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Writer's Note:
While Celeste was not originally intended for the D&D / Baldur’s Gate universe, most of the writing I do for her these days takes place in those settings. To allow her to blend into the universe more seamlessly, a few details have been changed, including:
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Dracula’s castle is no longer located in Romania, but in a remote area somewhere outside of Baldur’s Gate. In Baldur’s Gate 3, it could be found either in Act 1 or along the mountain pass, depending on the needs of the storyline.
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Rather than moving to London, the family had plans to move to a populated island somewhere along the Sword Coast where the residents would be less suspicious of their undead nature and they could feed freely.
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When van Helsing attacked, he did not behead the brides, but cut their throats instead. He also missed their hearts with his stakes, allowing all three of the brides to revive themselves.
After reading sections 1-3 of her original bio, continue here.
BG3 AU
The party first encounters Celeste upon entering her castle and searching it for loot. Awakened by the sound of the castle’s heavy wooden doors groaning as they were opened, she hunts them down and attacks the first party member she finds. After years spent in isolation with nothing more than the occasional traveler to feed on, Celeste is entirely driven by bloodlust. However, unarmed and weakened by hunger, even a single party member can easily overcome her.
After defeating her, the party may offer her a few drops of blood to curb the worst of her hunger before making conversation. Celeste will hesitate to divulge many details, but she may tell them some things about herself and the reason for her isolation, including the attack on the castle.
This is when the party has the opportunity to recruit her. Realizing that her family may never return, she can be convinced to leave with them, equipped with a new goal - vengeance against the men who laid siege to her castle. Namely, Abraham van Helsing.
At this point, Celeste will travel with her new companions, guarding them at night so long as they guard her during the day. In Act 2, the darkness of the shadowlands allows her to walk about more freely and join the others on their adventures. During their adventures with Celeste, the party may encounter some ghosts from her past, or even uncover the long-lost blueprints to a magical ring that might allow her to walk in the sun once more.
Adventure awaits. Under the influence of these strange people, what might Celeste become?