Critical Role Campaign 4 May Have Resolved My Least Favorite Dungeons & Dragons Creature
D&D offers a unique creative space. In theory, it serves as a empty slate where the creativity of Dungeon Masters and players can paint countless scenarios. However, Dungeons & Dragons also bears a five-decade history of worlds, monsters, magic systems, established non-player characters, and general lore. Even the best creative minds find it difficult to completely free themselves from this extensive universe of existing content, meaning that a lot of “fresh” material for D&D is a reiteration of familiar ideas. Sometimes you get elements that sound as good as “Gangsta’s Paradise,” other times you wince like when listening to “a derivative tune.”
The show Critical Role has been highly inventive in the past due to the unique worlds of its first setting (designed by Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative take on a classic Dungeons & Dragons monster category: celestials.
The Historical Background of Heavenly Beings in D&D
Demons and devils (often called fiends) have been included in D&D since the mid-70s, but it took a while longer for their angelic equivalents to show up. A few unique “angels” with individual titles were featured in the publication Dragon issues #12 (Feb. 1978) and 17 (Aug. 1978). These were little more than riffs on the celestial figures from biblical sacred texts; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced fresh creatures that would appear in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar first appeared, starting a lineage of creatures called celestial entities that is continues to exist in the most recent version of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their creators to serve as soldiers, commanders, emissaries, liaisons with mortals, and overall to populate their domains in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and support the faith of their deity on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with individual traits. Famous examples encompass the angel Lumalia and the fallen 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 markedly underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging subplots. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an hour of online research.
It’s understandable that creatures who resemble biblical angels went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players stat blocks for divine beings they could kill in their sessions, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that problematic origin hindered their growth. There is also a limit to what you can do with creatures that are designed to be servants of a god. Sure, they have free will, but their storytelling range is limited. In that sense, the bad guys have much more freedom: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without losing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
To be frank, I understand: Celestial beings are just not that interesting. Divine champions of virtue that smite evil in all its forms can be impressive, but they also get cheesy very fast. That general lack of interest means we remain unaware of a great deal about celestials. As an illustration, we still don’t know what happens after the deity who created them perishes. There is no canonical answer, and each Dungeon Master is able to devise their own interpretation. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, one where the gods have all been slain by mortals in a great conflict that concluded seven decades prior to the start of the story. So what became of the servants of these divine beings?
Mulligan’s answer is straightforward, horrifying, and highly intriguing: They became insane and turned into a plague that devastated entire countries. A great deal about the past of this world, the divine conflict, and its consequences in the current era has yet to be disclosed, but it appears that after the deities were slain, the celestials became “wild”. They transformed into monsters that could destroy entire regions if not contained. The audience caught a sight of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “ancestor,” a fearsome celestial kept chained in a enormous casket.
It is no accident that the most interesting celestial beings in D&D, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the location.
The taint observed in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They weren’t tricked, nor led astray by their own arrogance or obsessions. They are victims; one more dreadful consequence of the Shapers’ War. As the new campaign progresses, I hope the DM focuses on the idea that, no matter how “just” that conflict was, the humans who emerged victorious may still regret the consequences. Their world has been wounded, their connection to the afterlife has been cut off, and the beings that were once their protectors, shepherding their souls to security after death, are now terrifying calamities.
Sure, this might simply be a convenient way to address Gygax’s initial quandary. It’s easy to justify killing an angel when it’s a screaming, mad entity with multiple fangs, but I am also highly fascinated by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {