The Latest Critical Role Campaign 4 May Have Resolved The Most Problematic Dungeons & Dragons Creature
D&D presents a distinctive imaginative arena. In theory, it serves as a empty slate where the creativity of DMs and players can craft any kind of picture. Yet, Dungeons & Dragons also carries a five-decade history of campaign settings, monsters, magic systems, well-known NPCs, and general lore. Even the best creative minds find it difficult to completely free themselves from this extensive landscape of references, meaning that a great deal of “new” material for D&D is a reiteration of familiar ideas. At times you encounter things that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “All Summer Long.”
The show Critical Role has been highly inventive in the past due to the original settings of Exandria (created by Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his Dimension 20 work may identify some of his common themes (He strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a traditional D&D creature type: angelic beings.
A Brief History of Heavenly Beings in D&D
Fiendish creatures (collectively known as evil outsiders) have been included in D&D since the mid-70s, but it required more time for their angelic equivalents to appear. A few unique “angels” with individual titles were featured in Dragon magazine issues 12 (February 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar angel made their debut, starting a tradition of beings called celestials that is continues to exist in the most recent version of the role-playing game.
In D&D, celestials are the servants of benevolent gods, made by their creators to serve as soldiers, leaders, emissaries, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are champions of good who battle the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their god on the Material Plane. Despite their close connection with the divine beings, celestials are distinct persons with specific personalities. Famous examples encompass 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.
Celestial lore is markedly underdeveloped compared to demonic entities. The Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an short time of wiki reading.
It’s not surprising that beings who resemble biblical angels went underdeveloped. Rumor has it that Gygax felt uneasy about providing gamers game statistics for angels they could kill in their games, and even if celestials were later expanded with a bigger range of looks and roles, that problematic origin hindered their growth. There is also a limit to what you can do with beings that are designed to be servants of a god. Certainly, they have independent thought, but their narrative potential is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re ultimately fickle and chaotic entities that can evolve in a lot of directions without losing their unique nature.
How Critical Role Campaign 4 Redefines Heavenly Beings
Honestly, I get it: Celestials are just not that interesting. Holy warriors of virtue that smite evil in all its forms can be cool, but they also get cheesy quickly. That general lack of interest implies we still don’t know a great deal about celestials. For example, we have yet to learn what occurs once the god who made them perishes. There is no canonical answer, and every DM is free to come up with their own spin. The DM Brennan Lee Mulligan chose to make this question central to the setting of Aramán, one where the deities have all been slain by mortals in a massive war that concluded 70 years prior to the beginning of the campaign. So what happened to the followers of these gods?
Mulligan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and became a plague that destroyed entire countries. A great deal about the past of Aramán, the war against the gods, and its aftermath in the current era has still to be revealed, but it seems that when the deities were slain, the celestials became “wild”. They transformed into creatures that could destroy 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 the character Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial entity kept chained in a massive coffin.
It is no accident that the most compelling celestials in D&D, narratively, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the eternal Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar angel who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the place.
The taint observed in the fourth campaign of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own arrogance or fixations. They are casualties; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, it is hoped the DM focuses on the idea that, regardless of how “just” that conflict was, the mortals who won it may nonetheless lament the consequences. Their world has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, guiding their spirits to security after death, are currently frightening disasters.
Certainly, this may just be a convenient way to solve the original creator’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, insane creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s loathing for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {