to it as his destiny several times throughout the game).
This makes what happens next all the more tragic.
Part 4 - Baldur's Gate, Lorroakan, and ending the Cycle of Abuse
Picture this - you've been rejected, abandoned, considered a lost cause for most of your life, accepted only by the siblings you just barely avoided losing forever. But the journey was worth it. You're finally here, in the city you've dreamed of, studying under who in your opinion is one of the most powerful and respected wizards in the world.
Then you get there, and you don't learn a thing. Your teacher asks you nonsensical questions and beats you as a punishment when you're wrong. It's unsurprising that when the player enters Sorcerous Sundries, that Rolan seems a bit more dejected than usual.
Much has been said about the depiction of abuse in media, but as a survivor of domestic violence, I found Rolan's reaction and justification of his abuse very accurate for someone suffering from DV. True to his personality, the very first thing he does is deny that anything's wrong, continuing his trend of burying his emotions in the hope that they'll go away.
[Player: I know the marks of subjugation. Your face - what happened?]
[Rolan: Nothing for you to worry about.] [Devnote: Master Lorroakan hurt him, but he doesn't want to say]
Survivors of DV often feel great shame towards their abuse, often blaming themselves and refusing to speak about it out of fear of appearing vulnerable. True to that, Rolan doesn't say anything about what Lorroakan's doing it, resorting to another common tactic for abuse survivors - implying what's happening without directly stating that the abuse is occurring. This is often out of fear, especially if the victim is still close to the abuser - in this case, Rolan not wanting to jeopardize his apprenticeship, or possibly be abused further for disclosing it to someone else.
[Rolan: Be very sure before you make to visit Lorroakan. He's got a beastly temper.] [Devnote: Sounds a bit disappointed in the player]
Abuse survivors often hold a great deal of guilt for 'allowing' themselves to be abused, more so if the abuser considers them weak or easy to manipulate. There's often a stigma - "why didn't you just leave? You knew it was bad, yet you stayed, so there must be some blame on your part." This is not an uncommon belief amongst survivors, and through his journal entries, it can be inferred that Rolan holds a similar belief. Rolan's journal, and his VA's fantastic reading of it, can be found here. Rolan is clearly aware that what's being done to him is wrong, but he persists - in my opinion, partially because he believes it's worth the benefits involved, and partially because he feels a responsibility towards his siblings to succeed after 'failing' them so tragically before. Again, perfectionism, guilt, internalized self-hatred: easy traits for a horrible man like Lorroakan to take advantage of.
There are a few possible endings for Rolan here, the first being if you side against the Nightsong with Lorroakan.
The thing about abuse, as Larian so excellently portrays it, is that it is often perpetuated in cycles. A person who's been hurt is more likely to hurt others, whether as a response to their pain, or in an attempt to spread their misery in order to feel less alone. Though not all survivors become perpetrators themselves, many perpetrators are survivors themselves. Rolan is no different - if Nightsong is captured, and Lorroakan is killed in the fight, he will immediately attempt to cage the Nightsong himself and harness her immortality. This could easily be seen as an attempt to get strong enough that no one can ever hurt or take advantage of him again.
When the player next long rests, Rolan will be found dead, having been killed by Aylin - perhaps a mercy, to avoid him from becoming just the same as Lorroakan.
But the player who cares for Rolan wouldn't let this happen to him, right?
Rolan's attitude towards the player gradually changes over time, but nothing shows his growth more than his good ending, where you save Cal and Lia and side with the Nightsong. When you bring Nightsong to the tower, Rolan will be shocked, in disbelief that the Nightsong was a person all along. He turns against Lorroakan on the spot despite the other man's threats to ruin his life (a common tactic employed by abusers to control their victims).
[Lorroakan: Boy! At the ready. Once I've taken control of the aasimar, she must go directly into the caging runes.]
[Rolan: No, Master Lorroakan. I would have never assisted you if I knew you planned such horrors.]
[Rolan: You lied to get the Nightsong here. Made us all believe she was nothing but a relic. I have seen what true leadership can accomplish - but never under your tutelage.]
[Lorroakan: Watch your tongue, you child! I could make it so that no wizard in the realm will touch you.]
[Rolan: If they're all like you, I think that sounds like an excellent bargain.]
It takes an immense amount of courage to stand up to one's abuser, so to see Rolan so bravely stand against the man who hurt him was a positive surprise to me. It also shows just how much the player has changed Rolan for the better - your leadership and selflessness has inspired him, given him the bravery to stand against his abuser. It's a powerful scene, and I admit that watching it brought a tear to my eye, brief as it was. Few people get the chance to take revenge on their abusers, so it was cathartic to see Rolan thunderwaving him onto the balcony before letting Aylin snap his spine.
After the fight, Rolan thanks the player, finally feeling safe enough after his abuser's death to reveal what happened to him. Though it's implied that he feels some shame for being victimized, much of it is likely from the shock of the sudden event, and by the next day he's regained much of his enthusiasm - he still has the ego, but with less arrogance and more acceptance of the player's presence. Rolan's growth, from hating and mistrusting the player to eventually trusting them enough to show his true, kind self to them, is what really made me fall in love with him and his character arc.
