Critical Role Campaign 4 May Have Fixed The Most Problematic Dungeons & Dragons Creature
D&D provides a distinctive creative space. Theoretically, it acts as a blank canvas where the creativity of Dungeon Masters and players can paint countless scenarios. However, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, magic systems, established non-player characters, and general lore. Even the best creative minds find it difficult to completely free themselves from this vast universe of existing content, meaning that a lot of “new” material for Dungeons & Dragons is a reworking of familiar ideas. At times you encounter things that are as brilliant as “a classic hit,” on other occasions you wince as if hearing “All Summer Long.”
The show Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his Dimension 20 work may recognize some of his recurring motifs (He really hates the deities!), the second episode impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in D&D
Fiendish creatures (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “divine messengers” with individual titles were featured in Dragon magazine editions 12 (February 1978) and #17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and 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 where the deva, the planetar, and the solar angel made their debut, starting a lineage of creatures called celestial entities that is continues to exist in the latest edition of the role-playing game.
In D&D, celestials are the servants of benevolent gods, created by their masters to act as warriors, commanders, emissaries, intermediaries for humans, and overall to inhabit their domains in the Upper Planes. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and support the belief of their god on the mortal world. Despite their direct relationship with the gods, celestials are distinct persons with specific personalities. Famous examples include Lumalia and Zariel from the Forgotten Realms world, the mysterious 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 in contrast to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an short time of wiki reading.
It’s understandable that beings who look like biblical angels received less attention. There are stories that Gary Gygax felt uneasy about providing gamers stat blocks for divine beings they could kill in their games, and although celestials were subsequently developed with a bigger range of looks and roles, that controversial beginning stunted their development. There’s also only so much what you can do with beings that are created to be servants of a god. Certainly, they have independent thought, but their storytelling range is limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly entities that can spin in a lot of directions without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Celestials
Honestly, I get it: Celestial beings are just not that interesting. Holy warriors of good that smite evil in all its forms can be impressive, but they also become clichéd very fast. That widespread disinterest means we still don’t know a great deal about celestials. As an illustration, we have yet to learn what happens once the god who made them dies. There is no official explanation, and each Dungeon Master is free to come up with their own spin. Brennan Lee Mulligan decided to make this question central to the world of Aramán, a place where the gods have all been slain by mortals in a massive war that ended 70 years before the beginning of the story. So what became of the followers of these gods?
Brennan’s solution is simple, horrifying, and highly intriguing: They became insane and became a blight that destroyed entire countries. A great deal about the history of Aramán, the war against the gods, and its aftermath in the present has yet to be disclosed, but it seems that when the deities died, the celestials became “wild”. They transformed into monsters that could annihilate 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 the character Wicander (Sam Riegel) encountered his “ancestor,” a fearsome celestial entity held bound in a massive coffin.
It is no accident that the most compelling celestial beings in D&D, story-wise, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose obsession with concluding the Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar angel who was called forth by a cleric inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the madness infusing the location.
The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, nor led astray by their own pride or obsessions. They are victims; another dreadful result of the War of the Shapers. As Campaign 4 continues, it is hoped the DM concentrates on the idea that, regardless of how “righteous” that conflict was, the mortals who emerged victorious may still regret the consequences. Their world has been harmed, their link to the hereafter has been cut off, and the creatures that were once their protectors, guiding their spirits to security after death, are now terrifying calamities.
Certainly, this may just be a practical method to address Gygax’s initial quandary. It’s easy to justify killing an divine being 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 Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for gods in his stories, but I still prefer these monstrous celestials to the flat {