Call of the Blood
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Call of the Blood is a personal quest for Astarion's origin, replacing . 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
Objectives and journal entries may vary pending story decisions and outcomes.
Playing as Astarion Origin edit
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
Realizing his freedom edit
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
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 spawns 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
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: 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 condition and complains about it, not understanding the reason, while Astarion gains the same 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.
DC 10The 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 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
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
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
Reassessing his scars edit
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. Sleepless, Astarion recalls the horrific night when Cazador carved a poem into his skin. However, going through the agonizing flashback presents an in-dialogue Intelligence check to either push the memory away and finally rest, or to surmount the pain and analyze Cazador's carvings. If he succeeds, Astarion recognizes the runs as Infernal, though their meaning remains unknown.
DC 14Act Three edit
Meeting other spawns edit
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.