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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 section | visual editor]
Objectives and journal entries may vary pending story decisions and outcomes.
Playing as Astarion Origin[edit section | visual editor]
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. Although many cutscenes concerning various interactions with other companions, NPCs, and the environment are left intact in their core, most are augmented with Astarion's own feelings and memories, voiced by the Narrator within dialogue. Astarion also has several unique cutscenes which are connected to his vampiric nature and his story.
Act One[edit section | visual editor]
Realizing his freedom[edit section | visual editor]

The very first long rest in Act One (if he has not 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 where to find an expert on solving the tadpole problem (requires DC 10 Wisdom Check), to imagine dragging his master into the sunlight to burn ( DC 5 Intelligence Check), or try to push it all away from his mind and rest ( DC 10 Wisdom Check).
Dreaming of Cazador[edit section | visual editor]
Having at least one companion and exploring the Wilderness past the crash site unlocks a dream sequence in which Astarion wanders through 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 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 section | visual editor]
Following the nighttime dream sequence during a long rest, Astarion as an Origin character has the option to attempt to bite a companion. This interaction plays out in distinct phases. First, Astarion must pass a DC 10 Stealth Check to approach the companion unnoticed. If this stealth check fails, Astarion is caught in the act and forced to explain himself, requiring either a DC 10 Persuasion Check or a DC 20 Deception Check to avoid immediate hostility. A failure on either of these subsequent social checks results in the companion permanently leaving the party. Conversely, a success allows the companion to remain, though they still confront Astarion about his true identity the following morning.
If the initial stealth check is successful, Astarion begins feeding, which triggers a DC 5 Wisdom Check to stop drinking before the companion is killed. Failing this wisdom check results in the companion’s death, and they are permanently removed from the party as they cannot be revived by any means, including Scrolls of Revivify or Withers.
If both the stealth and wisdom checks are successful, the act remains a secret. The targeted companion wakes up with the Bloodless condition and may complain about their lethargy, though they remain unaware of the cause. Astarion gains the Happy condition, mirroring the benefit he receives as a companion in a standard playthrough. Notably, if Astarion successfully hides his feeding, there are no dialogue options available for him to discuss his vampirism or the feeding event with the companion victim or other party members.

The blood-drinking interaction has two exceptions: Gale, whose blood is disgusting to taste due to his 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.)
Unless Astarion's vampirism is later 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 their current Approval level and ability check outcomes. Afterwards, Astarion's condition is known within the party and he may use his 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 without some logical errors. 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, though denying 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 section | visual editor]
Dialogue with Gandrel in the Sunlit Wetlands unravels mostly the same, save for two details: Astarion's own memories of an assault on the Gur camp performed by him and the other spawn, 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 this is not the case.
Meeting Omeluum[edit section | visual editor]
When talking to Omeluum in the Ebonlake Grotto (and everywhere else afterwards), the illithid greets Astarion, calling him "child of the dark", despite his clearly appearing as a surface-dweller – thus showing its understanding of Astarion's true nature. The same greeting is otherwise only used for characters of races native to the Underdark.
Act Two[edit section | visual editor]
Reassessing the scars[edit section | visual editor]

This is another unique long rest cutscene for Astarion as an Origin, which replaces all cutscenes with him as a companion, in which the player character may learn about the scars on his back. It occurs as early as possible after entering the Shadow-Cursed Lands, but may be queued after other priority cutscenes, such as 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 choices: DC 14 Intelligence Checks to either push the memory away and finally rest, or to surmount the pain and analyze the moves of Cazador's blade. If Astarion chooses the latter and succeeds, he recognizes the runes as Infernal, though their meaning remains unknown to him.
Meeting Raphael[edit section | visual editor]
The episodes encountering Raphael (either in Last Light Inn or close to the entrance of the Thorm Mausoleum) are nearly the same for Astarion as origin and companion. The only difference is that an origin Astarion must catch the moment themselves and choose a dialogue option to request Raphael's help on deciphering the scars, as Raphael does not turn the talk to them automatically, only giving hints on being able to help.

