What are the consequences of letting the Emperor control the Githyanki Creche in Baldur's Gate 3?

In Baldur's Gate 3, the decision to let the Emperor control the Githyanki Creche is a significant narrative choice that can have far-reaching consequences for your playthrough. This choice is tied to the main questline and involves interactions with the Githyanki, the Emperor, and the broader conflict surrounding the Mind Flayer tadpole in your head. HereÔÇÖs a detailed breakdown of what this choice entails, how to achieve it, and what to consider when making this decision.

To begin with, the Githyanki Creche is a location you will encounter during Act 2 of the game. The Creche is a stronghold of the Githyanki, a race of warrior beings who are deeply connected to the Mind Flayers due to their history of enslavement. The Creche is led by a Githyanki leader, and it is here that you will face a critical decision regarding the Emperor, a mysterious figure who has been guiding you through your journey. The Emperor is a Mind Flayer, but one who claims to be working against the Absolute, the main antagonist of the game. The Emperor offers to help you by using the Githyanki CrecheÔÇÖs technology to remove the tadpole from your brain, but this comes with the condition that you allow him to take control of the Creche.

The mechanics of this choice involve a series of dialogue options and skill checks. When you first arrive at the Creche, you will need to navigate through the GithyankiÔÇÖs suspicions and hostility. This can be done through persuasion, deception, or intimidation checks, depending on your characterÔÇÖs strengths. If you succeed in these checks, you will gain access to the CrecheÔÇÖs inner sanctum, where the Emperor will reveal his plan to take control. At this point, you will be given the option to either support the EmperorÔÇÖs plan or oppose it. Supporting the Emperor will lead to him taking control of the Creche, while opposing him will result in a confrontation with both the Githyanki and the Emperor.

If you choose to let the Emperor control the Creche, the immediate consequence is that the Githyanki will be subjugated under his influence. This can have several long-term effects on the story. First, the Githyanki will no longer be a threat to you, as they will be under the EmperorÔÇÖs control. This can make certain areas of the game easier to navigate, as you will not have to deal with Githyanki patrols or ambushes. However, this choice also means that you are aligning yourself more closely with the Emperor, which can have implications for your relationships with other characters, particularly LaeÔÇÖzel, the Githyanki companion in your party. LaeÔÇÖzel is fiercely loyal to her people, and if you allow the Emperor to take control of the Creche, she may turn against you, leading to a potential loss of her as a companion.

Another consequence of this choice is that it strengthens the EmperorÔÇÖs position in the overall narrative. By allowing him to control the Creche, you are giving him more power and influence, which can affect the final stages of the game. The EmperorÔÇÖs ultimate goals are still somewhat ambiguous, and by empowering him, you may be setting yourself up for a confrontation with him later on. This is particularly important if you are trying to avoid becoming a Mind Flayer yourself, as the EmperorÔÇÖs influence could push you closer to that fate.

In terms of strategies, it is important to consider your characterÔÇÖs alignment and the type of playthrough you are aiming for. If you are playing a character who is willing to make morally questionable decisions for the sake of power, then allowing the Emperor to control the Creche might be a viable option. However, if you are playing a more heroic character, you may want to oppose the Emperor and find another way to deal with the Githyanki threat. This could involve allying with the Githyanki against the Emperor, or finding a third path that avoids both extremes.

One common mistake to avoid is underestimating the difficulty of the skill checks involved in this decision. The Githyanki are a proud and warlike race, and convincing them to allow the Emperor to take control of their Creche is no easy task. Make sure your character is well-prepared with high persuasion, deception, or intimidation skills before attempting this path. Additionally, be aware that this choice can lock you into a particular narrative path, so make sure you are comfortable with the potential consequences before committing to it.

Advanced techniques for this choice involve leveraging your partyÔÇÖs abilities to maximize your chances of success. For example, if you have a Bard or a Sorcerer in your party, they can use their high Charisma to assist with the necessary skill checks. Similarly, if you have a character with the Friends or Charm Person spell, you can use these to temporarily boost your chances of success. However, be cautious when using these spells, as they can have negative consequences if the Githyanki realize they have been manipulated.

In terms of D&D rules, this choice reflects the gameÔÇÖs implementation of the 5th Edition ruleset, particularly in how it handles skill checks and narrative consequences. The persuasion, deception, and intimidation checks are all based on your characterÔÇÖs Charisma modifier, and the difficulty of these checks is determined by the DM (in this case, the gameÔÇÖs AI). The consequences of your choices are also in line with the D&D tradition of allowing players to shape the story through their actions, with each decision leading to different outcomes.

In conclusion, the decision to let the Emperor control the Githyanki Creche is a complex one that requires careful consideration of your characterÔÇÖs goals, your partyÔÇÖs dynamics, and the potential consequences for the story. By understanding the mechanics involved, preparing for the necessary skill checks, and weighing the long-term implications, you can make an informed choice that aligns with your playstyle and the type of story you want to experience in BaldurÔÇÖs Gate 3.