Critical Role Campaign 4 May Have Fixed My Least Favorite Dungeons & Dragons Creature
D&D provides a unique imaginative arena. Theoretically, it acts as a empty slate where the creativity of Dungeon Masters and players can craft any kind of picture. However, Dungeons & Dragons also carries a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to completely free themselves from this vast landscape of references, so that a great deal of “fresh” content for D&D is a reworking of sampled tracks. Sometimes you encounter elements that sound as good as “a classic hit,” other times you cringe like when listening to “All Summer Long.”
Critical Role has been highly inventive in the past thanks to the original settings of Exandria (created by the DM Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He really hates the gods!), the second episode stood out to me because of a highly innovative take on a classic Dungeons & Dragons monster category: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Demons and devils (collectively known as fiends) have been included in D&D since 1976, but it took a while longer for their angelic equivalents to show up. A few unique “divine messengers” with specific names appeared in the publication Dragon editions 12 (February 1978) and 17 (Aug. 1978). These were little more than riffs on the angels from biblical religious lore; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented new monsters that would appear in the 1983 Monster Manual II. That’s where the deva, the planetar angel, and the solar made their debut, initiating a tradition of creatures known as celestials that is still present in the latest edition of the game.
In Dungeons & Dragons, celestial beings are the servants of benevolent gods, created by their masters to serve as warriors, commanders, emissaries, intermediaries for humans, and overall to inhabit their realms in the Upper Planes. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and support the faith of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an hour of online research.
It’s not surprising that creatures who resemble biblical angels received less attention. There are stories that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could murder in their games, and even if celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin hindered their growth. 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. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re in the end fickle and chaotic creatures that can evolve in a lot of directions without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
To be frank, I understand: Celestials are simply not very compelling. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest means we remain unaware of a great deal about celestials. For example, we have yet to learn what occurs after the god who made them perishes. There is no official explanation, and each Dungeon Master is able to devise their own spin. The DM Brennan Lee Mulligan chose to make this question central to the setting of Aramán, a place where the gods have all been killed by mortals in a massive war that ended seven decades prior to the beginning of the story. So what became of the servants of these divine beings?
Mulligan’s solution is straightforward, terrifying, and very interesting: They went crazy and turned into a blight that devastated entire countries. A great deal about the past of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that when the deities were slain, the celestials went “feral”. They transformed into monsters that could annihilate entire regions if left unchecked. Viewers caught a sight of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial entity kept chained in a enormous casket.
It is no accident that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with concluding the Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “purging” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the insanity permeating the location.
The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They weren’t tricked, or misled by their own pride or obsessions. They are victims; one more dreadful consequence of the War of the Shapers. As the new campaign progresses, I hope Mulligan concentrates on the idea that, regardless of how “just” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been cut off, and the beings that were formerly their protectors, guiding their spirits to safety following death, are now frightening disasters.
Certainly, this might simply be a practical method to address the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, mad entity with multiple fangs, but I am also highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {