Critical Role Campaign 4 May Have Fixed My Least Favorite Dungeons & Dragons Creature
D&D presents a unique imaginative arena. In theory, it acts as a empty slate where the imagination of DMs and participants can paint any kind of picture. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, creatures, magic systems, 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 lot of “new” content for D&D is a reworking of familiar ideas. Sometimes you encounter elements that sound as good as “Gangsta’s Paradise,” on other occasions you wince as if hearing “a derivative tune.”
Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (created by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), the second episode impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: celestials.
A Brief History of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been included in D&D since 1976, but it took a while longer for their angelic equivalents to show up. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon issues #12 (Feb. 1978) and 17 (Aug. 1978). These were essentially variations of the angels from biblical religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would appear in the 1983 Monster Manual II. That’s when the deva angel, the planetar angel, and the solar angel made their debut, initiating a tradition of beings called celestial entities that is continues to exist in the most recent version of the role-playing game.
In D&D, celestial beings are the servants of good-aligned deities, created by their masters to act as warriors, leaders, messengers, liaisons with mortals, and overall to inhabit their realms in the Heavenly Realms. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and help uphold the belief of their deity on the mortal world. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Well-known instances encompass Lumalia and 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 markedly underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting side stories. And don’t get me started the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an short time of wiki reading.
It’s not surprising that creatures who look like angels from the Bible received less attention. There are stories that Gygax was uncomfortable about providing gamers stat blocks for angels they could kill in their games, and even if celestials were subsequently developed with a bigger range of appearances and purposes, that controversial beginning stunted their development. There’s also only so much what you can do with beings that are created to be divine minions. Sure, they have independent thought, but their storytelling range is limited. In that sense, the antagonists have much more freedom: They have established masters (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Heavenly Beings
To be frank, I get it: Celestials are simply not very compelling. Holy warriors of good that smite evil in all its forms can be cool, but they also become clichéd very fast. That widespread disinterest implies we still don’t know that much about celestials. For example, we have yet to learn what happens once the god who made them perishes. There is no canonical answer, and every DM is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to make this question central to the setting of Aramán, a place where the deities have all been slain by humans in a great conflict that concluded seven decades before the start of the campaign. So what became of the servants of these divine beings?
Mulligan’s solution is straightforward, terrifying, and very interesting: They became insane and turned into a blight that devastated 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 after the deities were slain, the celestials went “feral”. They became creatures that could destroy large areas if not contained. Viewers 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) got to meet his “ancestor,” a terrifying celestial held bound in a massive coffin.
It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose fixation with ending the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, slowly succumbing to the madness infusing the place.
The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or misled by their own arrogance or fixations. They are casualties; one more terrible result of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan focuses on the notion that, no matter how “righteous” that war was, the mortals who won it may still regret the consequences. Their world has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their guardians, shepherding their souls to safety following death, are now terrifying calamities.
Certainly, this might simply be a practical method to solve the original creator’s initial quandary. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythology in D&D. I don’t necessarily agree with the DM’s aversion for gods in his stories, but I nonetheless favor these horrific heavenly beings to the flat {