D&D offers a distinctive imaginative arena. Theoretically, it serves as a empty slate where the creativity of Dungeon Masters and participants can craft countless scenarios. Yet, 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 completely free themselves from this extensive landscape of references, so that a great deal of ânewâ material for D&D is a reiteration of sampled tracks. At times you get things that sound as good as âGangstaâs Paradise,â on other occasions you wince as if hearing âAll Summer Long.â
The show Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now AramĂĄn (the setting created by Brennan Lee Mulligan for Campaign 4). While longtime fans 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 highly innovative take on a traditional D&D creature type: angelic beings.
Demons and devils (often called fiends) have been part of Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to appear. A handful of distinct âangelsâ with specific names appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially variations of the angels from biblical sacred texts; for more original versions, we had to wait until the early 80s and Gary Gygaxâs âMonster Spotlightâ article in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual 2. Thatâs when the deva, the planetar angel, and the solar angel made their debut, starting a tradition of beings called celestial entities that is still present in the latest edition of the game.
In Dungeons & Dragons, celestial beings are the servants of benevolent gods, created by their creators to serve as warriors, commanders, emissaries, intermediaries for humans, and overall to inhabit their realms in the Upper Planes. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their deity on the Material Plane. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldurâs Gate 3.
Celestial lore is markedly less fleshed out compared to fiends. The Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting subplots. And thatâs not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an short time of online research.
Itâs not surprising that creatures who look like biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers stat blocks for divine beings they could murder in their games, and even if celestials were later expanded with a bigger range of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can do with beings that are designed to be divine minions. Certainly, they have free will, but their narrative potential is limited. In that sense, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and etc.) but theyâre in the end fickle and chaotic creatures that can evolve in a lot of directions without losing their unique nature.
Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of good that strike down wickedness in all its forms can be impressive, but they also get cheesy quickly. That general lack of interest implies we remain unaware of that much about celestials. For example, we still donât know what happens once the god who created them dies. There is no official explanation, and each Dungeon Master is free to devise their own spin. The DM Brennan Lee Mulligan chose to make this question central to the world of AramĂĄn, a place where the deities have all been slain by mortals in a great conflict that ended 70 years prior to the start of the story. So what happened to the followers of these divine beings?
Brennanâs answer is simple, terrifying, and highly intriguing: They became insane and became a blight that devastated whole nations. A lot about the past of this world, the war against the gods, and its aftermath in the current era has still to be revealed, but it seems that when the deities died, the celestials went âferalâ. They became creatures that could annihilate large areas if not contained. Viewers got a glimpse of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his âancestor,â a fearsome celestial kept chained in a massive coffin.
It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar angel who was called forth by a cleric inside Undermountain and became obsessed with âcleaningâ the evil in the Terminus level of the massive dungeon, gradually yielding to the madness infusing the location.
The taint seen in the fourth campaign of Critical Role takes a different shape. These celestials didnât fall from grace. They werenât tricked, or misled by their own arrogance or fixations. They are casualties; one more dreadful consequence of the Shapersâ War. As the new campaign progresses, it is hoped Mulligan concentrates on the notion that, no matter how âjustâ that conflict was, the mortals who emerged victorious may nonetheless lament the consequences. Their world has been wounded, their link to the hereafter has been severed, and the beings that were formerly their guardians, shepherding their souls to security following death, are now frightening disasters.
Certainly, this may just be a convenient way to address the original creatorâs initial quandary. It is simple to rationalize slaying an angel when itâs a screaming, insane creature with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythos in D&D. I donât necessarily agree with Brennanâs aversion for divine beings in his stories, but I still prefer these monstrous celestials to the one-dimensional {
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