A Bitter Farewell to Faerûn?
The news hit the modding community like a critical failure. Larian Studios, the masters behind Baldur's Gate 3, have announced they will not be creating any expansions or sequels for the game. As Felix Hoffman, a 38-year-old senior modder from Munich and leader of the Aethelgard Collective, I confess, a wave of disappointment washed over me. My attic workspace, usually buzzing with the creative energy fueled by Mate-tee and the cool glow of my triple monitor setup, felt… still. While I deeply respect Larian's decision to pursue new creative ventures, it's impossible to ignore the vast, untapped potential that now rests squarely on the shoulders of the modding community. The weight of Faerûn, it seems, has shifted from Larian's strong back to ours. The big question is: can we carry it?
Cancelled Visions: Dreams Deferred in Code
The Aethelgard Collective, a small band of dedicated volunteer modders, had ambitious plans to expand the world of Baldur's Gate 3. Larian’s announcement casts a long shadow over projects we poured countless hours into. Before I dive deeper, let me emphasize that we are not angry, more so… deflated. Like a Soufflé left too long on the side. We were so excited to bring new possibilities to the community. Here are a few projects that were, sadly, put on hold:
"The Wayfarer's Handbook": Unleashing Forgotten Psionics

"The Wayfarer's Handbook" was our magnum opus, a love letter to the unearthed classes of D&D 3.5e. We envisioned adding five completely new, playable classes: the Psion, Artificer, Mystic, Wilder, and Soulknife. Each class presented unique challenges. Take the Psion, for example. Recreating telekinetic abilities within the Baldur's Gate 3 engine demanded complex scripting and animation. We had a fully rigged and textured model of a Githyanki Psion, glowing with psionic energy, practically begging to be unleashed upon the Absolute. We had sunk approximately 40% of our collective resources into this project, translating to hundreds of hours of research into forgotten lore and countless lines of code. The hurdle of implementing psionic powers, such as telekinesis, was substantial. We spent ages trying to get the animation to work and figuring out how to balance those powers with the current enemies and the rest of the classes.
"Aethelgard's Arsenal": Forging Your Destiny

For players who prefer a more… artisan approach to adventuring, "Aethelgard's Arsenal" was designed to introduce an expansive crafting system. Imagine forging unique weapons, armor, and potions from resources meticulously gathered throughout Faerûn. The mod incorporated a complex recipe and resource management system, creating new progression paths for non-combat characters. The most frustrating aspect was designing a user interface that seamlessly integrated into the existing game menus. We had detailed mock-ups of the UI and item descriptions meticulously documented in a shared Google Doc. About 30% of our resources and man-hours went into this project. The UI specifically was a struggle, as we were using multiple different tools to try and get the exact right look.
"Whispers of the Abyss": Unveiling Githyanki Secrets

"Whispers of the Abyss" was a planned quest mod focused on expanding the Githyanki lore. It aimed to introduce three new, fully-voiced companions, each with their own extensive backstories, branching questlines, and unique interactions with existing characters. We were captivated by the Githyanki culture and wanted to delve deeper into their complex history and motivations. We had even meticulously written and recorded around 20,000 words of dialogue for one of the companions, a disgraced Githyanki Knight, using ElevenLabs to try and match the quality of the existing voice acting. This represented roughly 20% of our invested resources, with significant costs attributed to voice acting and narrative design. "Ach, verdammt!" (Oh, damn it!) As we are trying to get the voices just right, we might have to re-record everything.
These projects are now in a state of… limbo. Whether we continue depends heavily on the future of Larian's modding support and the community's response.
Reliance on the Divine Spark: Official Tools and Their Uncertain Future

We, like many modders, heavily rely on Larian's official modding tools. The Baldur's Gate 3 Modding Toolset is a powerful piece of software, but it’s not without its quirks. Larian's departure raises serious concerns about the long-term viability of modding Baldur's Gate 3. Will they continue to actively maintain the Toolset? Will they fix the bugs we’ve already identified, like the persistent issue with custom animation blending? Or will the community have to step in?
I'm allocating approximately 15% of my time to investigate the possibility of a community-led effort to reverse-engineer and improve the tools. It's a daunting task, but if we want to keep pushing the boundaries of what's possible in Baldur's Gate 3, it might be our only option. Key missing features include a more robust scripting debugger and improved documentation for advanced modding techniques. Without Larian’s support, addressing these shortcomings will require a significant community effort. We will need to come together and learn how we can make the tools better.
A Call to Arms: Community Preservation and the Spirit of Modding

Despite the uncertainty, I remain cautiously optimistic. The modding community is a force to be reckoned with. We are a collective of passionate, dedicated individuals who are driven by a love of games and a desire to create. The potential for the community to preserve and expand Baldur's Gate 3 independently is immense.
I've already started reaching out to other modders and communities, organizing efforts through Discord and Nexus Mods. I'm encouraging everyone to contribute their skills and knowledge. Whether you're a seasoned programmer, a talented artist, a skilled writer, or simply a passionate fan with a good idea, your contribution can make a difference. We'll need to self-organize and start working on documentation to continue on our own.
The Single-Game Cycle: A Trend with Consequences
Larian's decision reflects a broader trend in the gaming industry: the focus on single-game development cycles. Developers often opt to move on to new projects rather than investing in expansions or sequels. This trend, while understandable from a business perspective, can be frustrating for players who enjoy modding and long-term engagement with their favorite games.

We've seen examples of games where the modding community has sustained the game long after official support ended. Morrowind and Fallout: New Vegas are prime examples. These games continue to thrive thanks to the tireless efforts of modders who have created new content, fixed bugs, and improved the overall gameplay experience. We can replicate those successes in the Baldur's Gate 3 context, but it will require a concerted effort. This is where the players must step up.
The Future of BG3's Legacy

Larian's shift to new IPs means they will no longer support a game that has achieved phenomenal success. What does this mean for players who wanted more from this world? Larian brought a unique blend of creativity and technical expertise to the RPG scene, breathing new life into tabletop gaming as a whole. Losing that support is a significant blow. It's a big deal. Many people believe Larian helped re-shape the entire RPG scene.
Conclusion: Igniting the Darkness

While I am disappointed by Larian's decision, I understand their desire to explore new creative horizons. I remain cautiously optimistic about the modding community's ability to sustain Baldur's Gate 3. I call on my fellow modders to step up and contribute to the game's legacy.
Detailed documentation is crucial. We should use formats like Markdown or Wiki to create comprehensive guides and tutorials. Collaborative development, using platforms like GitHub or GitLab, will allow us to share code and work together more efficiently. Open-source licensing, such as MIT or GPL, will ensure the long-term viability of Baldur's Gate 3 modding. We need to build each other up and help each other.
We need to be smart. Here are some key areas we will focus on:
- Documentation: Centralized, accessible documentation using Markdown.
- Collaboration: GitHub for code, Discord for communication.
- Licensing: Open-source licenses (MIT/GPL) for maximum compatibility and community ownership.

The future of Baldur's Gate 3 is now in our hands. Let us rise to the challenge and forge a new legacy in Faerûn. As the 3.5e Player's Handbook reminds us, "Even the smallest spark can ignite the darkness." The Aethelgard Collective and I are ready to strike that spark. Are you with us?
Resources:
- Nexus Mods: https://www.nexusmods.com/baldursgate3 (For sharing and downloading mods)
- BG3 Modding Discord: (Invite-only, contact Felix Hoffman via Nexus Mods for access)
- Aethelgard Collective GitHub: (Coming Soon - for collaborative development)