by Larian Studios
Baldur's Gate 3 is a D&D RPG where a mind flayer parasite gives you powers and a deadline. Gather complicated, romanceable companions — a vampire, a warlock, a githyanki warrior — and navigate the Forgotten Realms through a story that adapts to every choice. Roll dice, make friends, betray gods.
87 characters, locations, and items in this world codex.
Characters
- Shadowheart — Half-elf cleric devoted to Shar, the goddess of darkness and loss, carrying a mysterious artifact she will protect at any cost.
- Astarion — High elf vampire spawn who spent two centuries as Cazador's enslaved hunting hound, now reveling in his first taste of freedom — and blood.
- Gale of Waterdeep — Human wizard who carries a Netherese orb of devastating power embedded in his chest — a remnant of his ill-fated romance with the goddess of magic her
- Lae'zel — Githyanki warrior raised in a culture of absolute obedience to the lich-queen Vlaakith, now confronting the possibility that everything she was taught
- Wyll Ravengard — The Blade of Frontiers — a folk hero beloved across the Sword Coast who hides a terrible secret: his powers come from a devil's pact, and the price is
- Karlach — Tiefling soldier with an infernal engine for a heart, burning alive from the inside out, yet somehow the most joyful person in any room she enters.
- Halsin — Former Archdruid of the Emerald Grove — a towering wood elf who carries the weight of the shadow curse and the guilt of those he could not protect.
- Minthara Baenre — Drow paladin and former Menzoberranzan noble, serving the Absolute as a True Soul — though her imperious will may yet prove stronger than any god's co
- Jaheira — Half-elf Harper veteran and druid who has fought tyrants across two centuries and three Bhaalspawn crises — weathered, wise, and unwilling to sit this
- Minsc — Beloved ranger berserker and his miniature giant space hamster Boo — returned to Baldur's Gate after centuries of petrification, still swinging swords
- Ketheric Thorm — Undead general and Chosen of Myrkul who cannot be killed — a father consumed by grief who chose immortality over accepting his daughter's death, and c
- Orin the Red — Shape-shifting Bhaalspawn who treats murder as high art, replacing party members with perfect copies of themselves while hunting for the player's atte
- Enver Gortash — Self-made tyrant and Chosen of Bane who engineered the entire Absolute conspiracy, built an army of mechanical soldiers, and charmed his way to the to
- Cazador Szarr — Ancient vampire lord who enslaved Astarion for two centuries and is gathering thousands of spawn for a catastrophic ritual of ascension.
- The Elder Brain — Massive Mind Flayer brain that is the true power behind the Absolute — a gestalt consciousness of devoured minds, temporarily shackled by the Chosen b
- The Emperor — A Mind Flayer hiding within the Astral Prism who claims to be an ally against the Absolute — but whose true identity as the legendary Balduran raises
- Raphael — A devil of immense ambition who operates a pocket dimension called the House of Hope and wants the Crown of Karsus more than he wants anything else in
- Withers — A skeletal undead who appears at camp uninvited, resurrects the fallen, and dispenses cryptic wisdom — widely suspected of being Jergal, the ancient g
- Mizora — Wyll's devil patron — a manipulative cambion who holds his father hostage and enforces a warlock pact designed to tighten every time Wyll tries to be
- Auntie Ethel — A green hag who disguises herself as a kindly old woman, luring victims into her lair with promises of cures and bargains that always cost more than a
- Balthazar — Ketheric Thorm's chief necromancer, obsessed with the Nightsong and willing to desecrate any number of corpses to serve his master's goals.
- Sarevok Anchev — The original Bhaalspawn villain from the first Baldur's Gate, now returned as a murder tribunal judge for the temple of Bhaal beneath the city.
- Viconia DeVir — Returning drow cleric from the original saga, now running Shar's House of Grief in Baldur's Gate and hunting Shadowheart for her role in the Astral Pr
- Alfira — A cheerful tiefling bard composing a song about the grove's beauty, blissfully unaware of the dangers closing in — and a potential victim of the Dark
- Zevlor — A fallen tiefling paladin leading the refugee caravan to Baldur's Gate, cracking under the weight of responsibility and guilt.
- Kagha — Acting Archdruid of the Emerald Grove who is sealing the grove and expelling refugees — secretly allied with the Shadow Druids.
- Volo — Eccentric bard, scholar, and self-proclaimed expert on everything, who will cheerfully attempt to remove your tadpole with an ice pick if you let him.
- Elminster Aumar — One of the most powerful wizards in Faerun, ancient Chosen of Mystra, who arrives to deliver a divine message to Gale about his destiny.
