Critical Role Campaign 4 Could Have Resolved The Most Problematic Dungeons & Dragons Creature
D&D presents a unique imaginative arena. Theoretically, it acts as a blank canvas where the imagination of DMs and players can craft countless scenarios. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, magic systems, well-known NPCs, and general lore. Even the most talented imaginative thinkers find it difficult to completely free themselves from this extensive universe of existing content, so that a great deal of “fresh” content for D&D is a reiteration of familiar ideas. Sometimes you encounter elements that are as brilliant as “a classic hit,” other times you wince like when listening to “All Summer Long.”
The show Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the gods!), episode 2 stood out to me because of a highly innovative take on a classic Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in D&D
Fiendish creatures (often called evil outsiders) have been included in D&D since the mid-70s, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles appeared in Dragon magazine issues #12 (February 1978) and #17 (Aug. 1978). These were essentially riffs on the angels from biblical sacred texts; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar angel first appeared, starting a tradition of beings called celestial entities that is continues to exist in the most recent version of the role-playing game.
In Dungeons & Dragons, celestials are the agents of good-aligned deities, made by their creators to act as soldiers, commanders, emissaries, liaisons with mortals, and overall to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and help uphold the faith of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Well-known instances encompass 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 Baldur’s Gate 3.
Celestial lore is notably underdeveloped in contrast to fiends. The Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an short time of online research.
It’s understandable that beings who look like angels from the Bible went underdeveloped. There are stories that Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their games, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin stunted their development. There is also a limit to what you can do with creatures that are created to be servants of a god. Sure, they have independent thought, but their storytelling range is restricted. In that sense, the bad guys have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly creatures that can spin in a many ways without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Celestials
Honestly, I get it: Celestial beings are just not that interesting. Divine champions of good that strike down wickedness in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest means we still don’t know a great deal about celestials. For example, we still don’t know what occurs once the god who made them dies. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. The DM Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, one where the gods have all been killed by mortals in a great conflict that concluded 70 years prior to the start of the campaign. So what happened to the followers of these divine beings?
Brennan’s solution is straightforward, terrifying, and very interesting: They became insane and turned into a blight that devastated entire countries. A lot about the past of Aramán, the divine conflict, and its consequences in the current era has still to be revealed, but it appears that when the gods died, the celestials became “wild”. They became monsters that could destroy large areas if left unchecked. The audience got a glimpse of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity kept chained in a enormous casket.
It is no accident that the most compelling celestials in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil. Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus area of the huge labyrinth, gradually yielding to the insanity infusing the location.
The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or misled by their own pride or fixations. They are victims; another dreadful result of the Shapers’ War. As the new campaign continues, it is hoped Mulligan concentrates on the notion that, no matter how “just” that conflict was, the mortals who won it may nonetheless lament the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were once their guardians, shepherding their souls to safety after death, are now terrifying calamities.
Certainly, this might simply be a practical method to address Gygax’s initial quandary. It’s easy to justify killing an divine being when it’s a screaming, mad creature with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the one-dimensional {