Critical Role Campaign 4 May Have Resolved My Least Favorite Dungeons & Dragons Creature
D&D offers a distinctive creative space. In theory, it serves as a empty slate where the imagination of DMs and participants can paint any kind of picture. Yet, Dungeons & Dragons also bears a 50-year legacy of worlds, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds struggle to completely free themselves from this extensive universe of existing content, so that a great deal of “new” content for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you get things that sound as good as “Gangsta’s Paradise,” on other occasions you wince as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past thanks to the original settings of Exandria (designed by the DM Matt Mercer) and now Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the gods!), the second episode impressed me because of a highly innovative take on a traditional Dungeons & Dragons monster category: angelic beings.
The Historical Background of Celestials in D&D
Demons and devils (often called fiends) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon editions #12 (February 1978) and #17 (Aug. 1978). These were little more than riffs on the angels from Hebrew and Christian religious lore; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced new monsters that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar angel, and the solar first appeared, starting a tradition of creatures known as celestial entities 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 creators to act as warriors, leaders, messengers, intermediaries for humans, and overall to inhabit their realms in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their god on the Material Plane. In spite of their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious 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 demonic entities. The Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an hour of wiki reading.
It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about providing gamers stat blocks for angels they could kill in their games, and even if celestials were later expanded with a bigger range of appearances and purposes, that controversial beginning stunted their development. There’s also only so much what you can create for creatures that are designed to be divine minions. Sure, they have free will, but their narrative potential is restricted. In that sense, the antagonists have far greater liberty: They have established masters (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a lot of directions without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Redefines Celestials
Honestly, I get it: Celestial beings are just not that interesting. Holy warriors 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 have yet to learn what happens after the god who made them perishes. There is no official explanation, and each Dungeon Master is free to come up with 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 slain by humans in a massive war that concluded seven decades prior to the start of the story. So what happened to the servants of these gods?
Brennan’s solution is simple, horrifying, and very interesting: They became insane and turned into a plague that destroyed whole nations. A lot about the past of this world, the war against the gods, and its aftermath in the present has yet to be disclosed, but it appears that after the deities were slain, the celestial beings went “feral”. They transformed into monsters that could annihilate large areas if not contained. The audience caught a sight of how scary one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a enormous casket.
It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar angel who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the evil in the Terminus area of the massive dungeon, slowly succumbing to the insanity permeating the location.
The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestials did not lose their virtue. They were not deceived, or led astray by their own pride or fixations. They are casualties; one more terrible consequence of the Shapers’ War. As Campaign 4 continues, it is hoped the DM concentrates on the idea that, regardless of how “righteous” that conflict was, the mortals who won it may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been severed, and the beings that were formerly their protectors, shepherding their souls to security after death, are now terrifying calamities.
Sure, this may just be a convenient way to address the original creator’s original dilemma. It’s easy to justify killing an angel when it’s a shrieking, mad entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for gods in his campaigns, but I still prefer these monstrous celestials to the flat {