Critical Role Campaign 4 May Have Resolved My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons offers a unique imaginative arena. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and players can craft any kind of picture. However, D&D also carries a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented creative minds struggle to entirely detach themselves from this vast universe of existing content, so that a lot of “fresh” content for D&D is a reworking of sampled tracks. Sometimes you encounter things that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince as if hearing “a derivative tune.”
Critical Role has been highly inventive in the past due to the original settings of Exandria (created by the DM Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials.
A Brief History of Heavenly Beings in D&D
Demons and devils (collectively known as evil outsiders) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A few unique “divine messengers” with individual titles appeared in Dragon magazine editions #12 (February 1978) and 17 (Aug. 1978). These were little more than riffs on the angels from Hebrew and Christian religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar angel first appeared, starting a lineage of beings called celestials that is continues to exist in the most recent version of the game.
In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, created by their creators to serve as warriors, leaders, messengers, liaisons with mortals, and overall to inhabit their realms in the Upper Planes. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their deity on the mortal world. In spite of their direct relationship 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 world, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is notably underdeveloped in contrast to fiends. The Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an hour of online research.
It’s not surprising that creatures who look like biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players game statistics for divine beings they could murder in their games, and even if celestials were later expanded with a bigger range of appearances and purposes, that controversial beginning hindered their growth. There is also a limit to what you can create for beings that are created to be servants of a god. Certainly, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of virtue that smite evil in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest means we remain unaware of that much about celestials. For example, we have yet to learn what happens once the god who made them perishes. There is no official explanation, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, one where the gods have all been killed by humans in a great conflict that concluded 70 years before the start of the campaign. So what became of the servants of these divine beings?
Mulligan’s solution is simple, horrifying, and very interesting: They became insane and became a blight that destroyed entire countries. 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 transformed into monsters that could annihilate entire regions if left unchecked. The audience caught a sight of how frightening one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial entity kept chained in a massive coffin.
It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose obsession with concluding the eternal Blood War resulted in 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 the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the insanity permeating the place.
The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own arrogance or fixations. They are victims; one more dreadful result of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM concentrates on the notion that, no matter how “just” that conflict was, the mortals who won it may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been severed, and the beings that were formerly their protectors, shepherding their souls to security following death, are currently terrifying calamities.
Sure, this may just be a convenient way to solve the original creator’s initial quandary. It’s easy to justify killing an divine being when it’s a screaming, insane creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythos in D&D. I am not entirely in accord with the DM’s aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {