Critical Role Campaign 4 May Have Resolved My Least Favorite Dungeons & Dragons Creature
D&D provides a unique creative space. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and participants can craft countless scenarios. However, D&D also bears a 50-year legacy of worlds, creatures, spellcasting rules, well-known NPCs, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this vast universe of existing content, so that a great deal of “new” content for D&D is a reiteration of familiar ideas. At times you get things that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”
Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his common themes (He really hates the deities!), the second episode impressed me because of a highly innovative interpretation on a traditional D&D creature type: angelic beings.
The Historical Background of Heavenly Beings in D&D
Fiendish creatures (collectively known as fiends) have been part of D&D since 1976, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names appeared in the publication Dragon editions 12 (Feb. 1978) and 17 (Aug. 1978). These were little more than riffs on the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced new monsters that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar angel first appeared, initiating a tradition of creatures called celestials that is continues to exist in the latest edition of the game.
In D&D, celestials are the servants of good-aligned deities, made by their creators to act as warriors, commanders, messengers, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and support the faith of their deity on the Material Plane. Despite their close connection with the divine beings, celestials are distinct persons with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is notably underdeveloped compared to fiends. The Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting subplots. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of wiki reading.
It’s understandable that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could kill in their sessions, 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 creatures that are created to be servants of a god. Certainly, they have free will, but their narrative potential is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Redefines Celestials
To be frank, I get it: Celestial beings are just not that interesting. Holy warriors of virtue that smite evil in every manifestation can be cool, but they also get cheesy quickly. That general lack of interest means we still don’t know a great deal about celestials. For example, we have yet to learn what happens after the god who created them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own spin. The DM Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, a place where the deities have all been slain by humans in a massive war that ended 70 years prior to the beginning of the story. So what happened to the followers of these divine beings?
Brennan’s answer is straightforward, horrifying, and highly intriguing: They became insane and turned into a plague that destroyed whole nations. A lot about the history of Aramán, the divine conflict, and its aftermath in the present has yet to be disclosed, but it appears that after the gods were slain, the celestials became “wild”. They became creatures that could destroy entire regions if left unchecked. The audience caught a sight of how scary such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial entity kept chained in a enormous casket.
It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War resulted in her being tainted by the devil 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 became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, slowly succumbing to the madness permeating the location.
The taint seen in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, or led astray by their own pride or fixations. They are casualties; another terrible consequence of the War of the Shapers. As Campaign 4 progresses, I hope the DM focuses on the idea that, no matter how “righteous” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been cut off, and the beings that were formerly their protectors, shepherding their souls to security following death, are currently terrifying calamities.
Sure, this may just be a convenient way to address the original creator’s original dilemma. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with rows of teeth, but I am also very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for gods in his stories, but I still prefer these horrific heavenly beings to the flat {