Critical Role Campaign 4 May Have Fixed The Most Problematic D&D Monster
Dungeons & Dragons offers a distinctive imaginative arena. Theoretically, it serves as a empty slate where the creativity of Dungeon Masters and players can paint any kind of picture. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, spellcasting rules, established non-player characters, and general lore. Even the best creative minds find it difficult to entirely detach themselves from this extensive landscape of references, so that a great deal of “new” content for D&D is a reworking of sampled tracks. At times you encounter elements that sound as good as “a classic hit,” 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 (created by the DM Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the gods!), episode 2 impressed me because of a highly innovative interpretation on a classic D&D creature type: celestials.
A Brief History of Celestials in D&D
Demons and devils (often called evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A few unique “divine messengers” with individual titles were featured in Dragon magazine editions #12 (Feb. 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from biblical religious lore; for more original versions, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced new monsters that would be included in the 1983 Monster Manual II. That’s where the deva, the planetar, and the solar angel made their debut, initiating a tradition of creatures known as celestials that is still present in the most recent version of the role-playing game.
In D&D, celestials are the servants of good-aligned deities, made by their creators to act as soldiers, leaders, messengers, liaisons with mortals, and overall to inhabit their realms in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their god on the mortal world. In spite of their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is notably less fleshed out compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning 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 beings who look like biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers stat blocks for divine beings they could murder in their games, and although celestials were subsequently developed with a broader spectrum of appearances and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for beings that are created to be servants of a god. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately fickle and chaotic creatures that can spin in a many ways without losing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Celestials
Honestly, I get it: Celestial beings are just not that interesting. Holy warriors of good that smite evil in every manifestation can be impressive, but they also get cheesy very fast. That general lack of interest means we still don’t know a great deal about celestials. For example, we still don’t know what happens once the deity who made them perishes. There is no official explanation, and each Dungeon Master is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to make this question central to the world of Aramán, one where the deities have all been slain by humans in a great conflict that ended 70 years before the start of the story. So what became of the servants of these divine beings?
Mulligan’s solution is simple, horrifying, and highly intriguing: They went crazy and turned into a blight that devastated entire countries. A lot about the past of this world, the divine conflict, and its aftermath in the current era has still to be revealed, but it appears that after the gods died, the celestials went “feral”. They transformed into monsters that could destroy entire regions if left unchecked. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a enormous casket.
It’s not a coincidence that the most compelling celestials in D&D, narratively, are those who have fallen from grace. The angel Zariel, as an instance, was a powerful Solar whose obsession with ending the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a cleric 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 taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, or led astray by their own arrogance or obsessions. They are casualties; one more dreadful consequence of the Shapers’ War. As the new campaign progresses, I hope the DM focuses on the idea that, regardless of how “righteous” that war was, the mortals who won it may nonetheless lament the consequences. Their world has been harmed, their link to the hereafter has been cut off, and the creatures that were once their guardians, guiding their spirits to safety after death, are currently frightening disasters.
Certainly, this may just be a convenient way to solve the original creator’s initial quandary. It’s easy to justify killing an divine being when it’s a screaming, insane entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {