The Emerald Grove is a hotbed of conflict in , but there's one particular way to explode it into violence that ends up being a darker path than any other. Act One of the game focuses in part on a refugee crisis, with the druids in Emerald Grove threatening to turn out a band of tieflings who merely seek protection against near-certain death at goblin hands. Although evil parties might be tempted to act uncharitably toward the tieflings or side with the goblins outright to commit a massacre in the grove, these aren't actually the most vile methods of handling the situation.
[Warning: The following article contains spoilers for Baldur's Gate 3.]
Maximizing the tragedy of Act One hinges on the extremism that exists among the druids, who have been stirred to a certain vindictiveness by their de facto leader, Kagha. The actual First Druid in charge of the grove is Halsin, a more temperate chief, but he's currently missing after a risky expedition that ran afoul of goblins. Although some druids feel uncomfortable with leaving the tieflings to fend for themselves, most are willing to follow Kagha's ideology, driven by fear that has been weaponized to become something more insidious.
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Siding with the goblins in isn't actually necessary to rain blood on Emerald Grove, as it turns out that the druids are all too willing to do it themselves. All it requires is an act of provocation that gives them something to weaponize against the perceived threat of outsiders, something that the party can all too easily provide. One simple way to provoke violence from the druids is to steal the Idol of Silvanus and get caught while Kagha is in power, although various
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