Critical Role Campaign 4 May Have Resolved The Most Problematic Dungeons & Dragons Creature
D&D offers a unique imaginative arena. Theoretically, it serves as a empty slate where the imagination of DMs and participants can craft countless scenarios. However, D&D also bears a five-decade history of worlds, creatures, magic systems, well-known NPCs, and general lore. Even the most talented creative minds find it difficult to completely free themselves from this vast landscape of references, meaning that a lot of “new” material for D&D is a reworking of familiar ideas. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”
Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), episode 2 impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: celestials.
The Historical Background of Heavenly Beings in D&D
Fiendish creatures (collectively known as fiends) have been part of D&D since the mid-70s, but it required more time for their heavenly counterparts to show up. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon issues 12 (February 1978) and #17 (August 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for more original versions, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar angel made their debut, starting a lineage of beings called celestials that is continues to exist in the most recent version of the role-playing game.
In Dungeons & Dragons, celestials are the agents of good-aligned deities, made by their masters to act as soldiers, leaders, messengers, liaisons with mortals, and in general to inhabit their realms in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and support the faith of their god on the Material Plane. Despite their close connection with the divine beings, celestials are unique individuals with individual traits. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is notably less fleshed out compared to fiends. The Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging subplots. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an hour of online research.
It’s understandable that creatures who look like biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about providing gamers game statistics for angels they could murder 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 is also a limit to what you can do with creatures that are designed to be servants of a god. Sure, they have free will, but their storytelling range is limited. From that perspective, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without losing their unique nature.
The Way Campaign 4 of Critical Role Redefines Heavenly Beings
To be frank, I understand: Celestial beings are just not that interesting. Holy warriors of good that smite evil in all its forms can be cool, but they also become clichéd quickly. That general lack of interest means we still don’t know a great deal about celestials. As an illustration, we still don’t know what occurs after the god who created them dies. There is no official explanation, and every DM is able to devise their own interpretation. The DM 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 humans in a massive war that ended 70 years before the start of the story. So what happened to the servants of these divine beings?
Brennan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and turned into a blight that destroyed whole nations. A great deal about the history of this world, the divine conflict, and its consequences in the current era has still to be revealed, but it seems that after the deities were slain, the celestials went “feral”. They transformed into monsters that could annihilate large areas if not contained. Viewers got a glimpse of how frightening such a being can be at the end of episode 2, as 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 celestials 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 eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the madness permeating the place.
The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, nor led astray by their own arrogance or fixations. They are victims; another terrible consequence of the War of the Shapers. As the new campaign continues, I hope the DM concentrates on the notion that, regardless of how “just” that war was, the mortals who won it may still regret the consequences. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were formerly their protectors, guiding their spirits to safety after death, are currently terrifying calamities.
Certainly, this might simply be a practical method to address Gygax’s initial quandary. It is simple to rationalize slaying an angel when it’s a screaming, insane creature with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the flat {