Critical Role Campaign 4 May Have Resolved My Least Favorite D&D Monster
D&D provides a unique imaginative arena. Theoretically, it acts as a blank canvas where the creativity of DMs and players can paint countless scenarios. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this extensive universe of existing content, so that a great deal of “fresh” material for D&D is a reworking of sampled tracks. At times you get elements that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “a derivative tune.”
Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the gods!), the second episode impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials.
The Historical Background of Celestials in D&D
Demons and devils (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine issues #12 (February 1978) and #17 (Aug. 1978). These were little more than riffs on the angels from Hebrew and Christian sacred texts; for more original versions, we had to hold out for the early 80s and the creator 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 angel, the planetar angel, and the solar first appeared, starting a tradition of creatures known as celestial entities that is continues to exist in the most recent version of the game.
In D&D, celestials are the agents of benevolent gods, created by their creators to act as warriors, commanders, emissaries, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the faith of their deity on the mortal world. In spite of their close connection with the gods, celestials are unique individuals with individual traits. 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.
Celestial lore is notably less fleshed out compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an hour of online research.
It’s understandable that beings who resemble biblical angels went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about providing gamers stat blocks for angels they could kill in their games, and although celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There’s also only so much what you can create for beings that are designed to be servants of a god. Certainly, they have free will, but their narrative potential is restricted. In that sense, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without losing their unique nature.
How Critical Role Campaign 4 Reimagines Celestials
To be frank, I understand: Celestial beings are just not that interesting. Holy warriors of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That general lack of interest implies we remain unaware of that much about celestials. For example, we have yet to learn what happens once the deity who created them perishes. There is no canonical answer, and every DM is able to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, a place where the gods have all been slain by mortals in a great conflict that ended 70 years before the start of the campaign. So what became of the servants of these gods?
Mulligan’s answer is simple, terrifying, and highly intriguing: They became insane and became a blight that destroyed entire countries. A great deal about the history of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that after the gods died, the celestial beings became “wild”. They became monsters that could destroy entire regions if not contained. Viewers caught a sight of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial held bound in a enormous casket.
It’s not a coincidence that the most compelling celestial beings in D&D, story-wise, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose obsession with ending the Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the madness permeating the location.
The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or obsessions. They are casualties; another dreadful result of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM focuses on the notion that, regardless of how “righteous” that conflict was, the mortals who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were once their guardians, shepherding their souls to security following death, are currently 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 divine being when it’s a shrieking, insane creature with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythology in D&D. I don’t necessarily agree with the DM’s loathing for gods in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {