The Latest Critical Role Campaign 4 Could Have Fixed The Most Problematic Dungeons & Dragons Creature
D&D provides a unique imaginative arena. Theoretically, it acts as a blank canvas where the imagination of DMs and participants can paint countless scenarios. However, D&D also bears a five-decade history of campaign settings, creatures, magic systems, well-known NPCs, and general lore. Even the most talented creative minds struggle to completely free themselves from this extensive universe of existing content, so that a lot of “fresh” material for Dungeons & Dragons is a reiteration of familiar ideas. At times you encounter things that sound as good as “Gangsta’s Paradise,” other times you wince like when listening to “a derivative tune.”
Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (designed by Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may identify some of his common themes (Brennan really hates the gods!), episode 2 stood out to me because of a truly original take on a classic D&D creature type: celestials.
A Brief History of Heavenly Beings in Dungeons & Dragons
Demons and devils (often called fiends) have been included in Dungeons & Dragons since 1976, but it required more time for their angelic equivalents to appear. A few unique “divine messengers” with specific names appeared in the publication Dragon editions #12 (Feb. 1978) and 17 (August 1978). These were essentially riffs on the angels from biblical sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced new monsters that would be included in the 1983 Monster Manual 2. That’s when the deva, the planetar, and the solar angel made their debut, starting a tradition of creatures known as celestials that is continues to exist in the most recent version of the game.
In D&D, celestials are the agents of benevolent gods, made by their creators to serve as soldiers, commanders, emissaries, liaisons with mortals, and in general to populate their realms in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their god on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with individual traits. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped compared to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an short time of online research.
It’s not surprising that creatures who resemble biblical angels received less attention. There are stories that Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their sessions, and although celestials were later expanded with a bigger range of looks and roles, that problematic origin hindered their growth. There’s also only so much what you can do with beings that are created to be divine minions. Sure, they have free will, but their narrative potential is limited. In that sense, the bad guys have much more freedom: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end fickle and chaotic entities that can evolve in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Reimagines Heavenly Beings
To be frank, I understand: Celestials are just not that interesting. Divine champions of good that smite evil in all its forms can be cool, but they also get cheesy very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we have yet to learn what occurs after the deity who made them perishes. There is no canonical answer, and every DM is free to devise their own spin. The DM Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, a place where the gods have all been slain by humans in a massive war that concluded seven decades prior to the beginning of the story. So what happened to the servants of these gods?
Mulligan’s solution is simple, terrifying, and very interesting: They became insane and turned into a blight that devastated whole nations. A lot about the history of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it appears that when the gods were slain, the celestial beings went “feral”. They became monsters that could destroy entire regions if left unchecked. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial kept chained in a massive coffin.
It is no accident that the most interesting celestials in D&D, story-wise, are those who have fallen from grace. The angel Zariel, as an instance, was a mighty Solar angel whose fixation with concluding the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the madness permeating the location.
The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, or misled by their own arrogance or obsessions. They are victims; another terrible result of the War of the Shapers. As the new campaign progresses, it is hoped the DM concentrates on the notion that, no matter how “just” that war was, the humans who emerged victorious may still regret the outcome. Their realm has been wounded, their link to the hereafter has been cut off, and the creatures that were formerly their guardians, shepherding their souls to safety following death, are currently terrifying calamities.
Sure, this may just be a practical method to solve the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, insane entity with multiple fangs, but I am also very intrigued by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with the DM’s loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {