Locationmajor

Emerald Grove

Emerald Grove is a fortified druid settlement sheltering refugees from Elturel during Act I.

Importancemajor

Key takeaways

  • Emerald Grove is a region, not just the Sacred Pool Its principal subareas are the Hollow, Sacred Pool, Inner Sanctum, Secluded Cove, Underground Passage and the smaller chambers attached to them.
  • The grove’s central crisis is time-sensitive in progression terms Travelling to the Mountain Pass or Shadow-Cursed Lands before resolving the grove conflict can complete the Rite of Thorns and kill or displace the refugees.
  • The safest peaceful route is to investigate Kagha, rescue Halsin and defeat the goblin leaders. These actions stop the rite and secure the refugees’ departure.
  • The grove contains three early merchants in the Hollow area, plus other trade opportunities. Arron, Dammon and Auntie Ethel are the most important functional traders, although Volo, Mattis and Mol also have trade-related interactions.
  • The Secluded Cove and Tiefling Hideout are easy to miss Saving Mirkon from the harpies is the most reliable way to gain access to Mol’s hideout and its associated quest line.
  • Stealing the Idol of Silvanus while the rite is active can trigger a grove-wide massacre. End the rite first, or use a carefully planned stealth approach, if you want the idol without provoking the druids.

About this guide

Spoiler warning: This guide covers Act One quests, major branching outcomes, recruitable characters, merchants, hidden areas, missable rewards and the possible destruction of the grove.

Overview

Emerald Grove, also called Druid Grove or Silvanus’ Grove, is a major Act One location in Baldur’s Gate 3. It lies within the Wilderness, east of the Forest and north-east of the Nautiloid wreck. The grove is not simply the open-air druid settlement around the Sacred Pool. Its wider boundaries include the refugee-filled Hollow, the Inner Sanctum beneath the pool, the Secluded Cove on the riverbank, the Underground Passage, several hidden chambers and the grove’s defensive ramparts.

The location is the centre of Act One’s main political conflict. Tiefling refugees from Elturel are sheltering here under Zevlor, while the druids, led temporarily by Kagha, prepare the Rite of Thorns. At the same time, goblin forces connected to the Absolute are searching for the grove and planning an assault. The player can mediate between the groups, expose corruption among the druids, rescue Halsin and the refugees, or help destroy the settlement.

Emerald Grove also acts as an early-game social hub. It contains several merchants, potential companions, faction leaders, important quest givers, hidden treasure, optional fights, a recruitable camp follower and multiple opportunities to influence later events.

Included subareas

Emerald Grove ramparts

The ramparts protect the main portcullis. When the party first arrives, Aradin, Barth and Remira are being pursued by goblins. The gate can be opened using the winch above it, and a war horn on the fortifications can rally defenders during an attack.

The ramparts are both a defensive position and a useful vantage point during the grove’s possible assault.

The Hollow

The Hollow is the main cavern settlement and the principal home of the tiefling refugees. It contains most of the grove’s traders, Zevlor’s headquarters, the Makeshift Prison, access to the Sacred Pool and entrances to smaller hidden spaces.

It is the best place to begin exploring because it introduces nearly every major conflict in the grove:

The Hollow contains several tiers and ledges. Some routes towards the Forest or Risen Road are easier to use in one direction than the other and may require Misty Step, Feather Fall, jumping or another form of vertical movement.

Secluded Chamber

The Secluded Chamber is Zevlor’s headquarters, behind a stone door in the Hollow. It has an upper watch post and a ledge leading towards the Forest and the Risen Road. During a goblin assault, vulnerable refugees gather here for protection.

Makeshift Prison

The Makeshift Prison is used by the druids to hold captured or judged characters. Arabella’s quest begins in the Inner Sanctum, but the prison becomes important when investigating the grove’s internal politics and during the possible raid.

If the grove is attacked, this area may become a defensive position where refugees are trapped and exposed to the fighting.

Tiefling Hideout

The Tiefling Hideout is a concealed cavern beneath the Hollow and the base of Mol’s gang of tiefling children. It is not automatically revealed simply by walking through the main settlement.

There are several ways to reach it, but the cleanest route is:

The hideout contains child thieves, quest conversations and the starting point for Steal the Sacred Idol. It also forms part of the wider Find Your Belongings quest.

Sacred Pool

The Sacred Pool is the central basin of Emerald Grove. Druids perform the Rite of Thorns around the Idol of Silvanus, which stands on a cromlech in the middle of the pool. The area connects to the Hollow, Inner Sanctum, Secluded Cove and ramparts.

The pool is the most dangerous place to interfere with before resolving the rite. Taking the idol while the druids are actively performing the ritual can trigger a prepared attack on the tiefling refugees.

Inner Sanctum

The Inner Sanctum is the subterranean druid complex beneath the Sacred Pool. It contains the central cavern, Druids’ Chambers, Servants’ Quarters, Enclave Library and access to the Hidden Vault.

The first visit normally triggers the confrontation over Arabella, who is accused of attempting to steal the Idol of Silvanus. The area is therefore the centre of the druid side of the conflict.

The frescos describe the grove’s origins, its alliance with the Harpers against Sharran forces and the defeat of the “Darkest One”, identified through the surrounding lore as Ketheric Thorm. They provide useful historical context for the druids’ beliefs and for Shadowheart’s companion quest.

Enclave Library

The Enclave Library contains Nettie and several pieces of information relevant to the parasite and the wider story. It also provides access to the Hidden Vault through a secret route.

Nettie can allow or deny access depending on the circumstances. The Underground Passage offers an alternative way to enter parts of the inner complex, although that route is trapped and guarded.

Hidden Vault

The Hidden Vault is a secret storage area connected to the Enclave Library. It contains valuable equipment and documents. Access normally involves discovering the library’s hidden mechanism or using the appropriate druidic route.

Secluded Cove

The Secluded Cove is the rocky riverbank east of the Sacred Pool. It is part of Emerald Grove’s wider map area, not a separate settlement. The cove is reached from the pool by a descending and climbing path, although jumping from above is also possible.

A group of harpies has made the cove dangerous. Their song can charm characters and pull them towards the water, so the fight is more hazardous than its level suggests.

Underground Passage

The Underground Passage is a trapped tunnel linking the Hollow and Enclave Library to the Forest. Guardian statues attack intruders with fire, dealing fire damage and potentially inflicting Burning after a failed Dexterity saving throw.

The statues can be disabled, avoided or exploited with careful movement. Do not send the whole party through blindly.

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Tiefling Hideout

  1. 01
    Travel to the Secluded Cove.
  2. 02
    Rescue Mirkon from the harpies.
  3. 03
    Speak to Mirkon afterwards.
  4. 04
    Receive the password and directions connected to Doni.
  5. 05
    Enter the hideout and speak with Mol.

Druids

The druids are the original inhabitants and defenders of the grove. Most currently follow Kagha’s policy of isolation, although their individual attitudes differ. Some are frightened, some are hostile to the tieflings and some are merely obeying orders.

Kagha is acting First Druid while Halsin is absent. Her policy is to complete the Rite of Thorns and force the tieflings out. Investigating her can reveal the Shadow Druid influence behind that decision.

Tiefling refugees

The refugees fled Elturel and are trying to reach Baldur’s Gate. Zevlor leads them, but he has limited authority over the druids and fears that the road north will be deadly without protection.

Not every named tiefling has a major quest. Several are ordinary refugees, guards, traders or children whose survival depends on the grove’s outcome.

Visitors and story-associated characters

Visitors and story-associated characters
NameDetails
Wyllfound in the Hollow, where he is training tiefling defenders and can join the party.
Volofound near the Sacred Pool, interviewing the bear Bosk.
Auntie Ethelappears in the Hollow as a friendly trader before her separate story develops.
Sazzaa goblin prisoner in the Makeshift Prison.
Shadowheartcan still be found or recruited here if she has not already joined.
Aradin, Barth and Remiraarrive during the opening goblin attack.

Animals

The grove’s animals are not merely decoration. Several can provide conversations, clues or interactions through Speak with Animals.

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The following are functional traders or trade-related NPCs verified for the Emerald Grove area:

The exact inventory offered by merchants can vary with character level, trader attitude and story progression. Do not assume that a named business or stall is a functioning shop. Many visible structures are scenery, storage areas or refugee shelters rather than purchasable businesses.

Arron

Arron is a halfling trader in the Hollow. He commonly sells early weapons, armour, arrows, potions and adventuring supplies. His stock makes him one of the most useful first stops after entering the grove.

Dammon

Dammon is the tiefling blacksmith. He sells weapons and equipment and is central to Karlach’s personal quest. If Karlach is recruited, speak to Dammon before leaving the grove and bring him Infernal Iron when available.

Dammon’s survival has major consequences. If the grove is destroyed or the tiefling refugees die, later stages of Karlach’s quest can be lost or altered.

Auntie Ethel

Auntie Ethel initially presents herself as a kindly old trader in the Hollow. Her presence is connected to a much larger Act One storyline. Speaking with her can begin the events surrounding Mayrina, although the main confrontation does not occur inside Emerald Grove.

Mattis

Mattis is a tiefling child trader near the route leading towards the Inner Sanctum. He is also connected to Find Your Belongings and Mol’s group.

Mol

Mol can be treated as a trader after the relevant interactions with her gang. Her more important role is as quest giver and leader of the Tiefling Hideout.

Volo

Volo is not a conventional equipment merchant in the same way as Arron or Dammon, but he has trade-related interactions and an important later role at camp. Speak to him near the Sacred Pool and follow his dialogue carefully.

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Save the Refugees

This is the grove’s central quest arc. It incorporates the conflict between the refugees, druids and goblins. Its broad objectives are:

Defeating the goblin leaders is important even if Kagha’s rite has already been stopped. The tieflings still need a safe route out, and the goblin threat remains active.

Save the Refugees: steps

  1. 01
    Enter Emerald Grove and survive the gate attack.
  2. 02
    Speak with Kagha and Zevlor.
  3. 03
    Learn about the Rite of Thorns.
  4. 04
    Investigate the druid leadership if desired.
  5. 05
    Rescue Halsin from the goblin camp.
  6. 06
    Defeat the goblin leaders.
  7. 07
    Return to the grove.
  8. 08
    Speak to Zevlor and attend the refugee celebration at camp.

Save Arabella

Arabella is being judged in the Inner Sanctum after attempting to steal the Idol of Silvanus. Speak to Kagha and intervene quickly.

This is one of the first quests that shows the danger created by the rite and Kagha’s increasingly severe leadership.

Investigate Kagha

Search the Inner Sanctum and related druid areas for evidence concerning Kagha. A half-torn note can lead to a letter revealing Shadow Druid involvement.

Confronting Kagha with the evidence can expose the conspiracy and stop the Rite of Thorns without requiring the party to massacre the druids. This is the best route for players who want to preserve both groups before dealing with the goblin leaders.

Rescue the First Druid

Halsin is imprisoned in the goblin camp, not inside Emerald Grove. His rescue changes the political balance inside the grove and allows the party to challenge Kagha’s authority.

Once Halsin returns, he can address the crisis and help bring the grove towards a peaceful resolution.

Defeat the Goblins

The grove’s long-term safety requires defeating the goblin leaders. The relevant targets are at the Goblin Camp and Shattered Sanctum rather than inside Emerald Grove itself.

Completing this route allows the tieflings to prepare for the road to Baldur’s Gate and leads to the camp celebration.

Investigate the Beach

Travel to the Secluded Cove and rescue Mirkon from the harpies.

This quest is especially valuable because it unlocks the cleanest route to Mol and her gang.

Recommended approach

  1. 01
    Enter turn-based mode before approaching the harpies.
  2. 02
    Spread the party so one song does not disable everyone.
  3. 03
    Prioritise the harpy maintaining the song.
  4. 04
    Use ranged attacks and control spells.
  5. 05
    Keep Mirkon alive.
  6. 06
    Speak with him afterwards to learn about the Tiefling Hideout.

Find Your Belongings

This quest concerns the tiefling children’s thieves’ operation. It involves Mattis, Mol, the Tiefling Hideout and the party’s missing possessions.

The quest can be progressed through conversations, investigation and access to the hideout. Saving Mirkon is a useful prerequisite because it gives the party a password and improves Mol’s attitude.

Steal the Sacred Idol

Mol asks the party to steal the Idol of Silvanus after gaining her trust. The quest can reward the Ring of Protection.

The idol can later be bought back or pickpocketed from Mol, allowing the party to retain its magical benefit while still completing the quest.

The timing matters

The timing matters
NameDetails
Before the Rite of Thorns endsstealing the idol can trigger the druids’ attack on the refugees.
After the rite endsthe idol can usually be stolen with much less risk.
After completing Investigate Kagha, rescuing Halsin or defeating the goblins: the rite is no longer active.—
If caught after the ritedialogue checks may prevent immediate combat.
If the idol is stolen and the party escapes quicklythe wider confrontation may sometimes be avoided.

Save the Goblin Sazza

Sazza is held in the Makeshift Prison. Freeing her can create a route into the goblin camp, but it may also damage relationships with the tieflings and create additional risks.

