The Latest Critical Role Campaign 4 May Have Fixed My Least Favorite Dungeons & Dragons Creature
D&D offers a unique imaginative arena. In theory, it serves as a blank canvas where the creativity of DMs and participants can craft countless scenarios. Yet, D&D also carries a five-decade history of worlds, creatures, magic systems, established non-player characters, and rich mythology. Even the most talented creative minds struggle to completely free themselves from this extensive universe of existing content, meaning that a great deal of ânewâ content for D&D is a reiteration of sampled tracks. Sometimes you encounter things that are as brilliant as âGangstaâs Paradise,â other times you cringe as if hearing âAll Summer Long.â
Critical Role has been highly inventive in the past due to the original settings of its first setting (created by the DM Matt Mercer) and now AramĂĄn (the world created by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the gods!), episode 2 impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: celestials.
A Brief History of Celestials in D&D
Fiendish creatures (often called fiends) have been included in D&D since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A few unique âdivine messengersâ with individual titles appeared in Dragon magazine editions #12 (February 1978) and #17 (August 1978). These were little more than riffs on the angels from Hebrew and Christian religious lore; for more original versions, we had to hold out for the early 80s and the creator Gary Gygaxâs âMonster Spotlightâ column in Dragon magazine, where he presented fresh creatures that would appear in 1983âs Monster Manual 2. Thatâs where the deva angel, the planetar angel, and the solar angel made their debut, starting a tradition of creatures known as celestial entities that is still present in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of benevolent gods, made by their masters to serve as warriors, leaders, messengers, liaisons with mortals, and in general to inhabit their realms in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and support the faith of their deity on the mortal world. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldurâs Gate 3.
The mythology of celestials is notably less fleshed out in contrast to fiends. The Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more interesting side stories. And thatâs not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an short time of online research.
Itâs understandable that creatures who look like angels from the Bible received less attention. There are stories that Gygax felt uneasy about providing gamers stat blocks for divine beings they could kill in their games, and although celestials were later expanded with a bigger range of appearances and purposes, that problematic origin stunted their development. There is also a limit to what you can create for beings that are designed to be divine minions. Certainly, they have free will, but their storytelling range is limited. From that perspective, the antagonists have much more freedom: They have established masters (Demon Lords, Archdevils, and etc.) but theyâre in the end unpredictable and disorderly entities that can evolve in a lot of directions without losing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
To be frank, I understand: Celestials are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichĂ©d very fast. That general lack of interest implies we still donât know that much about celestials. As an illustration, we still donât know what occurs once the deity who made them perishes. There is no canonical answer, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan chose to make this question at the heart of the setting of AramĂĄn, one where the deities have all been killed by humans in a massive war that concluded 70 years prior to the beginning of the story. So what became of the servants of these gods?
Brennanâs solution is simple, terrifying, and highly intriguing: They went crazy and turned into a plague that devastated entire countries. A lot about the past of AramĂĄn, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that when the gods were slain, the celestial beings went âferalâ. They transformed into monsters that could annihilate large areas if left unchecked. The audience caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his âgrandfather,â a fearsome celestial entity held bound in a enormous casket.
Itâs not a coincidence that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with concluding the Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with âpurgingâ the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the madness infusing the place.
The taint observed in the fourth campaign of Critical Role takes a different shape. These celestials didnât fall from grace. They were not deceived, or misled by their own arrogance or obsessions. They are casualties; one more terrible consequence of the Shapersâ War. As Campaign 4 progresses, I hope the DM concentrates on the notion that, no matter how ârighteousâ that conflict was, the mortals who emerged victorious may still regret the consequences. Their realm has been wounded, their connection to the afterlife has been cut off, and the beings that were once their guardians, shepherding their souls to security following death, are now frightening disasters.
Certainly, this might simply be a convenient way to address the original creatorâs initial quandary. Itâs easy to rationalize slaying an angel when itâs a shrieking, mad entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with Brennanâs aversion for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the flat {