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'''Act One''' of | {{ up to date | 2023-09-21 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> | ||
'''Act One''' of Baldur's Gate 3 begins immediately after the events of the [[Prologue]] with the crash landing of the [[Nautiloid]] and the [[Character creation|player character]] waking up on the [[Ravaged Beach]]. | |||
While the player gathers allies and searches for a cure from their [[illithid]] tadpole, a conflict is building between the [[Emerald Grove]] and a goblin army gathering under the banner of the [[Absolute]]. Tensions are also high between the [[tiefling refugees|tieflings]] who have sought refuge at the Grove, and its druidic protectors, who believe the refugees' presence will bring outside threats. | While the player gathers allies and searches for a cure from their [[illithid]] tadpole, a conflict is building between the [[Emerald Grove]] and a goblin army gathering under the banner of the [[Absolute]]. Tensions are also high between the [[tiefling refugees|tieflings]] who have sought refuge at the Grove, and its druidic protectors, who believe the refugees' presence will bring outside threats. | ||
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It is up to the player who to side with and who to side against, or whether to ignore it all and head straight towards Baldur's Gate. | It is up to the player who to side with and who to side against, or whether to ignore it all and head straight towards Baldur's Gate. | ||
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== Companions == | == Companions == | ||
The following companions can be recruited in Act One, with each of them also having an associated quest. | The following companions can be recruited in Act One, with each of them also having an associated quest. | ||
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== Summary == | == Summary == | ||
As the first act of the game, Act One sets the scene for | As the first act of the game, Act One sets the scene for Baldur's Gate 3. The main quest at the beginning of Act One is [[Find a Cure]]. This quest tracks the search for ways to remove the Mind Flayer Parasite. As the player interacts with the world around them, more subquests will open up. These subquests will lead to characters with unique insights into the party's condition. | ||
While finding a cure is the focus of Act One, the party is likely to become embroiled in the main conflict of the area. Goblin search parties canvas the [[wilderness]] in search of the Emerald Grove and survivors of the Nautiloid Crash. It appears that they are all gathering under the banners of a supposed new god called "the Absolute". | While finding a cure is the focus of Act One, the party is likely to become embroiled in the main conflict of the area. Goblin search parties canvas the [[wilderness]] in search of the Emerald Grove and survivors of the Nautiloid Crash. It appears that they are all gathering under the banners of a supposed new god called "the [[Absolute]]". | ||
The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid [[Halsin]] has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid [[Kagha]] has started the [[Rite of Thorns]], a dangerous ritual that will seal the Grove off from the outside world and expel the [[tiefling refugees]] currently seeking shelter with the Druids. | The druidic circle at the [[Emerald Grove]] are experiencing internal trouble as well. Their First Druid [[Halsin]] has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid [[Kagha]] has started the [[Rite of Thorns]], a dangerous ritual that will seal the Grove off from the outside world and expel the [[tiefling refugees]] currently seeking shelter with the Druids. | ||
'''Deciding the Fate of the Emerald Grove''' | '''Deciding the Fate of the Emerald Grove''' |