Ultimately, Rolan's story isn't just about learning to lay down your pride and accept help from others - it's about abandoning perfectionism and elitism, accepting your own faults, and choosing to grow as a person. For Rolan, the player begins as an annoying, meddlesome force, someone who "moralizes" to him about saving others when he wants no part in doing what's considered "right". By the end of the game, he realizes just how lucky he is to have you in his life - without the player's influence, he could have easily gone down the worst path, the path of narcissism, ego, and disregard for others. But because of a string of coincidences, he was saved from that fate, and was allowed to grow and accept that there's enough room in his heart for more than just the few people that care about him. He learns to lay down the perfectionism, accept that making mistakes is a part of change, and feel his feelings for what they are - whether they're gratitude, fear, or even sadness.
For someone who struggles with avoidant attachment disorder, seeing Rolan's character change throughout the game greatly inspired me to change the way I was approaching my own relationships with people. Avoidant attachment disorder is not talked about very often, both in the medical field and in everyday life, and people suffering from it are often misunderstood or considered to be 'lost causes' - to see Rolan so capable of change inspired me to change myself, and I'm sure I wasn't the only one who felt this way.
When he takes over Ramazith's Tower, Rolan decides to distribute Lorroakan's knowledge to the world, and tells you about his plans to open a library. This is the most obvious sign that he's changed - the player's willingness to help him despite getting little or nothing in exchange has inspired him, and he becomes a kinder, more open person. He learns to trust again, to love again. It's unclear what happens afterwards, as he's not present in the epilogue, but the heartwarming conclusion to his arc can be seen in the issue of the Baldur's Mouth Gazette after Lorroakan's death -
Despite everything, Rolan makes it to the end, having vanquished the trials in front of him with the help of the player. He gets his tower, his knowledge, and shares it with the realms, finally able to realize that he's worthy and deserving of a happy life.
-
Thank you to Larian for bringing Rolan's story to life, to Mr. Taylor for his excellent portrayal of this character, and to all the Rolan fans for showing him so much love every single day.
I have met so many amazing and talented friends from the community around this character, and I'll forever be grateful for everyone who showed him the love I feel towards him.
I might've added the BG3 Art Book to my dnd assets stash
It' 100% does not have things like the 5e players' handbook + 5e’s character sheet, several gm guides, critical role's explorer's guide to wildmount, baldur's gate and waterdeep city encounters, 101 potions and their effects, volo's guide to monsters, both of xanathar's guides, a bunch of other encounters, one shots, and class builds
In no way are there any pdf’s relating to any wizard who may or may not be residing on any coast
(Edit that I’ve moved the folder to the new link above! So if you catch a different version of this post that link won’t work anymore!)
Here's a spreadsheet of BG3 spells (levels 1-6) and their vocal components/voice lines.
This is a work in progress, combining info from various sources. Some spells don't have voice lines, some have voice lines but aren't listed in the sources (will have to verify in-game), and some have voice lines but I couldn't understand what was being said, lol.
For any feedback/corrections, feel free to send me a message! I would also appreciate help in figuring out some of the voice lines <3
Here is an Illithid head as an accessory. Fully recolorable variation (the eyes always glow), found under Glasses, Unisex, Naked - Outerwear.
FLAWS: This is my first Head, and I was annoyed the entire time, so it doesn't have the best joints/bones, but I'm too tired to keep going. I threw out his entire outfit I was working on cuz it was terrible, but the Head was the only thing salvageable, so YOLO.
This set includes 34 items converted from BG3 for your mind flaying brain sucking tentacle hentai pleasures.
Brain Jar 1 as Floor Light
Brain Jar 2 as Floor Light
Tadpole Pool as Floor Light
Tadpole Brine Pool as Firepit
Tadpole as Decor
Landing Stripes as Floor Lights
Restoration Station as Outdoor Shower (uses the script from EA's outdoor shower, NOT required)
Mind Draining Bed as UNI EP Brain Machine (UNI REQUIRED)
Mind Draining Bed as Lounge Chair
Throne as Armchair
Mind Draining Device as Decor BETA (HIGH POLY 10k)
Pod as Decor
Pod Hanging as Decor
Pod Open as Decor
Cockpit Decor (10k HIGH POLY)
Intellect Devourer as Decor (BETA)
Console as TV (Misc Slots)
There are 6 patterns (Found under Misc):
Brains Patt 1 & 2
Gore Patt 1 & 2
Walls Patt 1 & 2
There are 11 "stage props," pieces of the Nautiloid that are probably only useful for building sets for storytelling, cuz omg they're kind of a pain to fiddle with, esp in Live Mode. The meshes are huge, so you'll VERY likely need large lots and OMSPs. (They should all be in Misc Decor IIRC? Look, I've been abusing the Search Mod, so I don't care where I put things anymore, LOL.)
Sphincter Door as Decor (HIGH POLY 8k)
Sphincter Hole Decor
Nautiloid Cockpit Roof Piece Decor (HIGH POLY 7k)
Platform Decor Piece (HIGH POLY 10k)
Mind Draining Platform Decor Piece (HIGH POLY 10k)
FLAWS: As you can see, this set is quite possibly the most HIGH POLY collection of crap I've ever converted. A lot of this ish is pushing 10k polys, even after I decimated the meshes to heck & back--trust, some of them were 6 figures PLUS, which is insane. So be warned.