Critical Role Campaign 4 May Have Resolved My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons provides a unique imaginative arena. In theory, it acts as a blank canvas where the creativity of Dungeon Masters and players can paint any kind of picture. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, spellcasting rules, established non-player characters, and general lore. Even the best imaginative thinkers find it difficult to completely free themselves from this extensive landscape of references, meaning that a great deal of “fresh” content for D&D is a reworking of sampled tracks. Sometimes you encounter things that sound as good as “a classic hit,” on other occasions you wince like when listening to “a derivative tune.”
Critical Role has gotten plenty creative in the past due to the original settings of its first setting (designed by Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (Brennan really hates the deities!), episode 2 impressed me because of a truly original take on a traditional D&D creature type: celestials.
A Brief History of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (collectively known as evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to appear. A few unique “angels” with individual titles were featured in Dragon magazine issues 12 (Feb. 1978) and 17 (August 1978). These were essentially riffs on the celestial figures from biblical religious lore; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar angel made their debut, starting a tradition of beings called celestial entities that is still present in the most recent version of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, created by their masters to serve as warriors, leaders, messengers, liaisons with mortals, and in general to inhabit their domains in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and support the belief of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples include Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is notably less fleshed out compared to demonic entities. The Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of online research.
It’s not surprising that creatures who resemble biblical angels received less attention. Rumor has it that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could kill in their sessions, and even if celestials were subsequently developed with a broader spectrum of appearances and purposes, that problematic origin hindered their growth. There’s also only so much what you can do with beings that are designed to be servants of a god. Certainly, they have free will, but their storytelling range is limited. In that sense, the antagonists have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a lot of directions without losing their unique nature.
How Critical Role Campaign 4 Reimagines Heavenly Beings
Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest implies we still don’t know a great deal about celestials. For example, we still don’t know what happens once the deity who made them perishes. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. Brennan Lee Mulligan chose to center this issue central to the world of Aramán, a place where the deities have all been slain by humans in a great conflict that ended seven decades prior to the beginning of the campaign. So what happened to the followers of these gods?
Brennan’s answer is simple, terrifying, and very interesting: They became insane and became a blight that devastated whole nations. A great deal about the past of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that when the deities died, the celestial beings became “wild”. They transformed into monsters that could annihilate entire regions if not contained. Viewers got a glimpse of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial held bound in a massive coffin.
It’s not a coincidence that the most interesting celestials in D&D, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with ending the Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar angel who was summoned by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the massive dungeon, slowly succumbing to the insanity permeating the place.
The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, nor led astray by their own arrogance or obsessions. They are casualties; another terrible result of the War of the Shapers. As Campaign 4 progresses, I hope the DM focuses on the notion that, regardless of how “just” that war was, the humans who emerged victorious may still regret the consequences. Their world has been wounded, their link to the hereafter has been cut off, and the beings that were formerly their guardians, guiding their spirits to security following death, are now terrifying calamities.
Certainly, this might simply be a convenient way to address the original creator’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, mad entity with rows of teeth, but I also feel highly fascinated 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 campaigns, but I nonetheless favor these horrific heavenly beings to the flat {