Critical Role Campaign 4 Could Have Fixed My Least Favorite Dungeons & Dragons Creature
D&D offers a distinctive imaginative arena. Theoretically, it serves as a empty slate where the imagination of Dungeon Masters and participants can paint any kind of picture. However, D&D also carries a five-decade history of worlds, creatures, magic systems, well-known NPCs, and general lore. Even the best imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “fresh” content for Dungeons & Dragons is a reworking of sampled tracks. Sometimes you get things that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “All Summer Long.”
The show Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (designed by the DM Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (Brennan really hates the deities!), episode 2 impressed me because of a highly innovative take on a traditional Dungeons & Dragons monster category: angelic beings.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Demons and devils (collectively known as fiends) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to show up. A handful of distinct “angels” with individual titles appeared in the publication Dragon issues 12 (Feb. 1978) and #17 (August 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented fresh creatures that would appear in the 1983 Monster Manual II. That’s where the deva, the planetar, and the solar angel made their debut, starting a tradition of beings called celestials that is still present in the most recent version of the game.
In D&D, celestial beings are the servants of good-aligned deities, made by their masters to act as soldiers, commanders, emissaries, intermediaries for humans, and in general to populate their realms in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Lower Planes and support the belief of their deity on the Material Plane. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an hour of online research.
It’s not surprising that creatures who look like biblical angels went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players game statistics for angels they could kill in their games, and even if celestials were later expanded with a bigger range of looks and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for creatures that are created to be divine minions. Sure, they have free will, but their storytelling range is limited. In that sense, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re ultimately fickle and chaotic creatures that can evolve in a lot of directions without losing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Celestials
To be frank, I get it: Celestials are just not that interesting. Divine champions of virtue that smite evil in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. As an illustration, we still don’t know what happens once the deity who created them perishes. There is no canonical answer, and each Dungeon Master is free to come up with their own interpretation. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, one where the gods have all been slain by mortals in a great conflict that ended seven decades prior to the beginning of the campaign. So what happened to the servants of these divine beings?
Brennan’s answer is straightforward, terrifying, and very interesting: They became insane and became a plague that devastated entire countries. A great deal about the past of this world, the divine conflict, and its consequences in the current era has still to be revealed, but it seems that when the gods died, the celestial beings went “feral”. They transformed into monsters that could destroy entire regions if not contained. Viewers caught a sight of how scary such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial entity held bound in a enormous casket.
It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the location.
The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or led astray by their own pride or fixations. They are casualties; one more terrible result of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan focuses on the idea that, regardless of how “just” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been severed, and the beings that were once their guardians, guiding their spirits to safety following death, are now frightening disasters.
Certainly, this may just be a convenient way to address the original creator’s initial quandary. It’s easy to justify killing an divine being when it’s a shrieking, mad creature with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for gods in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {