The Latest Critical Role Campaign 4 May Have Resolved The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons provides a distinctive imaginative arena. Theoretically, it serves as a blank canvas where the creativity of DMs and participants can craft countless scenarios. Yet, D&D also carries a 50-year legacy of worlds, monsters, spellcasting rules, 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 “fresh” content for D&D is a reworking of familiar ideas. Sometimes you get things that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (Brennan really hates the gods!), the second episode stood out to me because of a truly original take on a classic D&D creature type: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Demons and devils (often called evil outsiders) have been part of Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to show up. A handful of distinct “angels” with specific names appeared in the publication Dragon issues #12 (Feb. 1978) and 17 (Aug. 1978). These were little more than riffs on the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar, and the solar made their debut, initiating a tradition of creatures known as celestial entities that is still present in the most recent version of the game.
In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their creators to serve as soldiers, commanders, messengers, liaisons with mortals, and in general to populate their domains in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their deity on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with individual traits. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is markedly underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting side stories. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestials can be gleaned in an short time of online research.
It’s understandable that creatures who look like biblical angels received less attention. Rumor has it that Gary Gygax felt uneasy about providing gamers game statistics for angels they could murder in their sessions, and although celestials were subsequently developed with a bigger range of appearances and purposes, that controversial beginning stunted their development. There’s also only so much what you can create for beings that are designed to be servants of a god. Sure, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re in the end unpredictable and disorderly entities that can evolve in a many ways without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that smite evil in all its forms can be impressive, but they also get cheesy 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 made them perishes. There is no canonical answer, and each Dungeon Master is free to come up with their own spin. The DM Brennan Lee Mulligan chose to make this question central to the setting of Aramán, a place where the deities have all been slain by humans in a massive war that concluded seven decades before the beginning of the campaign. So what became of the servants of these gods?
Brennan’s answer is simple, horrifying, and very interesting: They went crazy and turned into a blight that destroyed entire countries. A lot about the past of this world, the war against the gods, and its aftermath in the present has yet to be disclosed, but it appears that when the gods were slain, the celestials became “wild”. They transformed into creatures that could annihilate large areas if left unchecked. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial kept chained in a massive coffin.
It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil. Fazrian is a little-known Planetar angel who was summoned by a cleric inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the place.
The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, nor misled by their own pride or obsessions. They are victims; one more terrible consequence of the Shapers’ War. As the new campaign progresses, it is hoped Mulligan concentrates on the idea that, regardless of how “righteous” that war was, the humans who emerged victorious may still regret the outcome. Their realm has been harmed, their link to the hereafter has been severed, and the creatures that were once their guardians, shepherding their souls to security following death, are now frightening disasters.
Certainly, this may just be a convenient way to address Gygax’s initial quandary. It is simple to rationalize slaying an divine being when it’s a shrieking, mad creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {