Baldur’s Gate 3 Early Companions: Where to Recruit Your Party
On this page
Fill the party before chasing a distant objective
Your normal party has four slots, including your character. The six Origin companions below can be met during Act One; you can recruit more than will fit in the active group and use camp to choose who travels with you.
This route covers their early meeting places, rather than every alternative recruitment condition. Later encounters and your choices can change who remains available.
| Companion | Early meeting place | Starting class |
|---|---|---|
| Shadowheart | On the beach if rescued aboard the Nautiloid; otherwise near the locked crypt entrance. | Cleric |
| Astarion | The trail west of the crashed Nautiloid. | Rogue |
| Gale | The unstable Ancient Sigil Circle near the wreck. | Wizard |
| Lae’zel | A suspended cage guarded by two tieflings south of the Grove. | Fighter |
| Wyll | Inside the Emerald Grove, training young tieflings. | Warlock |
| Karlach | Beside the river south of the Risen Road tollhouse. | Barbarian |
Assemble a nearby group first
Start with the people around the wreck before making Karlach’s more distant location your immediate destination. Talk, listen to the situation, and avoid choosing a hostile outcome simply to finish a conversation faster. Recruitment is often a decision inside a scene, rather than an automatic reward for touching a map marker.
Once you have enough companions, try a group that gives you a reliable close-range character, someone comfortable at range, and access to useful magic. Your protagonist can fill any of those roles. You do not need to force all six companions into the same equipment plan.
A character’s starting class is not a permanent restriction. Withers can rebuild classes while the companions keep their personal identities and storylines.
Bring people who matter to the current problem
Rotate companions when a quest concerns them or when your current group lacks a useful capability. That keeps the party connected to the story while giving you more than one way to handle exploration and combat.
After a swap, inspect equipment, available level-ups, prepared spells and carried healing. A newly active companion should not enter the next difficult fight with an unfinished level-up or an empty consumable supply.
Halsin, Minthara, Jaheira and Minsc have later or more involved recruitment requirements. Meeting one is not the same as obtaining a permanent active companion immediately. This early route does not cover those quest chains.
Keep recruitment separate from quest completion
Finding a companion begins their involvement; it does not resolve the goals they bring with them. Read the journal after important conversations and use the Act One progression guide before leaving the region. Take time to decide whose immediate request fits your next destination.

