Critical Role Season Four May Have Fixed My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons provides a distinctive imaginative arena. Theoretically, it acts as a blank canvas where the imagination of DMs and participants can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of campaign settings, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds find it difficult to entirely detach themselves from this vast landscape of references, so that a great deal of “new” content for Dungeons & Dragons is a reworking of sampled tracks. At times you get elements that sound as good as “a classic hit,” on other occasions you wince like when listening to “All Summer Long.”
Critical Role has been highly inventive in the past due to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his Dimension 20 work may identify some of his recurring motifs (He really hates the gods!), the second episode stood out to me because of a truly original interpretation on a classic D&D creature type: angelic beings.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Demons and devils (collectively known as evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A few unique “angels” with individual titles appeared in the publication Dragon editions #12 (February 1978) and #17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian sacred texts; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented new monsters that would appear in the 1983 Monster Manual II. That’s where the deva angel, the planetar, and the solar angel first appeared, starting a lineage of creatures called celestial entities that is continues to exist in the latest edition of the game.
In D&D, celestial beings are the agents of good-aligned deities, made by their creators to act as warriors, leaders, emissaries, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their god on the mortal world. In spite of their direct relationship with the divine beings, celestials are unique individuals with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is notably less fleshed out compared to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gleaned in an hour of online research.
It’s not surprising that beings who resemble biblical angels went underdeveloped. There are stories that Gygax felt uneasy about giving players stat blocks for angels they could murder in their sessions, and even if celestials were later expanded with a bigger range of appearances and roles, that problematic origin stunted their development. There’s also only so much what you can create for creatures that are created to be servants of a god. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their unique nature.
How Critical Role Campaign 4 Redefines Heavenly Beings
To be frank, I understand: Celestials are just not that interesting. Holy warriors of virtue that smite evil in all its forms can be cool, but they also get cheesy quickly. That widespread disinterest implies we still don’t know a great deal about celestials. For example, we have yet to learn what occurs after the god who created them perishes. There is no official explanation, and each Dungeon Master is able to come up with their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the world of Aramán, one where the gods have all been slain by humans in a massive war that concluded 70 years before the start of the story. So what happened to the followers of these divine beings?
Mulligan’s solution is straightforward, terrifying, and very interesting: They went crazy and became a plague that destroyed whole nations. A lot about the past of this world, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that when the gods were slain, the celestial beings became “wild”. They became creatures that could destroy entire regions if not contained. Viewers got a glimpse of how frightening one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial kept chained in a massive coffin.
It is no accident that the most compelling celestials in D&D, narratively, are those who have fallen from grace. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the madness permeating the place.
The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, or misled by their own arrogance or obsessions. They are victims; one more dreadful result of the Shapers’ War. As the new campaign continues, I hope Mulligan concentrates on the notion that, no matter how “righteous” that conflict was, the humans who won it may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been severed, and the beings that were formerly their guardians, guiding their spirits to safety after death, are now terrifying calamities.
Sure, this might simply be a convenient way to address the original creator’s initial quandary. It is simple to justify killing an angel when it’s a screaming, insane creature with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythos in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {