The Latest Critical Role Campaign 4 May Have Fixed My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons provides a unique creative space. Theoretically, it acts as a empty slate where the creativity of Dungeon Masters and participants can paint any kind of picture. However, D&D also bears a five-decade history of worlds, creatures, magic systems, well-known NPCs, and general lore. Even the most talented creative minds struggle to entirely detach themselves from this extensive universe of existing content, so that a lot of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you get things that are as brilliant as “Gangsta’s Paradise,” other times you cringe as if hearing “a derivative tune.”
The show Critical Role has gotten plenty creative in the past due to the original settings of Exandria (designed by the DM Matt Mercer) and now Aramán (the world created by Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the gods!), episode 2 stood out to me because of a truly original take on a traditional Dungeons & Dragons monster category: celestials.
The Historical Background of Celestials in D&D
Fiendish creatures (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “angels” with specific names appeared in the publication Dragon issues 12 (February 1978) and 17 (August 1978). These were essentially riffs on the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would be included in the 1983 Monster Manual II. That’s when the deva, the planetar angel, and the solar angel first appeared, initiating a lineage of beings called celestial entities that is continues to exist in the latest edition of the role-playing game.
In D&D, celestials are the agents of good-aligned deities, created by their creators to act as soldiers, leaders, emissaries, intermediaries for humans, and in general to populate their realms in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Infernal Realms and help uphold the faith of their god on the mortal world. In spite of their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Well-known instances encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly underdeveloped in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an hour of wiki reading.
It’s not surprising that beings who resemble biblical angels received less attention. Rumor has it that Gygax felt uneasy about providing gamers game statistics for angels they could kill in their sessions, and even if celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin stunted their development. There’s also only so much what you can do with beings that are created to be divine minions. Sure, they have free will, but their storytelling range is restricted. In that sense, the bad guys have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic entities that can spin in a many ways without losing their unique nature.
The Way Campaign 4 of Critical Role Redefines Heavenly Beings
Honestly, I understand: Celestials are simply not very compelling. Holy warriors of virtue that strike down wickedness in all its forms can be cool, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of that much about celestials. For example, we still don’t know what happens once the god who made them dies. There is no official explanation, and every DM is able to come up with their own interpretation. The DM Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the deities have all been killed by humans in a massive war that ended 70 years prior to the beginning of the campaign. So what happened to the followers of these divine beings?
Mulligan’s solution is straightforward, horrifying, and very interesting: They became insane and became a plague that destroyed whole nations. A lot about the history of this world, the divine conflict, and its consequences in the present has still to be revealed, but it appears that after the gods were slain, the celestials became “wild”. They transformed into creatures that could destroy entire regions 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 fearsome celestial held bound in a massive coffin.
It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the place.
The corruption 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 casualties; one more dreadful result of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM concentrates on the notion that, no matter how “righteous” that conflict was, the humans who emerged victorious may still regret the consequences. Their realm has been wounded, their connection to the afterlife has been severed, and the beings that were once their protectors, guiding their spirits to security after death, are now terrifying calamities.
Certainly, this may just be a convenient way to address Gygax’s initial quandary. It is simple to justify killing an angel when it’s a screaming, insane creature with multiple fangs, but I am also 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 stories, but I nonetheless favor these monstrous celestials to the flat {