is a massive game that weaves together countless side stories along with its main plot, making the world of Faerûn feel alive and fleshed out. But with such a large scope and an enemy that threatens the entire plane, it's natural that there will be a few plot holes spread throughout the three acts. These plot holes might not affect the story as a whole, but they might leave Tav scratching their head and wondering why nobody seems to care about those missing details.
[Warning: The following article contains spoilers for Baldur's Gate 3.]
is an award-winning game, and its cast helped breathe life into the characters through their fantastic performances. But even the best games aren't immune to plot holes or details that simply don't make much sense. These plot holes might not make a big difference in the grand scheme of the story, but they might be worth pondering.
Related: «An Iconic, Engaging Mess Of Brilliant Ideas»: Baldur's Gate 3 Review
A member of the party can receive the brand of the Absolute from Priestess Gut in Act 1. While this can be useful to get the effect of the magic item that Priestess Gut drops in order to cast Aid, that seems to be the only use that the brand has. After receiving the brand, no party member ever brings up the topic again, and the topic never comes up with random NPCs either. In the end, it seems forgotten.
The Emperor in the Astral Prism allegedly keeps the party from undergoing ceremorphosis, and he encourages them to take the tadpoles that create mind flayers from the dead and consume them. Having a brain full of worms seems like a bad idea, but it instead gives characters extra abilities. Only the Astral-Touched Tadpole in has a bigger effect, and that's mostly in the form of
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