Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster
D&D presents a distinctive imaginative arena. Theoretically, it serves as a empty slate where the imagination of DMs and players can craft any kind of picture. However, D&D also carries a five-decade history of campaign settings, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds struggle to completely free themselves from this vast landscape of references, so that a great deal of “fresh” material for Dungeons & Dragons is a reworking of familiar ideas. At times you encounter things that sound as good as “Gangsta’s Paradise,” other times you cringe as if hearing “All Summer Long.”
The show Critical Role has been highly inventive in the past due to the unique worlds of Exandria (created by the DM Matt Mercer) and now Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the gods!), the second episode stood out to me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in D&D
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 handful of distinct “angels” with individual titles appeared in Dragon magazine editions 12 (February 1978) and 17 (Aug. 1978). These were essentially variations of the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented new monsters that would appear in the 1983 Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar angel first appeared, starting a lineage of beings called celestial entities that is still present in the latest edition of the role-playing game.
In D&D, celestial beings are the servants of benevolent gods, created by their masters to act as warriors, leaders, messengers, liaisons with mortals, and in general to populate their realms in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and help uphold the faith of their deity on the mortal world. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, all the essential information about celestials can be gathered in an short time of wiki reading.
It’s understandable that beings who resemble angels from the Bible went underdeveloped. There are stories that Gygax felt uneasy about providing gamers stat blocks for divine beings they could murder in their sessions, and although celestials were subsequently developed with a bigger range of appearances and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for creatures that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is limited. From that perspective, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic entities 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 get it: Celestials are simply not very compelling. Divine champions of good that strike down wickedness in every manifestation can be impressive, but they also become clichéd very fast. 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 perishes. There is no canonical answer, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, one where the gods have all been slain by humans in a massive war that ended seven decades before the beginning of the campaign. So what happened to the servants of these gods?
Brennan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and turned into a plague that devastated whole nations. A lot about the past of this world, the divine conflict, and its consequences in the current era has yet to be disclosed, but it seems that when the gods were slain, the celestials became “wild”. They transformed into monsters that could destroy entire regions if left unchecked. The audience caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity kept chained in a enormous casket.
It’s not a coincidence that the most interesting celestials in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar angel who was called forth by a priest inside Undermountain and developed a fixation on “purging” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the place.
The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own pride or fixations. They are victims; one more dreadful consequence of the War of the Shapers. As the new campaign continues, I hope the DM concentrates on the idea that, regardless of how “righteous” that war was, the mortals who won it may nonetheless lament the outcome. Their world has been wounded, their connection to the afterlife has been severed, and the beings that were once their protectors, guiding their spirits to safety following death, are currently frightening disasters.
Sure, this might simply be a practical method to address Gygax’s original dilemma. It is simple to justify killing an angel when it’s a screaming, mad entity with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the one-dimensional {