The Latest Critical Role Campaign 4 May Have Fixed The Most Problematic D&D Monster
D&D provides a unique imaginative arena. In theory, it acts as a empty slate where the imagination of Dungeon Masters and players can paint countless scenarios. However, Dungeons & Dragons also bears a five-decade history of campaign settings, monsters, spellcasting rules, established non-player characters, and general lore. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this extensive landscape of references, so that a great deal of “fresh” material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you get things that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “a derivative tune.”
The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the gods!), the second episode impressed me because of a truly original interpretation on a traditional D&D creature type: 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 show up. A few unique “divine messengers” with specific names appeared in Dragon magazine editions 12 (February 1978) and 17 (August 1978). These were essentially variations of the angels from biblical religious lore; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented new monsters that would appear in the 1983 Monster Manual 2. That’s when the deva, the planetar angel, and the solar angel made their debut, initiating a tradition of beings known as celestials that is still present in the most recent version of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, created by their creators to serve as soldiers, leaders, emissaries, intermediaries for humans, and overall to inhabit their domains in the Heavenly Realms. They are champions of good who battle the forces of chaos and evil from the Lower Planes and support the belief of their god on the Material Plane. Despite their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is notably less fleshed out compared to fiends. 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 Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an short time of online research.
It’s not surprising that creatures who look like biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could murder in their sessions, and even if celestials were later expanded with a bigger range of appearances and purposes, that problematic origin hindered their growth. There is also a limit to what you can create for creatures that are designed to be servants of a god. Sure, they have free will, but their storytelling range is limited. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can spin in a lot of directions without losing their unique nature.
The Way Campaign 4 of Critical Role Redefines Celestials
To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of virtue that smite evil in all its forms can be cool, but they also get cheesy quickly. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we still don’t know what happens after the deity who created them dies. There is no official explanation, and every DM is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to center this issue at the heart of the setting of Aramán, one where the deities have all been slain by mortals in a great conflict that ended seven decades before the beginning of the campaign. So what happened to the followers of these gods?
Mulligan’s answer is simple, terrifying, and highly intriguing: They became insane and became a blight that destroyed whole nations. A great deal about the past of Aramán, the divine conflict, and its aftermath in the present has still to be revealed, but it appears that after the deities died, the celestials became “wild”. They transformed into creatures that could destroy entire regions if left unchecked. The audience caught a sight of how scary such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “ancestor,” a fearsome celestial entity held bound in a massive coffin.
It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil. Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity infusing the place.
The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They weren’t tricked, or led astray by their own arrogance or fixations. They are casualties; one more terrible consequence of the Shapers’ War. As the new campaign continues, I hope the DM focuses on the notion that, no matter how “righteous” that war was, the mortals who won it may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been cut off, and the creatures that were formerly their guardians, guiding their spirits to safety following death, are currently terrifying calamities.
Certainly, this might simply be a practical method to address Gygax’s original dilemma. It’s easy to justify killing an angel when it’s a shrieking, mad creature with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {