Critical Role Campaign 4 May Have Fixed The Most Problematic D&D Monster
D&D presents a unique imaginative arena. Theoretically, it acts as a empty slate where the creativity of Dungeon Masters and players can paint countless scenarios. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, creatures, 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 universe of existing content, so that a lot of “fresh” content for D&D is a reworking of sampled tracks. At times you get things that are as brilliant as “a classic hit,” 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 world created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), episode 2 impressed me because of a highly innovative take on a traditional D&D creature type: angelic beings.
The Historical Background of Celestials in D&D
Demons and devils (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 “angels” with individual titles were featured in Dragon magazine editions #12 (February 1978) and 17 (August 1978). These were essentially riffs on the celestial figures from Hebrew and Christian religious lore; for more original versions, 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 1983’s Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar angel first appeared, initiating a tradition of beings known as celestial entities that is continues to exist in the most recent version of the game.
In D&D, celestials are the servants of benevolent gods, created by their masters to act as soldiers, commanders, emissaries, intermediaries for humans, and overall to populate their domains in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their deity on the mortal world. In spite of their close connection with the divine beings, celestials are unique individuals with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped in contrast to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a version of the series Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an hour of online research.
It’s understandable that creatures who look like angels from the Bible went underdeveloped. Rumor has it that Gary Gygax felt uneasy about giving players stat blocks for divine beings they could kill in their games, and even if celestials were later expanded with a bigger range of looks and purposes, that controversial beginning hindered their growth. There is also a limit to what you can do with creatures that are created to be divine minions. Sure, they have independent thought, but their narrative potential is limited. In that sense, the bad guys have much more freedom: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can evolve in a lot of directions without sacrificing their unique nature.
How Critical Role Campaign 4 Reimagines Celestials
Honestly, I get it: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in all its forms can be cool, but they also get cheesy very fast. That general lack of interest means we remain unaware of a great deal about celestials. As an illustration, we still don’t know what happens once the god who created them dies. There is no canonical answer, and each Dungeon Master is able to devise their own interpretation. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, a place where the deities have all been killed by humans in a massive war that ended seven decades before the beginning of the story. So what happened to the servants of these divine beings?
Brennan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a blight that devastated whole nations. A lot about the history of this world, the divine conflict, and its consequences in the present has still to be revealed, but it seems that after the gods died, the celestial beings became “wild”. They transformed into monsters that could destroy large areas if not contained. The audience caught a sight of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose fixation with ending the Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the madness permeating the location.
The corruption seen in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or fixations. They are casualties; another terrible consequence of the War of the Shapers. As Campaign 4 continues, I hope the DM focuses on the idea that, regardless of how “righteous” that conflict was, the humans who won it may still regret the outcome. Their world has been harmed, their link to the hereafter has been severed, and the creatures that were once their guardians, guiding their spirits to security after death, are currently terrifying calamities.
Sure, this might simply be a practical method to solve Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a shrieking, mad creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for divine beings in his campaigns, but I still prefer these monstrous celestials to the one-dimensional {