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Call of the Blood

Call of the Blood is a personal quest for Astarion's origin, replacing The Pale Elf. It starts immediately in the Prologue.
“Hello, darling. Don't be shy, I promise not to bite until we've been formally introduced. My name's Astarion, and I've spent a century stalking the night, hunting for pretty morsels just like you.
A man called Cazador made me what I am, kept me like a pet, and forced me to do his bidding. No more. The tadpole's influence broke his dominance over me, and now I can finally pursue the one thing I've hungered for these long, dark years.
Revenge.
I'm going back to Baldur's Gate, to track Cazador down in his lair. I'll be the last thing the bastard ever sees.„
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Playing as Astarion Origin[edit | edit source]
As a playable character, Astarion is naturally locked out of multiple interaction cutscenes that may occur when playing as any other character (including Custom (Tav) and the Dark Urge). Many cutscenes concerning various interactions with other companions, NPCs and the environment, are left intact in their core. Most, though, are augmented with Astarion's own feelings and memories, voiced by the Narrator within the dialogue. Astarion also has several unique cutscenes which are connected to his vampiric nature and his story.
Act One[edit | edit source]
Realizing his freedom[edit | edit source]
The very first long rest in Act One (if not having left the crash site yet) shows Astarion contemplating his newfound freedom:*Just yesterday you were seducing a young noble, luring him to your master's lair.* *Today? You'd been kidnapped by mind flayers, chased through Hell by dragons, and thrown out of a burning ship.* *And you felt the sun on your skin...* *You should have burst into flames.* Astarion can choose to think about his experience in the sun, his master, the tadpole, or try to push it all away from his mind and rest.
Dreaming of Cazador[edit | edit source]
Having at least one companion unlocks a dream sequence in which which Astarion wanders a forest, haunted by the voice of his former master, Cazador Szarr. Cazador recites the strict rules he imposed on Astarion and the other vampire spawn under his control. Astarion searches for the source of the voice and finally finds his master in a misty clearing. Regardless of the dialogue options chosen, the result is the same: Astarion realizes that he can now do something that Cazador cannot, probably due to the illithid tadpole. This leads him to question whether Cazador's other rules - including the ban on "feeding on thinking creatures" - have also lost their hold since Astarion's abduction and infection.
Vampirism acceptance[edit | edit source]
After the nighttime dream described above, during the same long rest, Astarion may attempt to bite a companion. Doing this safely requires a sequence of rolls: DC 10 Stealth check to go unnoticed, and DC 5 Wisdom check to stop drinking in time. Failing the latter kills the target, resulting in the permanent loss of that companion. If both rolls are successful, the drained victim wakes up with Bloodless condition and complains about it, not understanding the reason, while Astarion gains the same Happy condition, in a companion in the playthrough after getting fed. However, there is no possibility to discuss the nighttime endeavour in the dialogue with the victim. Failing the Stealth check forces Astarion to explain himself and requires additional rolls ( DC 10 Persuasion check or DC 20 Deception check) to smooth things over. Failure results in the companion leaving the party permanently, while success leads to the companion confronting Astarion about his identity the next morning.
The Blood-drinking interaction has two exceptions: Gale, whose blood is disgusting to taste due to the Netherese blight, and Karlach all the way before the second upgrade of her heart, because knowing her story, Astarion feels reluctant to bite her altogether. This is one of the few examples where Astarion shows sympathy to another without prompting.
Until Astarion's vampirism is revealed, he has the option to voluntarily confess his secret to his companions; most of whom state they suspected it all along. Companions' reactions depend on Approval level and ability check outcomes. Afterwards, Astarion's condition is known within the party and he may use the Vampire Bite freely and unquestioned. Unlike a companion playthrough, Origin Astarion does not have the option to arrange regular feedings with a party member.
However, this mechanism is not bereft of some logical omissions. For example, in the romance scene with Shadowheart near waterfall, it is possible for Astarion to tell her "of your death - how you'd been attacked by a Gur tribe and 'saved' by Cazador" and still continue to conceal his vampiric nature from her and the rest of the group.
The Vampire Bite ability is available to Astarion from the beginning of Act One. However, if a companion witnesses him biting someone, they initiate a dialogue and demand that Astarion explain himself. Caught red-handed, Astarion may choose to confess or deny everything, but the latter option requires various ability checks.
If Astarion continues to conceal his nature from other party members throughout Act One, they confront him about his identity as he nears Act Two. At this point, Astarion's secret comes out regardless; choosing to lie upsets his companions and can result in significant approval changes (e.g., lying to Gale costs -30).
Meeting Gandrel[edit | edit source]
Dialogue with Gandrel in the Sunlit Wetlands unravels mostly the same, save for two details: Astarion's own memories of his and other spawns' assault on the Gur camp, and an in-dialogue attempt to subtly explain this, appealing to irresistible obeyance to Cazador's orders. Nevertheless, journal entries on the event still contain Astarion's guesses on whether the hunter was sent by his master, even if the party has interrogated Gandrel's corpse to find out it is not true.
Act Two[edit | edit source]
Reassessing his scars[edit | edit source]
This is another unique long rest cutscene for Astarion as an Origin, which replaces the cutscenes with him as a companion in which the player character learns about the scars on his back. It occurs as early as possible after entering the Shadow-Cursed Lands, but can be queued after all other due cutscenes, like subsequent appearances of the Dream Guardian or Mizora.
Sleepless, Astarion recalls the horrific night when Cazador carved a "poem" into his skin. However, going through the agonizing flashback presents two in-dialogue DC 14 Intelligence checks to either push the memory away and finally rest, or to surmount the pain and analyze Cazador's carvings. If he chooses the latter and succeeds, Astarion recognizes the runes as Infernal, though their meaning remains unknown to him.
Meeting Raphael[edit | edit source]
The episodes encountering Raphael (either in Last Light Inn or near the entrance to the Thorm Mausoleum) have been left almost intact as compared to the walkthrough with Astarion as a companion. The only difference is that the player character has to catch the moment themselves and choose a dialogue option to request Raphael's help on deciphering the scars: in case of playing as an Origin, the cambion does not turn the talk to it automatically, only giving hints on being able to help.
When playing Astarion as an Origin, it is crucial to succeed both DC 10 Persuasion check and DC 10 Insight check while speaking to Raphael near the mausoleum, because only this sequence opens the option to ask the devil again about the infernal scars. Any failed roll, as well as not choosing the option to ask about them, denies Astarion from striking a deal to kill Yurgir in exchange for the information. After Raphael disappears, none of companions react to the information about the scars, or have anything to comment, including those who might be romanced in the current walkthrough.
If the deal was stroke and successfully fulfilled, Raphael reveals the very same information to Astarion Origin, as he would have done to him as a companion, but the subsequent dialogue with another player character is, naturally, absent. Most other companions' reactions are similarly changed to match the conversation style and not discussing the third-person matter.
The only exception is Minthara, if she has been recruited to the moment. Unlike all others, she asks Astarion back whether he has enough ambitions to try and take Cazador's place in the ritual. At this point, choosing the option "I just want him dead" lowers her approval by 1.
Araj Oblodra[edit | edit source]
Encounter with Araj Oblodra in Moonrise Towers has its unique features when Astarion is played as an Origin. Like in case with him as a companion, she starts the conversation offering to exchange a blood-based potion for a potion of the player character's blood. The difference is that after hearing her last name Astarion, despite not being a Drow[1], makes a DC 14 History check. Success allows him to remember the reason for the purge of the drow House Oblodra a hundred years ago. He also realises that she wants a portion of blood precisely from a True Soul, as a person having illithid traits in their veins[2]. Accenting on this makes Araj Oblodra offer not only the potion, but also 200 gold in exchange for silence on the matter.
After discussing her experiments, Araj still turns the conversation to Astarion's nature. As an Origin, he may choose himself whether to bite her or not. Despite getting the same (as a companion) result from tasting Araj's blood, the dialogue naturally does not envision any persuasion or companions' approval, let alone ruining the romantic relationship. Thus, for Astarion as an Origin it is completely safe (if unpleasant) to obtain both Elixir of Elven Elegance and Potion of Everlasting Vigour.
Act Three[edit | edit source]
Meeting other spawn[edit | edit source]
The party can meet Pale Petras and Dalyria in Fraygo's Flophouse. The dialogue and the cutscene play out similarly to Astarion's companion route. The only distinction here is that, when holding Petras near the window, Astarion can get approval (or disapproval) from various companions - either for letting his sibling go or continuing to roast him in the sun. These points are not available for any other player character if Astarion is a recruited companion, regardless of the chosen option.