Critical Role Campaign 4 Could Have Fixed The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons presents a unique creative space. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and players can paint countless scenarios. However, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the best creative minds struggle to entirely detach themselves from this extensive universe of existing content, so that a great deal of “new” content for D&D is a reworking of sampled tracks. Sometimes you encounter elements that sound as good as “Gangsta’s Paradise,” on other occasions you wince like when listening to “a derivative tune.”
Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (created by Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.
A Brief History of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (collectively known as fiends) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon issues #12 (February 1978) and #17 (August 1978). These were little more than riffs on the angels from biblical sacred texts; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented new monsters that would be included in the 1983 Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar made their debut, starting a lineage of creatures known as celestials that is continues to exist in the most recent version of the game.
In D&D, celestials are the agents of good-aligned deities, made by their masters to act as soldiers, leaders, emissaries, intermediaries for humans, and in general to inhabit their realms in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and help uphold the faith of their god on the mortal world. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an hour of wiki reading.
It’s not surprising that beings who resemble biblical angels received less attention. There are stories that Gygax was uncomfortable about giving players game statistics for angels they could kill in their sessions, and although celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning hindered their growth. There is also a limit to what you can create for beings that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without losing 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 all its forms can be cool, but they also get cheesy very fast. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we still don’t know what happens once the god who created them dies. There is no official explanation, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan chose to center this issue central to the world of Aramán, a place where the gods have all been killed by mortals in a massive war that ended 70 years before the start of the story. 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 plague that devastated whole nations. A great deal about the history of Aramán, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it seems that when the deities died, the celestials went “feral”. They transformed into creatures that could annihilate large areas if not contained. The audience caught a sight of how frightening such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial held bound in a enormous casket.
It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar angel who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the insanity permeating the location.
The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, nor led astray by their own arrogance or fixations. They are victims; one more terrible result of the Shapers’ War. As the new campaign continues, I hope the DM concentrates on the notion that, no matter how “righteous” that conflict was, the humans who won it may still regret the consequences. Their realm has been harmed, their connection to the afterlife has been severed, and the beings that were formerly their protectors, guiding their spirits to safety following death, are now terrifying calamities.
Sure, this might simply be a convenient way to address the original creator’s initial quandary. It is simple to rationalize slaying an angel when it’s a screaming, insane creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythology in D&D. I don’t necessarily agree with Brennan’s aversion for divine beings in his stories, but I still prefer these monstrous celestials to the one-dimensional {