The Latest Critical Role Campaign 4 Could Have Resolved The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons provides a unique imaginative arena. Theoretically, it acts as a empty slate where the imagination of Dungeon Masters and participants can paint any kind of picture. Yet, D&D also bears a five-decade history of worlds, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds find it difficult to entirely detach themselves from this vast universe of existing content, meaning that a lot of “new” content for D&D is a reiteration of familiar ideas. At times you encounter things that sound as good as “a classic hit,” other times you cringe like when listening to “a derivative tune.”
Critical Role has been highly inventive in the past thanks to the original settings of Exandria (created by Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the deities!), episode 2 stood out to me because of a truly original interpretation on a traditional D&D creature type: celestials.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Demons and devils (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their heavenly counterparts to appear. A few unique “angels” with specific names were featured in the publication Dragon editions 12 (Feb. 1978) and #17 (August 1978). These were essentially variations of the celestial figures from biblical sacred texts; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar made their debut, initiating a lineage of beings known as celestial entities that is still present in the most recent version of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their creators to serve as warriors, commanders, emissaries, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and support the faith of their god on the mortal world. In spite of their close connection with the gods, celestials are unique individuals with individual traits. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.
Celestial lore is notably less fleshed out compared to demonic entities. The Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of online research.
It’s understandable that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable 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 looks and roles, that controversial beginning stunted their development. There is also a limit to what you can do with creatures that are designed to be divine minions. Sure, they have free will, but their storytelling range is restricted. In that sense, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, 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.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
Honestly, I understand: Celestials are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd very fast. That general lack of interest implies we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs once the deity 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 center this issue at the heart of the setting of Aramán, a place where the gods have all been slain by humans in a massive war that concluded seven decades before the beginning of the story. So what happened to the servants of these divine beings?
Mulligan’s solution is simple, horrifying, and highly intriguing: They went crazy and became a blight that devastated entire countries. A lot about the history of this world, the war against the gods, and its consequences in the present has yet to be disclosed, but it appears that when the gods were slain, the celestial beings went “feral”. They transformed into creatures that could annihilate entire regions if left unchecked. Viewers got a glimpse of how frightening such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial kept chained in a enormous casket.
It’s not a coincidence that the most compelling celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose fixation with ending the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a priest inside the dungeon 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 seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, nor misled by their own arrogance or fixations. They are casualties; another dreadful result of the Shapers’ War. As Campaign 4 continues, I hope Mulligan focuses on the idea that, no matter how “just” that war was, the mortals who won it may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been severed, and the creatures that were once their guardians, guiding their spirits to safety following death, are now terrifying calamities.
Certainly, this might simply be a practical method to address the original creator’s initial quandary. It is simple 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 Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the flat {