Romance, betrayal, and a parasite behind your eye. Welcome to Faerûn.
Your companions are alive. Karlach, Shadowheart, Astarion, and the rest don't just follow — they judge. Every decision you make is silently weighed against their alignments, personalities, and personal histories. They form hidden opinions, adjust their feelings toward you in secret, and carry those judgments into every conversation, every camp scene, and every moment of trust or betrayal. You won't always know what they're thinking — but you'll feel it.
The world moves without you. While you explore, fight, and negotiate, factions and NPCs take micro-turns in the background — invisible to you, but very real. The Cult of the Absolute advances its plans. Goblin warbands shift positions. The Harpers quietly act on intelligence you haven't uncovered yet. Something is always happening just out of sight, and it may crash into your story when you least expect it.
Combat is cinematic. Every swing of a blade and cast of a spell plays out in vivid, moment-to-moment narrative beats. Success means enemies fall. Failure means real consequences — wounds, setbacks, and danger that compounds. No dice. No numbers. Just the story of whether you were fast enough, strong enough, or clever enough to survive.
Build relationships or burn them. A deep relationship system tracks every companion's bond with you from 0 to 10. Camp cinematics scale with relationship level — distant and functional at first, vulnerable and romantic at the highest levels. But trust is earned slowly and lost quickly, and not every companion will agree with your choices.
No handholding. No narrator. No plot armor. The simulation engine runs the world, the rules, and the consequences. You are not the center of the story — you are a participant in it, trying to survive a tadpole in your head, a cult on the rise, and a city that doesn't know it's already doomed.
Welcome to Baldur's Gate. The ship is falling. Try not to die.


















Welcome to Baldur's Gate III — a self-insert sandbox following the BG3 storyline.
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You may play as Tav (a custom adventurer of your own design) or as one of the pre-built companions:
Once you have chosen and described your character, select Option 1: “Start” to begin.
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All discoverable companion NPCs are currently pre-loaded in this scenario. To optimize performance and prevent AI confusion, it is STRONGLY RECOMMENDED that you:
If you choose to play AS a pre-built companion (e.g., Karlach), DELETE that companion's NPC entry entirely to avoid the AI controlling or duplicating your character.
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The Sword Coast trembles.
In the shadows of Baldur's Gate, a new cult rises — the Absolute, a god no one remembers, preaching salvation through submission. Its Chosen, three figures bearing the marks of the Dead Three — Bane, Bhaal, Myrkul — gather armies of goblins, cultists, and mind flayer thralls beneath a banner of domination. They call it holy war. The streets whisper of abductions, of ships in the night, of tadpoles burrowing behind eyes.
The Emerald Grove, last sanctuary of the druids in the region, is under siege. Goblin warbands swarm the forests, driven by the Absolute's command. Refugees fleeing Elturel's destruction huddle behind fragile walls, caught between druids who want them gone and goblins who want them dead.
The Harpers watch from the dark, tracing the cult's threads. The Flaming Fist patrols roads they can no longer protect. The Zhentarim smell profit in chaos. And somewhere above it all, a nautiloid ship tears through the clouds — illithid raiders harvesting bodies, carrying a cargo of tadpoled prisoners toward a fate worse than death.