The Latest Critical Role Campaign 4 May Have Fixed The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons offers a distinctive imaginative arena. Theoretically, it serves as a blank canvas where the creativity of DMs and players can craft countless scenarios. However, Dungeons & Dragons also bears a five-decade history of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the best imaginative thinkers find it difficult to completely free themselves from this extensive landscape of references, so that a great deal of “fresh” material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you encounter things that sound as good as “a classic hit,” other times you cringe as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past due to the unique worlds of its first setting (designed by the DM Matt Mercer) and now 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 strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials 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 heavenly counterparts to appear. A few unique “angels” with specific names were featured in Dragon magazine editions #12 (Feb. 1978) and 17 (August 1978). These were little more than variations of the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented fresh creatures that would appear in the 1983 Monster Manual II. That’s when the deva angel, the planetar angel, and the solar angel made their debut, starting a tradition of beings known as celestial entities that is continues to exist in the most recent version of the role-playing game.
In D&D, celestials are the agents of good-aligned deities, created by their masters to serve as soldiers, leaders, emissaries, intermediaries for humans, and overall to populate their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their god on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples encompass the angel 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 underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more interesting subplots. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestial beings can be gleaned in an hour of wiki reading.
It’s understandable that creatures who look like biblical angels went underdeveloped. Rumor has it that Gary Gygax felt uneasy about providing gamers game statistics for angels they could kill in their sessions, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin hindered their growth. There is also a limit to what you can do with beings that are created to be divine minions. Sure, they have independent thought, but their storytelling range is limited. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic entities that can spin in a many ways without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Redefines Heavenly Beings
Honestly, I understand: Celestial beings are simply not very compelling. Divine champions of good that smite evil in every manifestation can be cool, 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 have yet to learn what happens after the deity who made them dies. There is no canonical answer, and every DM is free to devise their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, a place 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 happened to the servants of these divine beings?
Mulligan’s solution is simple, terrifying, and highly intriguing: They became insane and became a plague that destroyed whole nations. A lot about the history of this world, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that when the deities were slain, the celestials became “wild”. They transformed into creatures that could destroy large areas if left unchecked. The audience got a glimpse of how scary one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial entity held bound in a enormous casket.
It is no accident that the most compelling celestial beings in D&D, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the evil in the Terminus area of the massive dungeon, gradually yielding to the insanity infusing the location.
The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, nor misled by their own arrogance or fixations. They are casualties; one more terrible consequence of the War of the Shapers. As the new campaign progresses, it is hoped the DM concentrates on the notion that, no matter how “just” that war was, the mortals who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were once their protectors, guiding their spirits to safety after death, are now frightening disasters.
Certainly, this might simply be a convenient way to solve the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, insane creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with Brennan’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the flat {