Section 02
Design documents
The kind of paperwork an actual studio would file. Rendered in-page so you don't need to download anything; external links open the working originals.
Doc 01
Sylwen / Pact — Branching dialogue map
The full structure of one decision-heavy scene. Nodes, edges, fail states, recoveries.
Doc 02
Vessa — Character Design Document
A long-term antagonist disguised as a sympathetic guest. The internal design doc a writers' room would circulate.
Doc 03
Quest design doc
One scene from the saga, scoped like a real ticket.
Why two characters only. This quest is built for intimacy. A full party dilutes the emotional stakes. Every check is Kaelen's or Shadowheart's. The player feels the weight of having no backup. Encounter design is leaner: three Shadow Mastiffs, four Sharran agents. Every enemy matters.
Why night-gating. The moonlight puzzle requires nighttime. Selûne's shrine can only be reached under Selûne's light. Shar's domain is darkness, but Selûne reclaims the night. The player experiences this inversion by discovering that night is not dangerous but necessary.
Why "endure, not cure." The Ring of Resistance does not remove the mark. It quiets it. Selûne offers strength to endure, not erasure of suffering. The mechanical design reflects this: resistance, not immunity. Some things you carry. You just carry them differently.
Prerequisite state. The Ring of Resistance is later sacrificed in the Selûne Pact. The events and outcomes of this quest are prerequisites for that arc. Partial attunement here affects dialogue options and available choices in the Pact negotiation.
Baldur's Gate 3 is the property of Larian Studios. This is an original non-commercial fan work, not affiliated with or endorsed by Larian Studios.
Doc 04
Story bible — excerpt
Two pages from the larger document. Numbered sections, sidebar notes, continuity callouts.
