Key takeaways
- Bring Astarion if possible His presence produces the most direct version of the camp’s dialogue and advances The Pale Elf and Call of the Blood.
- Ulma starts the main interaction She asks the party to investigate Cazador’s palace and explains the Gur’s connection to the missing children.
- Gandrel’s presence depends on Act One He appears if he survived the encounter near Auntie Ethel’s teahouse.
- The funeral scene can grant inspiration Characters with the Entertainer or Outlander background may receive inspiration for witnessing the Gur rite.
- The camp is not normally hostile Refusing to help Ulma can turn the Gur against the party, while a prior betrayal of Astarion can leave the site destroyed and hostile.
- There is limited loot The most notable fixed reward is The Undead Bane, dropped by Ulma if she is killed. The barn contains supplies, arrows, potions and ingredients, but it is normally off-limits.
About this guide
Base game, Act Three location guide. Spoilers: This guide discusses Astarion’s history, Cazador Szarr, the Gur children, and the outcomes of the Gur Camp encounter.
Overview
The Gur Camp is a small but story-important settlement in Rivington, the southern region of Act Three in Baldur’s Gate 3. It is a temporary encampment occupied by Gur monster hunters led by Ulma. The camp is not a large dungeon or a combat arena by default. Its importance comes from its connection to Astarion, Cazador Szarr, and the quest chain that leads towards Szarr Palace and the vampire lord’s ritual.
The camp’s condition depends heavily on what happened in Act One. If Astarion was handed over to Gandrel, Cazador may already have reclaimed him and massacred the Gur. If Gandrel survived and Astarion was not betrayed, the party instead finds the Gur mourning members of their group who were lost while trying to oppose Cazador.
Although it is geographically close to several Rivington landmarks, the Gur Camp is its own named location. The Requisitioned Barn, Abandoned Windmill, Western Beach, and the wider refugee-tent fields are neighbouring areas rather than subareas of the camp.
Geography
The Gur Camp occupies the top of a hill in northern Rivington. It is reached by climbing away from the lower refugee areas. From the camp, the surrounding terrain opens towards the River Chionthar, Wyrm’s Crossing and the suburbs beyond the river. The camp’s position gives it a clear view over the surrounding landscape rather than placing it in a built-up street or enclosed compound.
The settlement consists primarily of tents, a central funeral area, scattered camp equipment and a barn at the far end. It is better understood as a temporary caravan stop than as a permanent Gur neighbourhood. The Gur are nomadic monster hunters and fortune-tellers, and the encampment reflects that temporary way of life.
Immediately outside the camp
The scavenging halflings and the refugee-tent field are positioned outside the camp proper. They are useful contextual landmarks, but they should not be treated as Gur Camp subareas.
Separate neighbouring locations
The Requisitioned Barn is a guarded storehouse for donations, not the Gur Camp’s barn. Its location and function are separately documented, and confusing the two can lead to incorrect assumptions about the camp’s boundaries.
---
The camp is accessible during Act Three after the party reaches Rivington. It is located away from the central road, on raised ground north of the Requisitioned Barn. A practical exploration route is:
The Abandoned Windmill lies down the slope to the west, making it a useful navigation reference. The Western Beach is reached by following the terrain towards the river.
Recommended party preparation
---
The camp has two broad progression states.
Separate neighbouring locations
| Location | Relationship to Gur Camp |
|---|---|
| Requisitioned Barn | Nearby Rivington building used to store refugee donations; a separate location |
| Abandoned Windmill | Down the western slope; separate location |
| Western Beach | Riverbank area below and beyond the camp; separate location |
| Sword Coast Couriers | A wider Rivington location connected to the western beach route |
| Szarr Palace | Later story destination in Baldur’s Gate, not part of the camp |
| Cazador’s Dungeon | Separate dungeon beneath Szarr Palace |
Separate neighbouring locations: steps
- 01Enter Rivington and establish the nearby waypoints.
- 02Explore the Requisitioned Barn and surrounding refugee area if desired.
- 03Travel north and uphill towards the Gur Camp.
- 04Approach the funeral area and allow the opening conversation to begin.
- 05Speak with Ulma and the surrounding Gur.
- 06Return later after dealing with Cazador’s palace if you want to report the outcome.
