10 BG3 Characters Fans Still Want as Companions
Picture this exasperating scenario: A valiant paladin escorts their displaced followers away from an incinerated sanctuary, anchors the shell-shocked survivors of a brutal slaughter, and beats back Absolute fanatics on two separate occasions—only to offer a sterile farewell? Or consider another: A misguided druid nearly consigns an entire enclave to death, spends the remainder of the narrative desperately grappling with the fallout, and the game deems that storyline too insignificant to justify keeping them close. Pardon me?!
Baldur’s Gate 3 is practically built upon these poignant missed opportunities: introducing a fascinating persona and an engaging plotline, only to abruptly sever any path toward discovering what happens next. Take Mizora, for instance—Wyll’s devilish patron responsible for his warlock pact. A brilliant new mod finally circumvents this limitation. While Mizora technically drops by your camp, she strictly operates on her own arbitrary terms, usually provoking an overwhelming urge to hurl her back into whatever dismal crevice of the Nine Hells spawned her. Unless, of course, you prefer to harness her infernal capabilities to advance your grand design. Thanks to modder WorldWalker42 and their brand-new creation, Mizora Joins the Party, that exact fantasy is now a reality. Naturally, she is far from the only non-playable character deserving of an elevation to official companion status. Here are ten others who demand a permanent spot by the fire.
10
Alfira
Why we’re inviting Alfira to camp: A single melodic composition from her was never going to suffice.
Alfira is a deeply endearing tiefling bard you encounter within the Emerald Grove during Act 1. Upon meeting her, she improvises an exquisite ballad on the spot that mirrors your current harrowing journey. If this transpired in waking life, it would induce sheer swooning; within the game, the emotional resonance is nearly identical. It remains a sublime interaction—and tragically, the entirety of the relationship granted with her. The base game conspicuously lacks a dedicated bardic companion, making Alfira the absolute prime candidate to correct this glaring oversight. (A word of caution: Should you ever crave prolonged interactions with Alfira, under no circumstances initiate a Dark Urge playthrough. Consider this your final warning.)
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9
Barcus Wroot
Why we’re inviting Barcus to camp: He endured three full acts of absolute torment and still gets excluded from the fireside?
Barcus is the resilient gnome you can rescue from a fiery windmill early in Act 1, assuming you are feeling merciful. Afterward, his existence becomes an unbroken chain of hardships: re-captured, subjected to brutal interrogation regarding his estranged associate Wulbren, dragged into the bleak depths of Moonrise Towers, and ultimately handed leadership of the Ironhand faction in Act 3 once every other superior authority fails him. His extensive character arc rivals that of any primary companion; he merely requires an assigned class to flesh out his mechanics. Following everything he has survived, he has more than earned that distinction.
8
Zevlor
Why we’re inviting Zevlor to camp: He protected his people twice over, only for the narrative to let him quietly wander off?
Zevlor serves as the steadfast tiefling paladin keeping the Emerald Grove refugees together during Act 1, executing the grueling, unglamorous responsibilities of an elected commander without ever receiving the title. Should you successfully protect the grove and secure his survival, he guides the displaced tieflings toward the bustling metropolis of Baldur’s Gate—a monumental plot point heavily emphasized by the game—before Zevlor essentially vanishes from the chronicle entirely. This prompts an obvious inquiry shared by countless players across Reddit: If we are permitted to recruit Minthara during a malevolent playthrough, why on earth is Zevlor denied to those pursuing a virtuous path? I will be keeping my phone close at hand while waiting for Larian to provide an explanation.
7
Volo
Why we’re inviting Volo to camp: He possesses the uncanny knack for talking his way into—and miraculously out of—every conceivable catastrophe across Faerûn.
Volo is the hapless scholar initially encountered trapped head-first inside an owlbear cavern in Act 1. From that moment onward, he only doubles down on questionable life choices—delivering hilariously misguided theories, setting up shop as a camp vendor slash dangerously improvised ocular surgeon, and generally excelling at charming his way through disasters he has no business surviving. He poses zero physical threat, offers minimal tactical utility, and would undoubtedly prove a liability in active combat. Yet, for his wonderfully absurd commentary amidst utter chaos, Volo remains an inspired choice for a makeshift party member.
6
Araj
Why we’re inviting Araj to camp: She covets your vitae, your destiny, and likely spares you from outright execution.
Araj manages a macabre stall within Moonrise Towers specializing entirely in blood-letting, alchemy, and intensely unnerving eye contact. She holds a specific fascination with obtaining a sample of your blood, arguing that the essence of a True Soul harbours profound secrets. (This precise degree of cryptic allure works on me every single time.) As a descendant tied to the ruined noble House Oblodra, she opens the door to an unspoken redemption arc centred on restoring her family’s prestige. While she never explicitly requests to travel with you, her shrouded identity effortlessly does the recruiting in her stead.
5
Sazza
Why we’re inviting Sazza to camp: She has been rescued repeatedly, only to return sharper with every narrow escape.
Sazza is a sharp-tongued goblin scout first encountered during the skirmish at the Emerald Grove. Depending on your tactical choices, you can orchestrate her rescue on three distinct occasions across three separate acts—a feat that unlocks a dedicated achievement. She is abrasive, intensely self-assured, and entirely cognizant of her own survival instincts. Players frequently petition for a goblin companion explicitly because of her—and largely because repeatedly saving an individual’s life without ever retaining them permanently begins to feel remarkably personal. (“What do you mean you’re departing? I just rescued you yet again!”)
4
Kagha
Why we’re inviting Kagha to camp: She nearly caused the wholesale slaughter of a sanctuary and continues to bear that heavy burden.
Kagha functions as the interim leader in the Emerald Grove during Act 1. Such authority naturally carries profound accountability—an obligation she actively undermines by covertly conspiring with the Shadow Druids behind her kin’s backs. Depending on your moral alignment, you can expose her treason or extend forgiveness. Spare Kagha, and she embarks upon a path of atonement arguably more compelling than Halsin’s entire narrative arc, primarily because her mistakes are immediate, raw, and visceral. (Recall that Halsin’s conflicts span centuries and are largely resolved before you cross paths.) Kagha’s crisis unfolds directly before your eyes in real time, only for the game to ultimately allow her to simply walk away from her demons.
3
Popper
Why we’re inviting Popper to camp: The exceptional boy deserves an endless bounty of treats!
Popper is an enthusiastic kobold vendor operating at the Circus of the Last Days in Act 3, standing out as one of the few personnel not secretly masquerading as a doppelgänger. His entire existence revolves around boundless devotion toward “His Majesty”—a domestic cat he is unwaveringly convinced possesses true royal lineage—alongside a continuous inventory of snacks he refers to as “treatos.” Much like Volo, he lacks combat prowess, but do we desperately want the finest creature in our retinue to enjoy an infinite supply of treats? Absolutely. Next question.
2
He Who Was
Why we’re inviting He Who Was to camp: He is deceased, vengeful, and unmistakably relishing every moment of his unlife.
Deep within the gloom of the Shadow-Cursed Lands, adventurers stumble upon a profoundly macabre ritual. An undead entity is busy animating skeletons specifically to torment a mortal who wronged him centuries prior—visibly deriving sadistic satisfaction from the ordeal. He Who Was lacks a fully fleshed-out questline, appearing solely for this single, chilling vignette before dissolving into obscurity. While this might initially sound preferable, it is quite the opposite. For those undertaking a wicked playthrough, viable companion options grow exceptionally scarce. Securing He Who Was as an unhinged, spectral ally rather than watching him vanish back into the mist would instantly remedy that deficit.
1
Arabella
Why we’re inviting Arabella to camp: She is a youth wielding extraordinary abilities nobody anticipated—least of all herself.
You initially rescue Arabella, a young tiefling, from Auntie Ethel’s subterranean lair in Act 1. She subsequently spends the interim processing her trauma safely within your camp—a thoroughly believable and grounded reaction. However, by Act 2, she begins manifesting latent, erratic arcane phenomena. By Act 3, she abruptly departs on her own distinct journey, leaving absolute closure behind. The result is an unresolved vacuum of unanswered questions and squandered potential. Witnessing her wander away mid-mystery stands as arguably the single most frustrating narrative loose end in the entire production.
Baldur’s Gate 3 certainly didn’t exhaust its supply of compelling personalities when it ran out of roster slots. This is undeniably a wonderful dilemma to encounter if it can be classified as an issue at all! Nevertheless, it leaves lore-obsessed gamers in a fascinating predicament: Even with six brilliant recruits at your disposal, you can’t help spending the campaign contemplating what it would feel like to march alongside Kagha or spend an evening unwinding around the campfire with Barcus. For Mizora, at least, that is no longer a mere thought experiment. If you have been eager to test out her recruitment, investigate the mod today—and start deciding which NPC deserves elevation to a full-fledged companion next!
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