The Latest Critical Role Campaign 4 Could Have Fixed My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons provides a distinctive imaginative arena. Theoretically, it acts as a empty slate where the creativity of Dungeon Masters and players can craft countless scenarios. Yet, D&D also bears a five-decade history of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the best creative minds struggle to entirely detach themselves from this vast landscape of references, meaning that a lot of “fresh” content for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you encounter elements that sound as good as “a classic hit,” other times you wince as if hearing “a derivative tune.”
Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). Although devoted followers of Brennan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the gods!), episode 2 impressed me because of a highly innovative take on a classic D&D creature type: celestials.
The Historical Background of Celestials in D&D
Fiendish creatures (collectively known as fiends) have been included in D&D since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine issues 12 (February 1978) and 17 (Aug. 1978). These were essentially riffs on the angels from Hebrew and Christian sacred texts; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar angel made their debut, starting a lineage of beings called celestial entities that is still present in the most recent version of the role-playing game.
In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, created by their creators to act as soldiers, commanders, emissaries, intermediaries for humans, and overall to populate their realms in the Heavenly Realms. They are champions of good who battle 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 gods, celestials are distinct persons with individual traits. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped compared to fiends. The Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an short time of wiki reading.
It’s understandable that creatures who look like angels from the Bible received less attention. There are stories that Gygax was uncomfortable about providing gamers game statistics for angels they could kill in their sessions, and although celestials were later expanded with a bigger range of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can create for creatures that are created to be servants of a god. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re in the end fickle and chaotic creatures that can spin in a many ways without losing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Heavenly Beings
To be frank, I understand: Celestials are just not that interesting. Holy warriors of good that strike down wickedness in every manifestation can be impressive, but they also get cheesy very fast. That widespread disinterest means we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what occurs after the deity who made them perishes. There is no official explanation, and every DM is able to come up with their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the world of Aramán, a place where the gods have all been slain by humans in a massive war that concluded seven decades before the start of the campaign. So what became of the servants of these divine beings?
Brennan’s solution is straightforward, terrifying, and very interesting: They went crazy and became a plague that destroyed entire countries. A lot about the history of Aramán, the divine conflict, and its consequences in the present has still to be revealed, but it seems that when the gods were slain, the celestials went “feral”. They became creatures that could destroy entire regions if not contained. The audience got a glimpse of how frightening such a being can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial entity kept chained in a enormous casket.
It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar angel who was summoned by a cleric inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the location.
The taint observed in the fourth campaign of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, or misled by their own arrogance or obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, I hope Mulligan focuses on the notion that, regardless of how “righteous” that war was, the mortals who won it may nonetheless lament the consequences. Their realm has been wounded, their link to the hereafter has been severed, and the creatures that were once their protectors, guiding their spirits to security following death, are now terrifying calamities.
Sure, this may just be a practical method to address the original creator’s original dilemma. It’s easy to rationalize slaying an divine being when it’s a screaming, insane entity with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {