Critical Role Campaign 4 May Have Fixed The Most Problematic D&D Monster
D&D offers a unique imaginative arena. In theory, it acts as a empty slate where the imagination of Dungeon Masters and participants can paint any kind of picture. Yet, D&D also bears a five-decade history of worlds, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, meaning that a lot of “new” material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you get elements that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “a derivative tune.”
Critical Role has been highly inventive in the past thanks 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 other series Dimension 20 work may recognize some of his common themes (He really hates the deities!), the second episode stood out to me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: celestials.
A Brief History of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (collectively known as 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 “angels” with individual titles appeared in Dragon magazine editions #12 (February 1978) and 17 (Aug. 1978). These were little more than variations of the angels from biblical sacred texts; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented fresh creatures that would be included in the 1983 Monster Manual 2. That’s when the deva, the planetar, and the solar angel first appeared, starting a lineage of beings called celestials that is continues to exist in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the agents of benevolent gods, created by their creators to serve as warriors, leaders, messengers, liaisons with mortals, and overall 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 support the faith of their deity on the Material Plane. In spite of their close connection with the gods, celestials are unique individuals with specific personalities. Well-known instances encompass 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 the game Baldur’s Gate 3.
The mythology of celestials is notably underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging subplots. And don’t get me started the Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an short time of wiki reading.
It’s not surprising that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers game statistics for angels they could kill in their games, and even if celestials were later expanded with a broader spectrum of looks and purposes, 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 limited. In that sense, the antagonists have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without losing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Celestials
To be frank, I get it: Celestial beings are just not that interesting. Holy warriors of virtue that strike down wickedness in all its forms can be impressive, but they also get cheesy very fast. That widespread disinterest means we still don’t know that much about celestials. For example, we still don’t know what happens after the god who created them perishes. There is no canonical answer, and every DM is able to devise their own spin. The DM Brennan Lee Mulligan chose to make this question central to the world of Aramán, a place where the deities have all been slain by mortals in a great conflict that concluded seven decades before the beginning of the campaign. So what happened to the followers of these gods?
Mulligan’s answer is straightforward, terrifying, and highly intriguing: They became insane and became a blight that devastated whole nations. A great deal about the past of Aramán, the divine conflict, and its aftermath in the present has yet to be disclosed, but it appears that when the deities died, the celestial beings became “wild”. They became creatures that could annihilate large areas if not contained. 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) encountered his “grandfather,” a fearsome celestial kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestials in D&D, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the madness infusing the location.
The taint seen in the fourth campaign of Critical Role takes a different shape. These celestials did not lose their virtue. They weren’t tricked, or led astray by their own arrogance or obsessions. They are casualties; one more dreadful result of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan focuses on the notion that, regardless of how “just” that conflict was, the mortals who emerged victorious may still regret the consequences. Their realm has been wounded, their connection to the afterlife has been severed, and the creatures that were once their protectors, guiding their spirits to security following death, are now frightening disasters.
Sure, this may just be a convenient way to address the original creator’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, insane creature with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for gods in his campaigns, but I still prefer these horrific heavenly beings to the flat {