- Isobel — Cleric of Selune and Ketheric Thorm's daughter, resurrected by her goddess to maintain the protective barrier at Last Light Inn — the only safe haven
- Dame Aylin — The Nightsong — an immortal aasimar daughter of Selune, imprisoned for a century in the Shadowfell to fuel Ketheric Thorm's undying curse.
- Mol — A tiefling child with an eyepatch who runs a gang of refugee kids with unsettling competence — and may have already made a deal with a devil.
- Lorroakan — An arrogant wizard who rules Sorcerous Sundries in Baldur's Gate and wants to capture Dame Aylin to harness her immortal power for himself.
- Nine-Fingers Keene — The sharp-minded guild leader of Baldur's Gate's criminal underworld, navigating a city under siege by the Absolute, the Dead Three, and Gortash's Ste
- Grand Duke Ulder Ravengard — Wyll's father and leader of the Flaming Fist, imprisoned in the underwater Iron Throne by Gortash as leverage against both Wyll and the city's militar
- Omeluum — A friendly Mind Flayer living peacefully in the Underdark's Myconid colony, free from the Elder Brain's control and genuinely curious about the tadpol
- Us — An intellect devourer — a brain on legs — encountered on the nautiloid who is disturbingly eager to help and alarmingly loyal to whoever shows it kind
- The Dark Urge — A white dragonborn Bhaalspawn with amnesia, haunted by murderous compulsions they cannot control — Bhaal's previous chosen, discarded and rebuilt by O
- Priestess Gut — A goblin True Soul who serves as priestess of the Absolute at the goblin camp, dispensing the parasite's 'blessings' with religious fervor.
- Dammon — A tiefling blacksmith with the rare skill to work Infernal Iron — the only person who can stabilize Karlach's engine and give her a chance at survival
- Yurgir — An orthon — a greater devil — trapped in the Gauntlet of Shar by a contract he cannot fulfill, growing increasingly desperate and violent.
- Nettie — A tiefling apprentice druid at the Emerald Grove who takes the pragmatic approach to your tadpole problem: if she cannot cure you, she will poison you
- Barcus Wexley — A perpetually unlucky gnome who gets captured, strapped to windmills, and imprisoned with remarkable consistency — yet keeps showing up alive and indi
- Aradin — A brash human adventurer whose treasure-hunting expedition inadvertently led goblin scouts back to the Emerald Grove, endangering everyone inside.
- Korilla — Raphael's spy on the mortal plane, disguised as a tiefling, quietly observing the party's progress and reporting back to her devil master.
- Madeline — A dead Flaming Fist soldier whose locket is found in the Shadow-Cursed Lands — a ghost story about the cost of Ketheric's war on ordinary people.
Locations
- Emerald Grove — A druid enclave built into natural stone, sheltering tiefling refugees fleeing the Absolute's armies while its own leadership fractures over whether t
- Goblin Camp — A ruined temple of Selûne overrun by goblins, wargs, and three True Soul leaders who serve the Absolute — the staging ground for the assault on the Em
- Blighted Village — An abandoned village occupied by goblins, hiding a buried Underdark entrance, an alchemist's cellar, and the remnants of lives interrupted mid-sentenc
- The Nautiloid — A Mind Flayer flying ship — a living vessel of alien flesh and psionics where the party was infected with illithid tadpoles, crashed during a githyank
- Ravaged Beach — The crash site of the nautiloid on the Sword Coast — burning wreckage, scattered survivors, and the first uncertain steps of a journey with a parasite
- Grymforge — An ancient underground temple-forge of Shar, occupied by duergar slavers forcing deep gnome prisoners to excavate a sealed Adamantine Forge — layers o
- The Underdark — A vast subterranean realm of bioluminescent fungi, alien ecosystems, and civilizations that have never seen sunlight — beautiful, lethal, and indiffer
- Selûnite Outpost — A crumbling temple of Selûne in the Underdark — moonlight enchantments still flicker on broken altars, a last whisper of the surface world in the deep
- Myconid Colony — A peaceful settlement of fungal people who communicate through spores, led by Sovereign Spaw — an unlikely haven of diplomacy and collective conscious
- Zhentarim Hideout — A concealed underground base for the Zhentarim criminal network — smugglers, mercenaries, and opportunists running black market operations beneath a b
- Crèche Y'llek — A githyanki monastery housing a zaith'isk purification device — a military outpost where Lae'zel's faith in Vlaakith collides with the truth about her
- Rosymorn Monastery — A ruined Lathanderian monastery perched above the Githyanki crèche — crumbling stained glass, drunken kobolds, and the legendary Blood of Lathander hi
- Shadow-Cursed Lands — An entire region drowned in magical darkness where anything unprotected by moonlight or divine magic withers and dies — the wound left by Ketheric Tho
