The Latest Critical Role Campaign 4 Could Have Resolved The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons offers a unique creative space. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and players can paint any kind of picture. However, D&D also bears a five-decade history of campaign settings, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this extensive universe of existing content, so that a great deal of “fresh” material for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you get elements that sound as good as “Gangsta’s Paradise,” on other occasions you wince as if hearing “a derivative tune.”
The show Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by the DM Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Mulligan and his other series Dimension 20 work may identify some of his common themes (Brennan really hates the deities!), episode 2 stood out to me because of a truly original take on a classic Dungeons & Dragons monster category: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Demons and devils (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine editions #12 (February 1978) and #17 (August 1978). These were essentially variations of the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual II. That’s where the deva angel, the planetar, and the solar made their debut, initiating a tradition of creatures called celestials that is continues to exist in the most recent version of the game.
In D&D, celestials are the agents of good-aligned deities, made by their creators to act as soldiers, commanders, messengers, intermediaries for humans, and in general to inhabit their realms in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and support the faith of their god on the Material Plane. In spite of their close connection with the divine beings, celestials are unique individuals with specific personalities. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is notably less fleshed out compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestials can be gathered in an short time of wiki reading.
It’s understandable that creatures who resemble biblical angels went underdeveloped. Rumor has it that Gygax felt uneasy about giving players game statistics for divine beings they could kill in their games, and although celestials were subsequently developed with a bigger range of looks and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for beings that are designed to be divine minions. Sure, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Demon Lords, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Heavenly Beings
To be frank, I understand: Celestials are just not that interesting. Holy warriors of virtue that strike down wickedness in every manifestation can be impressive, but they also get cheesy quickly. That widespread disinterest implies we remain unaware of that much about celestials. For example, we have yet to learn what happens once the deity who created them perishes. There is no official explanation, and every DM is able to come up with their own interpretation. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the gods have all been slain by mortals in a great conflict that ended seven decades before the beginning of the campaign. So what happened to the followers of these gods?
Mulligan’s answer is straightforward, terrifying, and very interesting: They became insane and turned into a plague that destroyed whole nations. A great deal about the past of Aramán, the divine conflict, and its aftermath in the current era has still to be revealed, but it appears that when the gods died, the celestial beings became “wild”. They became creatures that could destroy large areas if left unchecked. The audience caught a sight of how frightening one of these creatures 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 enormous casket.
It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar angel who was called forth by a cleric inside Undermountain and became obsessed with “purging” the evil in the Terminus area of the massive dungeon, slowly succumbing to the madness permeating the location.
The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or led astray by their own arrogance or obsessions. They are casualties; one more terrible result of the Shapers’ War. As the new campaign progresses, I hope Mulligan focuses on the notion that, no matter how “righteous” that conflict was, the mortals who won it may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been severed, and the creatures that were formerly their protectors, guiding their spirits to security after death, are now terrifying calamities.
Sure, this may just be a convenient way to address Gygax’s initial quandary. It is simple to justify killing an divine being when it’s a shrieking, insane creature with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I nonetheless favor these horrific heavenly beings to the flat {