After Raphael disappears, no companion reacts to the information about the scars, or has any comment, including those who might be romanced in the current playthrough.
Following the fulfillment of the agreement with Raphael outside the Grand Mausoleum, the cambion reveals the nature of the infernal scars to an Origin Astarion in the same manner as he would in a playthrough where Astarion is a companion. However, because Astarion is the primary protagonist in this scenario, the subsequent 'debrief' dialogue – where Astarion would typically explain the revelation to a player character – is absent. Companion reactions are adjusted to account for this shift in perspective; party members address Astarion directly in the second person regarding the ritual and his history, rather than discussing his condition as a third-party concern.
The only exception is Minthara, if she was recruited prior to this moment. Unlike all others, she asks Astarion in return whether he has enough ambition to try and take Cazador's place in the ritual. Replying with "I just want him dead" lowers her approval by 1.
Araj Oblodra[edit section | visual editor]
The encounter with Araj Oblodra in Moonrise Towers has unique features when Astarion is played as origin. As is the case with him as a companion, she starts the conversation offering to exchange a blood-based potion for a vial of the player character's blood. The difference is that after hearing her last name, Astarion, despite not being a Drow, 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.[1] He also realises that she wants a portion of blood precisely because, as a True Soul, he has illithid traits in their veins.[2] Commenting on this makes Araj Oblodra offer not only the potion, but 200 gold as well in exchange for his silence on the matter.
After discussing her experiments, Araj still turns the conversation to Astarion's nature, and as Origin, he chooses himself whether to bite her or not. Despite getting the same result as a companion from tasting Araj's blood, the dialogue carries no persuasion checks or companion approval changes, let alone compromising a romantic relationship. Thus, for Astarion as origin it is completely safe (albeit unpleasant) to obtain both the Elixir of Elven Elegance and the Potion of Everlasting Vigour.
Act Three[edit section | visual editor]
The Gur Camp[edit section | visual editor]
The encounter with the Gur tribe diverges significantly in an Origin Astarion playthrough. Unlike a companion walkthrough, an Origin Astarion cannot be captured or surrendered to Gandrel in Act One. Because this capture event is the prerequisite for Cazador’s subsequent retaliatory slaughter of the tribe, the outcome in which the Gur Camp is found massacred in Act Three is unavailable.
Consequently, in an Origin playthrough, the Rivington camp is always found intact, with the Gur performing their funeral rites upon the his arrival. Gandrel's individual presence at the camp depends on his status from Act One; he appears at the Rivington camp provided he was not killed during the encounter in the Sunlit Wetlands
Another distinction concerns the funeral rite the tribe leader, Ulma, is conducting. To recognize its meaning Astarion, like any other player character, must succeed a DC 15 Religion Check. This check is not triggered as a companion, where he passes it automatically regardless of Gandrel's fate.
Finally, none of the companions have any impact on Astarion's decision on whether to help the Gur or not, though their approval can still change as a result of his choice.
Meeting other spawn[edit section | visual editor]

The party led by Astarion as Origin can still meet Pale Petras and Dalyria in Fraygo's Flophouse. The dialogue and cutscene, however, have significant differences from the playout of Astarion's companion route.
First, Astarion can choose the style of the dialogue, where he can try to convince his siblings of the danger ahead, conceal the truth from them, or demonstrate his new abilities and thus to sway them to his side. Dalyria and Petras' reactions depends on the chosen approach, and offer various sets of dialogue options which can be used to obtain the necessary information from these spawn. Convincing them requires DC 15 or 18 Persuasion Checks. If this course is chosen and the check is passed, Dalyria believes Astarion and tells him what he needs, while Petras remains ignorant to his arguments and repeatedly tries to stop her.
Secondly, as a companion, Astarion inevitably drags Petras close to the sunlit window. As an Origin, he can choose whether to do it or simply to come under the daylight himself to prove his claims. In the latter case, he still can drag Petras there later to make a point. An attempt to grab Petras and roast him requires a DC 18 Melee Attack Check.
During the confrontation with Dalyria and Petras at Fraygo's Flophouse, Origin Astarion has the unique option to interrogate Petras by holding him in the sunlight. This interaction triggers approval or disapproval from party members based on Astarion's cruelty or mercy – a feature exclusive to the Origin playthrough. When Astarion is a recruited companion, these specific companion reactions do not occur, regardless of the choices made.
The narrative outcome of the scene is determined by Astarion's persistence during the interrogation. If he chooses to release Petras after his initial threat, Dalyria relents and discloses the location of the Rite of Profane Ascension. However, if Astarion continues to hold Petras in the sun, Petras eventually breaks free and both spawn flee the area. In this second scenario, Astarion fails to obtain the ritual's location (through this specific encounter).
The same futile outcome follows if Astarion fails any of the aforementioned rolls, or if he makes no effort to convince his siblings of his position.
Regardless of the chosen course of action, in the end both spawn turn into red mist and teleport away. If any party member has any daylight-producing effect applied to them, or an equipped item giving such an effect, both spawn teleport away without any option to start a dialogue.
[edit section | visual editor]
When the party speak with Sorn and Nym Orlith in Sharess' Caress, Origin Astarion has a unique dialogue branch with them, starting with the question about how the twins ended up in a brothel. He can then briefly describe his own experience of being forced to fulfill the wishes and whims of the another. In response, Sorn shows understanding and expresses his own feelings about his metier.[3]
Spawn attack in the camp[edit section | visual editor]

The scene of Astarion's siblings' attack on the party's campsite also has several significant differences when Astarion is played as Origin.
If Astarion is a companion, the player character wakes up when Astarion is already arguing with Leon and Aurelia. The Origin cutscene shows the reason for which the spawn were spotted by him: instead of delving into meditation, Astarion tosses and turns in his bed, weighing his options concerning Cazador's ritual.
The dialogue with both spawn also has differences. Initially, the basic options are the same: to persuade them, revealing the truth about the ritual, or deceive them in order to try and sway them to Astarion's side. In case the party miss every opportunity to find out the true purpose of the ritual, this dialogue finally makes it plain. Also, the Origin version offers less ability checks to convince his spawn siblings.
Another difference is his siblings behaviour at the end of the dialogue. Seemingly being more gullible and pliant to Cazador's will, Aurelia argues with Astarion about the ritual's purpose in both cases. However, as an Origin she always defends the false promises proffered by Cazador, while in a companion version she may try to warn Astarion about their orders before being completely compelled to the master's will. Leon's lines also differ in the end. In a companion version he says their master ordered they leave no witnesses; in an Origin version he tells Astarion that Cazador commanded they "bring him as broken as possible, but alive".
Regardless of Astarion's dialogue choices and actions – even if he agrees to go willingly – the cutscene spills out in a fight with all four spawn. If Astarion is played as an Origin and is not downed in the fight, the party return to their resting tents afterwards, and the night rest can continue; no automated dialogue with any of party members is started.
House of Hope[edit section | visual editor]
When dealing with Haarlep in the Boudoir, Astarion is uniqiue among playable origins in that he has unique dialogue lines allowing him to flatly reject the succubus:
- I already lived an eternity devoted to pleasure, and it was rather dull.
- My body belongs to no one but me. Never again.[4]
Choosing these lines bears the same consequences as any other refusal: Haarlep becomes hostile to the party.
Exploring Szarr Palace[edit section | visual editor]
- The sealed ballroom door: For Astarion as an Origin, the same ability checks are offered to investigate the door: DC 20 History Check and DC 15 Investigation Check. However, when Astarion is picked to interact with the door and succeeds the Investigation check, he recalls additional information about the result. Astarion remembers the signets fitting the door lockhole were in possession of Cazador and Godey only, and that Godey can be found in "the Kennel", though for now the Narrator does not explain what that might be. If the check is failed, talking to a certain servant wandering about, can partly compensate this.
- For History check, the result on success is the same as for any other character possibly passing it.
- Talking to Godey in the Kennel: When Astarion meets Godey in the Kennels, he is flooded over with memories of this place, its stench and tortures which could last for days. In turn, Godey mocks Astarion and recalls the abuses he put upon him. Neverthless, Astarion can convince Godey to give him the Szarr Family Ring without combat. This requires a DC 20 Deception, Intimidation, or Persuasion Check (passing a separate DC 20 Deception Check about rejoining the family first lowers the DC of these checks to 15). Failing a check leads to a fight with Godey.
- If Astarion was downed and kidnapped during his siblings' assault on the party's camp, he also finds himself in the Kennel. This scene is identical regardless of Astarion is played as an Origin or recruited as a companion. Throughout it, Godey tries to subdue Astarion by projecting Cazador's willpower on him. Astarion has a chance to break off the magical shackles himself, passing one of DC 15 Charisma, Intelligence, or Wisdom Checks.
- However, if the chosen check is failed, Astarion's tadpole suppresses Godey's attempts, being a "highly territorial" creature and considering Astarion's mind its demesne. Regardless of the cutscene layout, Astarion must fight Godey to leave the Kennel. In this case, there is no chance to convince him to surrender the signet ring. Afterwards, Astarion is free to explore the palace or to leave it and join the party, though he still must leave the palace to fast travel.
Exploring Cazador's Dungeon[edit section | visual editor]
- Talking to Sebastian: The dialogue with Sebastian differs from the companion playthrough. As an Origin, Astarion first recalls his voice, but not his name. To remember the name, he must succeed DC 18 Intelligence Check, or successfully read his thoughts (DC 10). Afterwards, another DC 20 Deception or Persuasion Check allows him to convince Sebastian to reveal the way to open the cells (Cazador's staff).[5] If any of these checks is failed, or if Astarion reacts dismissively, Sebastian curses him.
- Also, in the beginning of the conversation Astarion rolls a passive DC 15 Perception Check (same as being a companion). Success allows him to notice the scar on Sebastian's face, but the result also depends on whether Astarion succeeded the roll on deciphering his scars in Act Two.
- Talking to Chessa: The dialogue with the Gur children also has significant differences. When conversation starts, Astarion rolls a passive DC 15 Investigation Check to discern the vampiric hunger in Chessa. Success affords additional conversation options, but no significant changes in outcome.
- Also, unlike the companion playthrough, Astarion must pass DC 18 Persuasion or Nature Check when he speaks to Chessa to get information about Cazador's staff. If the party took up the Investigate Cazador's Palace quest in the Gur Camp, an additional DC 15 Persuasion Check is available.
Finally, as an Origin, Astarion's dialogues with Sebastian and Chessa are more meaningful, containing several details on their previous encounters and on the prisoners' existance as vampire spawn, which are otherwise unavailable.
Confronting Cazador Szarr[edit section | visual editor]

The pre-combat Origin dialogue with Cazador is much different compared to a companion playthrough. It does not matter if Astarion confronts his former master while aware of the rite's purpose or is totally ignorant of it: Cazador himself fills in any gaps in knowledge.
The salient part of this interaction occurs when Cazador attempts to subdue his most elusive spawn: Astarion can roll a DC 18 Constitution Check to break off the magical shackles. In case of a solo run – or if Astarion is separated from the rest of the party, and the other party members are far enough away[6] – the DC of this roll is reduced to 10. If Astarion succeeds, the inevitable battle becomes much easier, as Cazador then cannot teleport Astarion to his ritual place, which in turn deprives him of the bonuses gained from the activated "ritual components" (see details on fighting Cazador). Also, Astarion starts the fight unrestrained, which gives the party more freedom of action.
Failing the Constitution check (or giving in deliberately) results in Astarion being shackled and teleported to the ritual point prepared for him, and his receiving the Sacrificial Lamb condition. The fight with Cazador is triggered nonetheless but, as Astarion cannot take any actions in a solo run (or if the party members who were left behind do not join the battle) a game over occurs (although in this case the screen is only shown after Cazador ascends).[7]
If Cazador is reduced to 0 HP, he retreats into his sarcophagus to recover. After the fight is resolved, the party can open the sarcophagus to finish him off. If at this point they leave the dungeon and the palace above and take a Long Rest, Cazador restores, and the party must fight him again, though without his retinue and his buffs, as the initial dialogue with Astarion is not replayed.
Resolving the quest[edit section | visual editor]
While the final outcomes of the quest are identical, the narrative agency shifts significantly in an Origin playthrough. As a companion, Astarion is predisposed to complete the Rite by default, and the scene’s tension relies on the player characetr's ability to persuade him otherwise. As an Origin protagonist, the focus transitions to the direct, psychological confrontation between Astarion and Cazador Szarr. The final decision is no longer a response to an ally’s plea or intervention, but a personal exercise of agency as Astarion navigates the conclusion of his cycle of abuse on his own terms.
In the beginning of the dialogue Astarion can order Cazador to beg for his life, which first requires a DC 20 Intimidation Check and then a DC 20 Intimidation or Persuasion Check. Success, however, bears no consequence except a moment of long-awaited personal satisfaction for Astarion. Eventually, the option comes down to the climatic plot fork of completing the rite instead of Cazador or simply killing him.
Upon making either decision and playing out the consequent cutscenes, this quest completes.
Completing the Ritual[edit section | visual editor]

The idea of placing Cazador in his stead to obtain the seventh sacrificial component appears to come to Astarion spontaneously. However, instead of him asking the player character to assist, any party member can offer help themselves, reacting to the sight of Astarion's scars, which – in an origin playthrough – they see for the first time in full. The particular companion is picked at random. Oddly, this can include Jaheira and Halsin, who are not actually tadpoled, but remain ready to lend a hand. Of note, the companion who Astarion connects his mind with may be different to the one who offered help.
Remembering the scar composition requires a DC 15 Intelligence Check, if Astarion did not successfully recall it in the corresponding Act Two cutscene. However, due to a coding mistake, this option is not available in a solo run (or when separated party members are far away).[verify] Having at least one companion nearby (even if it is a hireling) allows Astarion to proceed with carving the scars on Cazador's back. Otherwise, the only option left is to kill Cazador.
As with the companion playthrough, Astarion somehow knows the correct incantation despite no clear reference to his having anything of it.[8] The cinematics of the rite differs, centering on Astarion, who hears the screams of thousands of vampire spawn being consumed.[9]
Also, Dalyria cries out to him, begging him to stop, but it is no longer possible to do so. In the end, Astarion is shown listening cautiously to his new feelings – a subsided vampiric hunger and his again-beating heart.
The companions' reactions both at the cusp of beginning the ritual and upon completing it are also picked at random; only Minthara and a Sharran Shadowheart approve of Astarion's ambitions, while all others try to discourage him before or express disappointment after. No ability checks are available to sway them.
Killing Cazador[edit section | visual editor]

Until Astarion chooses to actually begin the ritual, he retains the option to simply stab Cazador to death. The cutscene in this case is the same as a companion playthrough. Astarion's dialogue afterwards with his freed siblings differs slightly, though. Dalyria and Pale Petras are still the only ones speaking. Petras dreams of finally feeding on thinking creatures. To discourage him, Astarion must succeed DC 15 Intimidation or Persuasion Check, but choosing other options bears no practical consequence in game.
Dalyria, however, is more interested in the fate of the seven thousand captive spawn. The options to dispatch them are the same: kill them, release them, or leave them in their cells. Dalyria's reaction depends on Astarion's choice. If the captive spawn are freed, however, it is none other than Petras who comes up with the idea of leading them into the Underdark. After Astarion's siblings leave, a random companion reaction follows, depending on the decision made.
Encounter with Ulma[edit section | visual editor]
When the party approach the elevator to leave the dungeon, the Gur are already waiting for them. The dialogue with Ulma mostly follows the companion playthrough and has the same outcomes: if Astarion completes the Rite, the Gur inevitably attack; if he does not, they let the party pass. In the latter case, Astarion can possibly tell them about the fate of their children as well (if he knows). Regardless of the outcome, the Investigate Cazador's Palace quest is resolved, and the Gather Your Allies quest is updated.
Notes[edit section | visual editor]
- ↑ In a companion playthrough, this check is normally available only to a drow character, but Astarion rolls it anyway, which may be indicators of both his age and some awareness of underdark politics.
- ↑ This course of dialogue is available regardless of whether the player character has already consumed any tadpoles.
- ↑ Métier (pronounced met-yay or meh-tee-ay) refers to a person's calling, trade, or occupation, specifically a field of work for which they are particularly suited, skilled, or talented. Derived from French, it suggests a specialty, forte, or "true calling," rather than just a regular job.
- ↑ Source:
LOW_HouseOfHope_ROM_Incubus. These lines are also available if Astarion is a recruited companion in the current walkthrough, but was chosen for interacting with Haarlep. - ↑ At this moment, Astarion can tell Sebastian that he was already planning to kill Cazador. Using these lines allows to bypass the checks. Source:
LOW_CazadorsPalace_Cells_OM_Astarion_AOM_OOM. - ↑ Not nearer than the last staircase flight before the ritual ground, approximately X: -1926 Y: 910
- ↑ Sometimes, if the check is failed, even party members standing close enough are not automatically engaged in the battle against Cazador, which may cause the party to lose precious time.
- ↑ Presumably, there are two sources of knowledge: The Tharchiate Codex and the Black Mass Scroll obtained from Vellioth's skull, but – as of the current game version – neither of them is necessary.
- ↑ In the current (5th) edition of D&D, the official stance is that vampires do not have souls. The Monster Manual (p. 295) explicitly states:
- "Vampires have no soul, and that is why they have no shadow or reflection."
- "Vampires have no soul, and that is why they have no shadow or reflection."












