This quest interacts with the grove’s factions rather than being a simple prison escape. Decide whether you are pursuing information, an infiltration route or a role-playing outcome before releasing her.

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The Rite of Thorns is a druidic ritual intended to seal the grove behind living bramble. Kagha claims it will protect the druids from external threats, but it will also strand the tiefling refugees outside the grove and leave them vulnerable on the road.

The game does not simply advance the rite because of an ordinary number of long rests. The important progression triggers are story decisions and travel beyond Act One’s initial area.

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The grove can be attacked in support of Minthara and the goblins. This is the evil-aligned branch of the grove conflict.

This branch is not merely a combat encounter at the gate. It is a settlement-wide outcome that changes the fate of most named tieflings.

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Goblin gate attack

The opening attack is a scripted introduction to the grove. Positioning on the ramparts is useful, but do not allow the goblins to overwhelm the defenders.

Harpies

The harpies in the Secluded Cove are the principal local combat encounter. Their song is the main hazard, not their raw damage. Use turn-based mode and interrupt song casters quickly.

Guardian statues

The Underground Passage contains guardian statues that fire on trespassers. Their attacks can deal fire damage and inflict Burning after a failed Dexterity save. Proceed carefully and look for ways to disable or bypass them.

Grove-wide combat

The most dangerous combat outcome is not a normal random fight. It is caused by faction decisions:

These events can make normally friendly characters hostile and can kill civilians in real time. Save before manipulating the idol or confronting Kagha.

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Before leaving Act One’s initial Wilderness area, consider completing the following:

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The grove was founded by druids who consecrated the land to Silvanus. The Inner Sanctum’s frescos describe an earlier conflict in which the druids joined forces with Harpers against followers of Shar. The final images depict the defeat of the Sharran army and the breaking of a Sharran helmet.

This history complicates Kagha’s isolationism. The grove’s own traditions include cooperation with outside allies when facing a greater threat, yet the current leadership is willing to abandon the refugees to preserve the settlement.

The present crisis also echoes the grove’s older history:

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For a thorough but low-risk first visit

  1. 01
    Resolve the gate attack.
  2. 02
    Enter the Hollow and speak to Zevlor.
  3. 03
    Speak with Arron, Dammon and Auntie Ethel before changing the grove’s political state.
  4. 04
    Find the Makeshift Prison and decide how to handle Sazza.
  5. 05
    Visit the Inner Sanctum and intervene in Arabella’s trial.
  6. 06
    Speak with Rath and Nettie.
  7. 07
    Search the sanctum for clues about Kagha.
  8. 08
    Explore the Sacred Pool, but do not steal the idol yet.
  9. 09
    Visit Volo and Alfira.
  10. 10
    Travel to the Secluded Cove and rescue Mirkon.
  11. 11
    Enter the Tiefling Hideout and speak with Mol.
  12. 12
    Complete or begin Steal the Sacred Idol only after deciding whether you are willing to risk faction combat.
  13. 13
    Explore the Underground Passage when prepared for traps.
  14. 14
    Rescue Halsin and defeat the goblin leaders.
  15. 15
    Return to the grove and finish all remaining conversations before travelling to the Mountain Pass or Shadow-Cursed Lands.

Places and subareas

Major objects and landmarks

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Major objects and landmarks

Is the Sacred Pool the whole Emerald Grove?

No. It is the central section, but Emerald Grove also includes the Hollow, Inner Sanctum, Secluded Cove, Underground Passage, ramparts and attached hidden areas.

Can I save both the druids and the tieflings?

Yes. Investigate Kagha, expose the Shadow Druids, rescue Halsin and defeat the goblin leaders. This is the principal non-destructive resolution.

Should I steal the Idol of Silvanus immediately?

Usually no. Stealing it while the rite is active can trigger a massacre. End the rite first unless you deliberately want to attempt a stealth or hostile solution.

Where is Mol?

Mol is in the Tiefling Hideout beneath the Hollow. Rescue Mirkon in the Secluded Cove to obtain the clearest route and password.

Where is Halsin?

Halsin is not in Emerald Grove when the party first arrives. He is imprisoned in the Goblin Camp and must be rescued there.

Can I return to the grove later?

You can return during the early Wilderness portion, but major progression triggers can permanently change or seal the location. Finish the grove’s major business before entering the Mountain Pass or Shadow-Cursed Lands.

Is Emerald Grove connected to the Risen Road?

Yes, although some routes are awkward and may require jumping, Feather Fall or movement abilities. The grove is part of the wider Wilderness rather than a self-contained dungeon.

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Sources