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'''Act One''' of ''[[Baldur's Gate 3]]'' begins immediately after the events of the [[Prologue]], following the [[Nautiloid]] crash and the [[Character creation|player character]] waking up on the [[Ravaged Beach]]. | '''Act One''' of ''[[Baldur's Gate 3]]'' begins immediately after the events of the [[Prologue]], following the [[Nautiloid]] crash and the [[Character creation|player character]] waking up on the [[Ravaged Beach]]. | ||
While the player character gathers allies and searches for a cure from their [[ | While the player character gathers allies and searches for a cure from their [[Illithid]] tadpole, a conflict is building between the [[Emerald Grove]] and a [[Goblin]] army that is gathering under the banner of the [[Absolute]]. Within the Grove, tensions are high between the [[tiefling refugees|Tieflings]] who have sought refuge and the Grove's [[Druid|Druidic]] protectors, who believe the refugees' presence is attracting external threats. | ||
It is up to the party who to side with and against, or whether to ignore the local conflicts and head directly for [[Baldur's Gate]]. | It is up to the party who to side with and against, or whether to ignore the local conflicts and head directly for [[Baldur's Gate]]. | ||
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While finding a cure is the focus of Act One, the party are likely to become embroiled in the main conflict of the area. Goblin parties canvas the [[Wilderness]] in search of Emerald Grove and the survivors of the [[Nautiloid]] crash. The goblins appear to be gathering under the banners of a supposed new god known as "the Absolute". | While finding a cure is the focus of Act One, the party are likely to become embroiled in the main conflict of the area. Goblin parties canvas the [[Wilderness]] in search of Emerald Grove and the survivors of the [[Nautiloid]] crash. The goblins appear to be gathering under the banners of a supposed new god known as "the Absolute". | ||
The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their {{CharLink|Halsin|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 {{CharLink|Kagha}} has initiated the [[Rite of Thorns]], a dangerous ritual that will seal the Grove from the outside world and expel the [[ | The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their {{CharLink|Halsin|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 {{CharLink|Kagha}} has initiated the [[Rite of Thorns]], a dangerous ritual that will seal the Grove from the outside world and expel the [[Tiefling Refugees]] seeking shelter. | ||
'''Deciding the Fate of the Emerald Grove''' | '''Deciding the Fate of the Emerald Grove''' | ||
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{{main|Wilderness}} | {{main|Wilderness}} | ||
The Wilderness is a [[ | The Wilderness is a [[Region]] comprised of multiple locations in Act One of ''Baldur's Gate 3''. In-game, it is also the name of one of the largest locations on the Act One main map, connecting most of the other locations in this region. | ||
[[Risen Road]] is a long track connecting Baldur's Gate and Elturel, running parallel to the [[River Chionthar]] through the Wilderness. Notable settlements in the region include the [[Emerald Grove]], the former village of [[Blighted Village|Moonhaven]], and [[Waukeen's Rest]]. | [[Risen Road]] is a long track connecting Baldur's Gate and Elturel, running parallel to the [[River Chionthar]] through the Wilderness. Notable settlements in the region include the [[Emerald Grove]], the former village of [[Blighted Village|Moonhaven]], and [[Waukeen's Rest]]. | ||
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The '''Emerald Grove''', also known as ''Silvanus' Grove'' and ''Druid's Grove'', is an area and location in the Wilderness of Act One of ''Baldur's Gate 3''. It encompasses the large cavern known as the [[The Hollow]] and the [[Sacred Pool]]. | The '''Emerald Grove''', also known as ''Silvanus' Grove'' and ''Druid's Grove'', is an area and location in the Wilderness of Act One of ''Baldur's Gate 3''. It encompasses the large cavern known as the [[The Hollow]] and the [[Sacred Pool]]. | ||
The druids of the Emerald Grove are led by {{CharLink|Kagha}}, who serves as their leader in the absence of {{CharLink|Halsin|First Druid Halsin}}. The druids are providing temporary refuge for the [[ | The druids of the Emerald Grove are led by {{CharLink|Kagha}}, who serves as their leader in the absence of {{CharLink|Halsin|First Druid Halsin}}. The druids are providing temporary refuge for the [[Tiefling Refugees]] from [[Elturel]], though tensions between the two groups are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns to shut the grove off, which would displace the tieflings. | ||
{{clear}} | {{clear}} | ||
=== Goblin Camp === | === Goblin Camp === | ||
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[[File:Underdark.jpg|200px|thumb|alt=The caverns of the Underdark.|The caverns of the Underdark]] | [[File:Underdark.jpg|200px|thumb|alt=The caverns of the Underdark.|The caverns of the Underdark]] | ||
{{main|Underdark}} | {{main|Underdark}} | ||
The '''Underdark''' is a [[ | The '''Underdark''' is a [[Region]] in [[Act One]]. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms. This area contains a multitude of [[alchemy|alchemical]] ingredients that are hard to find elsewhere. | ||
The [[ | The [[Drow]], [[Duergar]] and [[Gnome|Deep Gnomes]] are native to the Underdark. | ||
The Underdark also contains four transition points to the [[Wilderness]]. | The Underdark also contains four transition points to the [[Wilderness]]. | ||
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[[File:Screen View South Building Rosymorn Monastery.jpg|200px|thumb|alt=The building and courtyard on the south side of the Rosymorn Monastery.|The building and courtyard on the south side of the Rosymorn Monastery]] | [[File:Screen View South Building Rosymorn Monastery.jpg|200px|thumb|alt=The building and courtyard on the south side of the Rosymorn Monastery.|The building and courtyard on the south side of the Rosymorn Monastery]] | ||
{{main|Rosymorn Monastery Trail|Rosymorn Monastery}} | {{main|Rosymorn Monastery Trail|Rosymorn Monastery}} | ||
The '''Rosymorn Monastery''' is a location that can be found in the region northeast of the Rosymorn Monastery Trail. The original occupants, the Lathanderian clergy, were slaughtered by a group of [[ | The '''Rosymorn Monastery''' is a location that can be found in the region northeast of the Rosymorn Monastery Trail. The original occupants, the Lathanderian clergy, were slaughtered by a group of [[Githyanki]], who now claim the underground area of the monastery as their [[Crèche Y'llek]]. | ||
Around the monastery, several groups of creatures have taken up residence, including a group of [[ | Around the monastery, several groups of creatures have taken up residence, including a group of [[Kobold]] looters, some [[Gremishka]]s, and two [[Giant Eagle|giant eagles]]. | ||
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