Let me tell you, diving into the dark side of Faerûn is a whole different ball game. As a seasoned adventurer who's walked the path of shadows more times than I can count, I've found that the most memorable journeys in Baldur's Gate 3 are often the morally bankrupt ones. The standard goody-two-shoes crew? They can hit the road. The real spice comes from assembling a party of misfits, zealots, and power-hungry maniacs who wouldn't think twice about pushing a puppy into the Chionthar. It's 2026, and the game's landscape for evil-aligned characters has never been more intriguing to explore. The companions you can get on a dark path are fascinating, but I'm here to talk about the ones who should have been recruitable—the ones who would make an evil playthrough truly legendary.

First up, let's talk about the classics, the OGs who got snubbed. Viconia DeVir. Man, oh man. Seeing her pop up in Shadowheart's questline was a blast from the past that hit me right in the nostalgia. This drow cleric was a cornerstone of any evil party in the old games. Her icy demeanor, her ruthless pragmatism, her history with Lolth and Shar—she's got villainous charisma oozing from every pore. Having her as a companion in BG3 would have been an absolute no-brainer. Can you imagine the dialogues? The clashes of ideology with Shadowheart? The potential for some truly wicked divine magic? It's a missed opportunity of epic proportions. She wouldn't just join; she'd probably try to take over the party leadership within a week, and honestly, I'd let her.

Now, onto the heavy hitters you actually meet. If you're going full baddie, you'll cross paths with Marcus Falgor. This guy isn't just some random Flaming Fist grunt; he's the one leading the charge to kidnap Isobel and plunge the Last Light Inn into darkness. Helping him is one of the most consequential evil acts in Act 2. So why, oh why, can't he stick around? After we successfully ruin everyone's day together, he just... peaces out. Marcus has the loyalty of a well-trained attack dog and the strategic mind of a seasoned officer. Recruiting him would open up unique missions focused on dismantling Harper operations or consolidating control over the cursed lands. He'd be the pragmatic military muscle to Minthara's fanatical zeal.

Stuck in Grymforge is another gem: Nere. Freeing this arrogant, Absolute-obsessed drow is a highlight of any evil Act 1. He's got that unshakeable conviction and disdain for weakness that makes for a perfect villainous companion. His potential is off the charts! As a companion, Nere could be our direct line into the inner workings of the Absolute cult. His personal quests could involve rooting out dissenters, performing profane rituals to please the Absolute, or hunting down artifacts of Netheril. His interactions would be pure gold—constant sarcasm, backhanded compliments, and the occasional attempt to usurp your authority. He's the ambitious lieutenant you always have to keep an eye on.

The Shadow-Cursed Lands hold a particularly enigmatic figure: He Who Was. This shadar-kai, an agent of the Raven Queen, is all about punishing the wicked. On an evil run, his presence is deliciously ironic. We are the wicked he's supposed to punish. Having him as a companion would create a fantastically tense dynamic. Is he studying us? Biding his time? Or has he decided that joining forces with greater evil is the best way to serve his queen's will? His abilities would be unlike anything else—shadow manipulation, debuffs based on sin, maybe even summoning raven swarms. He'd add a layer of grim, philosophical depth to our band of cutthroats.

Over at Moonrise Towers, Z'rell commands respect. This half-orc disciple of the Absolute is a powerhouse, both in personality and in combat. She exudes authority and fanaticism. In a game where evil companions are scarce, Z'rell feels like she was designed to be one. She'd be the perfect replacement for Wyll, who high-tails it the moment you show your true colors. As a likely Warlock, she'd bring devastating offensive magic to the table. Her companion quest could involve ascending the ranks of the Absolute's hierarchy, challenging Ketheric's leadership, or uncovering secrets about the Crown of Karsus. Plus, having a half-orc in the core party would do wonders for diversity!

Let's rewind to the Druid Grove. Kagha is already halfway down the dark path with her Shadow Druid pals. Instead of redeeming or killing her, why not recruit her? She's a druid, sure, but her philosophy is "nature, red in tooth and claw." She'd offer a stark, sinister contrast to Halsin and Jaheira. Her spells wouldn't be about healing and growth; they'd be about blight, entangling thorns, and summoning corrupted beasts. Her personal story could delve deeper into the Shadow Druid conspiracy, offering a chance to ally with or betray them for greater power. She's proof that evil doesn't always wear black armor; sometimes it wears leaves and speaks of "necessary purges."

And then there's Abdirak. Sweet, pain-loving Abdirak. Finding this Loviataran priest in the Shattered Sanctum is one of the game's weirdest and most memorable moments. Getting buffed by him after a good whipping is a rite of passage for any evil character. Making him a full companion? That's next-level. He wouldn't be a front-line fighter; he'd be a support/debuffer like no other. Imagine abilities that empower allies when they're hurt, or terrify enemies by showcasing his... devotion. His quests would be a tour of Faerûn's most macabre sites, seeking relics of pain or converting new followers to Loviatar's embrace. The camp dialogues alone would be worth it.

For the grand finale in Baldur's Gate, who better than a member of the Chosen Three themselves? Enver Gortash. The political puppeteer, the Lord of Tyranny. Forming a temporary alliance with him is fun, but imagine making it permanent. He's the ultimate endgame evil companion—charismatic, intelligent, and dripping with political power. Having Gortash in the party would change the entire dynamic of Act 3. We wouldn't be infiltrating the city; we'd be running it. His companion quest could involve solidifying his rule, outmaneuvering the Guild and the patriars, or crafting a new, even more terrifying version of the Steel Watch. He's the proof that the greatest evil wears a fancy coat and a charming smile.

We can't forget the goblin camp crew. While Minthara is the prize, Dror Ragzlin is the raw, brutish power we often lack. A bugbear barbarian chieftain? Sign me up! He'd bring a hilarious and terrifying perspective to the party, all grunts, threats, and simple solutions to complex problems (the solution usually being 'smash'). And then there's Sazza. This goblin's sheer audacity is contagious. Saving her life multiple times creates a bizarre bond. In an evil run, she should absolutely be able to tag along as a comic-relief rogue/scout. Her commentary on events would be priceless, and her unwavering, if simple-minded, devotion to chaos would be a constant source of entertainment and unexpected solutions.


So, there you have it. My dream team for the most gloriously wicked walkthrough of Baldur's Gate 3. It's a party that would have:
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The Strategist: Marcus / Gortash
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The Fanatic: Nere / Z'rell
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The Zealot: Viconia / Abdirak
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The Philosopher of Pain: He Who Was
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The Brute: Dror Ragzlin
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The Wild Card: Kagha / Sazza
Playing nice is overrated. True power, true storytelling richness, comes from embracing the darkness with a full party of characters who aren't just along for the ride, but are actively trying to steer the chariot straight into the Abyss. Here's hoping that by 2026, mods or some miraculous definitive edition will let us live this particular dream. Until then, we can always dream of the chaos. 😈