Sovereign Glut and Sovereign Spaw are two major characters who present a branching path in , and choosing which one to side with can be difficult. These two Myconid sovereigns can both be encountered in the Underdark, the subterraneum realm accessible in Act 1 of the game. Sovereign Spaw is the leader of a Myconid circle seeking protection from (and vengeance upon) Duergar aggressors, while Sovereign Glut has lost his own circle to the same intruders and has taken refuge in the colony that Spaw oversees.
is full of decisions that can alter the story and characters, so knowing which choices align with a desired outcome is important. Depending on which side players land, the dispute between the two Myconid sovereigns can net the party some loot and allow for some interesting narrative paths. Of course, as with most choices in, these choices can also result in some pretty tough fights. And there's always a chance Glut will die in battle, which puts a sudden end to the storyline.
Sovereign Glut is more than willing to help the party take on the intruders, making it possible to recruit him as a follower that will join in combat. Glut can still fall in battle, but if he survives the main encounter with the Duergar, his ambitions will be revealed. Sovereign Glut holds a grudge against Spaw for refusing to help Glut's circle when they were in need of it, leading to the destruction of the entire circle. Glut will request the party's help in fighting Spaw to give him control of the colony, a choice that doesn't leave much room for negotiating alternatives.
There are valid reasons to side with either Sovereign Glut or Sovereign Spaw in, but refusing to join Glut's cause is generally the best path to take. From a practical
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