- Moonrise Towers — The Absolute's military headquarters in the Shadow-Cursed Lands — Ketheric Thorm commands from the top while a Mind Flayer colony festers in the depth
- Last Light Inn — The last protected haven in the Shadow-Cursed Lands — a roadside inn shielded by Isobel's divine barrier where Harpers, Flaming Fist soldiers, and ref
- Gauntlet of Shar — Shar's underground temple of trials — a labyrinth of darkness, sacrifice, and faith where Shadowheart must choose between the goddess who raised her a
- Mind Flayer Colony — The illithid hive beneath Moonrise Towers — tadpole pools, ceremorph pods, and the Elder Brain that puppets the Absolute, hidden where the surface wor
- Reithwin Town — A cursed ghost town frozen in the moment of its death — the tollhouse, brewery, and streets are haunted by Thorm family undead who don't fully realize
- Thorm Mausoleum — Ketheric Thorm's family mausoleum in Reithwin — a place of genuine grief transformed into a gateway to Shar's Gauntlet, where a father's love for his
- Baldur's Gate — The greatest port city on the Sword Coast — three districts of politics, crime, commerce, and corruption where the final confrontation with the Absolu
- Lower City — The beating heart of Baldur's Gate — a dense urban sprawl of taverns, shops, crime syndicates, and secrets where half the NPCs are plotting something
- Rivington — The sprawling outskirts of Baldur's Gate — a refugee camp, the Steel Watch foundry, and the Open Hand Temple where a murder investigation introduces t
- Wyrm's Rock Fortress — Gortash's seat of power — a fortress on a bridge where the Chosen of Bane crowns himself Archduke and offers you an alliance that tastes like poison a
- Cazador's Palace — An Upper City mansion hiding a vampire lord's centuries-old torture dungeon — where Astarion's past awaits as seven thousand souls and an Ascension ri
- House of Grief — Shar's temple in Baldur's Gate disguised as a grief counseling center — Viconia DeVir runs it, stolen children are raised as Sharran operatives inside
- Iron Throne — An underwater prison controlled by Gortash — Duke Ravengard and Gondian families are imprisoned here as leverage, and you have six turns to save them
- High Hall — The final dungeon of Baldur's Gate 3 — the Elder Brain assaults the city's seat of government while the Netherstones converge and the fate of every sa
- Avernus — The first layer of the Nine Hells — a blasted hellscape of blood war battlefields and infernal machinery where Karlach served as a soldier under Zarie
- Astral Plane — The silvery void between planes where the Githyanki empire drifts on dead god-corpses — Vlaakith's domain of absolute loyalty, where Lae'zel's people
- The Camp — The party's traveling campsite — where the real story happens over long rests, fireside conversations, romance, confrontation, and the slow accumulati
Items
- Mind Flayer Tadpole — A parasitic worm implanted behind the eye that should transform its host into a Mind Flayer within days — but doesn't, because of the Astral Prism's p
- The Netherstones — Three ancient Netherese stones that together can dominate the Elder Brain — each held by one of the Dead Three's Chosen, each requiring you to confron
- Astral Prism — A crystalline githyanki artifact that shields the party from the Absolute's telepathic control — and contains the Emperor, a Mind Flayer who is either
- Moon Lantern — A magical lantern that projects a sphere of protection against the Shadow Curse — powered by a trapped pixie whose freedom is your first moral test in
- Blood of Lathander — A legendary mace hidden in Rosymorn Monastery that radiates sunlight, heals the wielder, and devastates undead — protected by a solar trap that will a
- Silver Sword of the Astral Plane — A githyanki weapon forged to sever astral silver cords — the weapon Lae'zel has been trained since birth to earn, representing everything her culture
- Helm of Balduran — The legendary helm of the city's founder — a man who became a Mind Flayer called the Emperor, making the helm a relic of a hero who no longer exists i
- Infernal Engine — Karlach's mechanical heart — an Avernus-forged device that makes her a living weapon but is slowly burning her alive, fixable only with increasingly r
- Orphic Hammer — A weapon powerful enough to shatter the Astral Prism and free Prince Orpheus — held by the devil Raphael, who will trade it for your soul in a contrac
- Sussur Bloom — A bioluminescent anti-magic flower from the Underdark's sussur trees — it silences all magic in its radius, making it both a weapon against casters an
- Adamantine Slag — Chunks of raw adamantine ore found in Grymforge — when combined with mould templates in the ancient Adamantine Forge, they produce equipment that is l
- Sorrow — A Sharran glaive that drains life from its victims — the signature weapon of Shar's chosen, carrying the goddess of darkness's hunger for suffering in
View full codex at Simulacra.Ink