The Gur mourning the dead
If Astarion was not betrayed to Gandrel, the party normally finds the Gur performing a funeral rite. Gandrel may be present if he survived Act One. Ulma leads the gathering and explains that the Gur have suffered losses connected to Cazador’s activities.
A passive Religion check can help the party recognise the meaning of the ceremony. The exact dialogue presentation varies according to whether Astarion is present, whether he was recruited, and what happened during the earlier Gandrel encounter.
Witnessing the rite can grant one or both of the following inspiration effects, depending on the characters’ backgrounds:
These are background-specific inspiration rewards rather than general items that every party receives.
The destroyed camp
If the party betrayed Astarion to Gandrel in Act One, Cazador can reclaim him. In that state, the Gur Camp has been attacked and the Gur are dead. Gandrel is the principal surviving figure and becomes hostile towards the party. The camp’s visual state changes accordingly, with bodies and loot replacing the normal funeral gathering.
The broader consequence is not simply a change in scenery. It removes or alters the normal Ulma-led interaction and reflects the cost of handing Astarion over earlier in the game.
Refusing Ulma
Ulma asks the party to help investigate Cazador’s palace. If the party refuses, the Gur can become hostile. This is a dialogue-driven escalation rather than a mandatory fight that occurs on every visit.
---
Gur residents
The named Gur associated with the camp are:
Ulma is the camp’s leader and the main quest-giver. Gandrel is a returning character from Act One, while the other named Gur are members of the group gathered around the funeral and camp.
Ulma
Ulma leads the Gur and explains the group’s losses. Her conversation is the central reason to visit the camp. She tells the party that Cazador has harmed the Gur and taken their children, then asks for assistance with the investigation of Szarr Palace.
If Astarion is present, Ulma’s request becomes directly tied to his past actions. The Gur identify him as the vampire spawn who helped abduct their children while serving Cazador. They give him the opportunity to make amends by helping locate or avenge the missing children.
Gandrel
Gandrel is the monster hunter encountered in Act One near Auntie Ethel’s teahouse. If he survives, he later appears with the Gur in Rivington. His appearance and attitude at the camp therefore depend on the player’s earlier decision.
His presence also provides continuity between Astarion’s past, the Gur’s anger and the later investigation into Cazador.
Ordinary and background Gur
Not every Gur at the camp has a substantial individual interaction. Several named residents are present mainly to populate the funeral and establish the group as a community. Their presence matters for the camp’s atmosphere and for the sense that the funeral concerns a real group of hunters rather than only Ulma and Gandrel.
The verified named directory for the Gur associated with the location is:
The Gur page also lists several Gur children elsewhere in the game’s broader Gur population, including Andrik, Chessa, Kass, Misha and Vanja. They should not be treated as ordinary residents physically present in the camp unless a particular game state or source explicitly places them there.
Nearby outsiders
Three halflings are found outside the camp near a broken cart:
They are scavenging food scraps and regard other scavengers as competition. They are nearby Rivington NPCs, not Gur members or camp residents.
---
Investigate Cazador’s Palace
This is the camp’s principal activity. Ulma asks the party to investigate Szarr Palace because the Gur have tried and failed to infiltrate it. Astarion, as a vampire spawn under Cazador’s control, may be able to enter or assist where ordinary Gur hunters cannot.
Recommended sequence
The quest connects the camp to the wider Cazador storyline rather than requiring the party to complete a separate dungeon within Rivington. The palace itself is elsewhere, and the camp should not be presented as an entrance to Cazador’s Dungeon.
Recommended sequence
- 01Visit the Gur Camp before entering Szarr Palace.
- 02Speak with Ulma.
- 03Bring Astarion into the conversation if he is not already present.
- 04Agree to help investigate Cazador’s palace.
- 05Continue into Baldur’s Gate and investigate the vampire spawn and the palace.
- 06Return to the Gur after resolving the palace and dungeon storyline.
- 07Speak with Ulma again to report what happened to the Gur children.
The Pale Elf and Call of the Blood
The camp can advance or provide context for Astarion’s personal quests, especially The Pale Elf and Call of the Blood. The precise conversation differs according to Astarion’s recruitment status, his presence in the party and the Act One outcome involving Gandrel.
The scene is particularly valuable for players following Astarion’s moral development. It forces the party to confront that his victims included the Gur children and frames the palace investigation as more than a way to defeat Cazador.
Gather Your Allies
The Gur are also associated with Gather Your Allies. Their eventual contribution depends on how the Cazador and Gur storyline is resolved. The camp is therefore relevant to the wider endgame network of potential allies, although the camp itself does not function as an alliance-management hub.
---
Fixed or notable items
The named items and literature verified for the location include:
The Undead Bane is dropped by Ulma if she is defeated. It should not be described as a normal peaceful reward. The item is tied to the hostile outcome or to deliberately attacking the camp.
Chronicles of the Gur People is found inside the barn. Child’s Drawing is located on a wooden bench on the hill overlooking the river. The bottle of wine and abandoned locket are also associated with the overlook.
The barn
The barn at the far end of the camp is normally off-limits. The party can nevertheless enter through stealth or explore it after the camp has been massacred. Its contents include:
The locked chest requires a Sleight of Hand check or the Camp Chest Key. This is a secondary looting opportunity rather than a shop or public storage facility.
Loot after the massacre
If the camp is destroyed, the bodies of the Gur can be looted. Most of the nomad corpses contain uncommon weapons and armour, although corpse inventories are not equivalent to a fixed merchant stock or a guaranteed named reward.
Loot status summary
---
The normal camp is not protected by guards in the same way as the Requisitioned Barn. Its principal security feature is social: the barn is considered off-limits, and entering it unnoticed requires stealth or a suitable approach.
The camp can become dangerous in three main ways:
There is no verified evidence that the Gur Camp contains a regular merchant, healing service, waypoint-specific facility or formal law-enforcement presence. The Requisitioned Barn’s Flaming Fist guards belong to that neighbouring location, not to the Gur Camp.
---
The Gur are a nomadic people known in the setting for monster-hunting and fortune-telling. Their culture is represented in the camp through the funeral rite, the caravan-like settlement and the Gur-language mourning prayer.
The camp also complicates Astarion’s account of his own history. He describes being attacked by a mob of Gur two centuries earlier, while later conversations reveal that the incident followed his actions as a magistrate and his service to Cazador. The Gur’s anger at him is therefore connected to both personal grief and a broader history of exploitation.
The funeral is not merely background decoration. It communicates that the Gur have already attempted to confront Cazador and paid heavily for doing so. Ulma’s request gives Astarion a chance to act against the system that used him, but it does not erase the harm he caused while enslaved.
---
---
Loot status summary
| Item or source | Status |
|---|---|
| The Undead Bane | Fixed drop from Ulma if defeated |
| Camp Chest Key | Associated camp item |
| Chronicles of the Gur People | Literature inside the barn |
| Child’s Drawing | Literature on the hilltop bench |
| Wine and locket | Overlook objects |
| Arrows and potions | Barn supplies |
| Camp Supplies | Barn supplies |
| Alchemical ingredients | Locked chest in the barn |
| Uncommon weapons and armour | Loot from Gur corpses after massacre |
Loot status summary
- 01The player previously betrayed Astarion to Gandrel, producing the destroyed hostile state.
- 02The party refuses Ulma’s request, causing the Gur to turn hostile.
- 03The party attacks or steals openly, provoking the residents.
Is the Gur Camp part of Rivington?
Yes. It is a named location within the wider Rivington region of Act Three. It is not a separate city district or an extension of Baldur’s Gate.
Do I need Astarion to visit?
No. The party can visit without him, but Astarion’s presence significantly changes the dialogue and makes the connection to Cazador and the Gur children explicit.
Is Gandrel always there?
No. Gandrel appears only if he survived his Act One encounter. His presence is dependent on the earlier storyline.
Can I buy anything at the camp?
The available evidence does not identify a functional shop or merchant in the camp. The location contains supplies and loot, but it should not be treated as a commercial settlement.
Does the camp lead directly to Cazador’s Palace?
No. The camp gives the party the investigation quest and explains the Gur’s objective, but Szarr Palace is a separate location in Baldur’s Gate.
Can the Gur become allies?
They are associated with Gather Your Allies, but their eventual support depends on how the Cazador and Gur storyline is handled. The camp itself does not provide a general ally-recruitment interface.
---
Sources
- Gur Camp - bg3.wiki — bg3.wiki
- Gur - bg3.wiki — bg3.wiki
- Requisitioned Barn - bg3.wiki — bg3.wiki
- Investigate Cazador's Palace - bg3.wiki — bg3.wiki