The Latest Critical Role Campaign 4 Could Have Fixed The Most Problematic Dungeons & Dragons Creature
D&D provides a distinctive imaginative arena. Theoretically, it serves as a blank canvas where the imagination of DMs and players can paint countless scenarios. However, Dungeons & Dragons also carries a 50-year legacy of campaign settings, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the most talented creative minds find it difficult to completely free themselves from this vast landscape of references, so that a great deal of “new” content for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you encounter elements that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “a derivative tune.”
The show Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), episode 2 impressed me because of a truly original interpretation on a classic D&D creature type: celestials.
A Brief History of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (often called fiends) have been included in Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine issues 12 (Feb. 1978) and #17 (Aug. 1978). These were essentially riffs on the celestial figures from biblical sacred texts; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced new monsters that would appear in 1983’s Monster Manual II. That’s where the deva, the planetar angel, and the solar angel first appeared, starting a tradition of beings known as celestial entities that is continues to exist in the latest edition of the role-playing game.
In Dungeons & Dragons, celestials are the agents of benevolent gods, created by their creators to act as warriors, leaders, emissaries, intermediaries for humans, and in general to populate their realms in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and support the faith of their god on the mortal world. In spite of their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is notably less fleshed out compared to demonic entities. The Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a version of Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestial beings can be gleaned in an short time of wiki reading.
It’s understandable that creatures who look like biblical angels received less attention. There are stories that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could kill in their sessions, and even if celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can do with beings that are created to be servants of a god. Sure, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re in the end fickle and chaotic entities that can spin in a many ways without sacrificing their unique nature.
How Critical Role Campaign 4 Reimagines Celestials
To be frank, I understand: Celestial beings are simply not very compelling. Holy warriors of virtue that smite evil in all its forms can be impressive, but they also become clichéd very fast. That general lack of interest means we remain unaware of that much about celestials. As an illustration, we still don’t know what occurs after the deity who made them dies. There is no canonical answer, and every DM is free to come up with their own spin. The DM Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the deities have all been slain by humans in a massive war that concluded seven decades prior to the beginning of the campaign. So what became of the followers of these gods?
Mulligan’s answer is simple, horrifying, and very interesting: They became insane and became a blight that devastated entire countries. A lot about the history of Aramán, the divine conflict, and its aftermath in the present has still to be revealed, but it seems that when the deities were slain, the celestials became “wild”. They transformed into monsters that could annihilate large areas if left unchecked. Viewers caught a sight of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity kept chained in a massive coffin.
It is no accident that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with ending the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the madness infusing the location.
The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They weren’t tricked, nor misled by their own pride or obsessions. They are victims; one more dreadful consequence of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan focuses on the idea that, no matter how “righteous” that conflict was, the humans who won it may nonetheless lament the consequences. Their world has been harmed, their connection to the afterlife has been severed, and the beings that were once their guardians, shepherding their souls to security after death, are currently frightening disasters.
Sure, this might simply be a practical method to solve the original creator’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane entity with multiple fangs, but I am also very intrigued by this new declination of the celestial mythos in D&D. I am not entirely in accord with Brennan’s loathing for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {