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And as for the tieflings, I think there already is a peaceful route.
Sometimes there isn't a peaceful option between a horde of murderous thieves and a hippie commune.
Best case scenario you force or trick the thieves into leaving, and then they go on to murder some other group of whoever they stumble across. No amount of TED talks or whatever are going to sway them.
Pretty much this. Some groups will never accept a peaceful solution especially in this case where they're mostly religious fanatics who believe wiping out the druids/tieflings is in service to their god. And they like hurting people which a lot of the goblins here do enjoy.
This is the way.
You kill all three leaders. Due to the absence of the leaders, the goblins revert back to the worship of their former gods (the dude in the cage becomes leader if you don't). If MC evil, then they could then have the option of leading the attack on the grove or ordering the goblins to leave the area and return to the mountains.
If you are evil and take the grove then you can establish it for the shadow druids - and the goblins in the area serve you, rebuilding the destroyed settlements.
If MC is good, then once the goblin leaders are gone the MC can convince them to return to their old gods or to leave the area. It would be a nice twist if the goblins were convinced to stay, they could rebuild the settlement for their own people.
This would require a day/night cycle and a willingness of Larian to work on making the world feel more alive (like putting out the fires on the Nautiloid after the 1st day) and less static once a scene has been resolved.
Actually, unless the PC is a goblin, goblins tend to be evil. Not saying there wouldn't be other outliers but in D&D that's the way it is. You might think it's dumb and boring but your opinion doesn't change their alignment in the rules.
Personally, I'm not particularly comfortable with it either but I believe the groups can be avoided. There are 2 groups of goblin children, iirc. The group outside can be avoided. Don't go in that corner, unless you really want to loot whatever is in that corner (I've done this although not in patch 7). The group inside near Halsin is a bit trickier, but I *believe* if you clear out the rest of the camp (definitely take out the leaders) and then just don't go down there to release Halsin, he'll free himself anyway. At least, that's what happened in one of my playthroughs. I simply forgot to go down there and Halsin appeared later in the Druid Grove. May have been a bug.
I guess maybe I could just not try to save him then, though? I'll try that next time.