Critical Role Campaign 4 May Have Resolved My Least Favorite D&D Monster
D&D offers a unique creative space. Theoretically, it serves as a blank canvas where the creativity of Dungeon Masters and participants can craft any kind of picture. Yet, Dungeons & Dragons also bears a five-decade history of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented creative minds find it difficult to entirely detach themselves from this vast landscape of references, so that a great deal of “fresh” content 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 wince 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 the DM Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his Dimension 20 work may identify some of his recurring motifs (Brennan really hates the deities!), episode 2 stood out to me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: angelic beings.
The Historical Background of Celestials in D&D
Fiendish creatures (collectively known as fiends) have been part of D&D since 1976, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon issues #12 (February 1978) and #17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian sacred texts; for more original versions, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar angel made their debut, initiating a tradition of beings known as 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, made by their masters to act as soldiers, leaders, messengers, liaisons with mortals, and overall to inhabit their domains in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and support the belief of their deity on the mortal world. Despite their close connection with the gods, celestials are unique individuals with specific personalities. Famous examples encompass Lumalia and 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.
Celestial lore is notably underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a version of Game of Thrones with more bloodshed and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an hour of online research.
It’s understandable that beings who look like biblical angels received less attention. There are stories that Gary Gygax felt uneasy about providing gamers stat blocks for angels they could murder in their games, and although celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can do with beings that are designed to be divine minions. Sure, they have free will, but their narrative potential is restricted. In that sense, the bad guys have much more freedom: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re in the end fickle and chaotic entities that can evolve in a lot of directions without sacrificing their unique nature.
How Critical Role Campaign 4 Redefines Heavenly Beings
Honestly, I get it: Celestials are simply not very compelling. Holy warriors of virtue that smite evil in every manifestation can be cool, but they also become clichéd quickly. That widespread disinterest means we remain unaware of a great deal about celestials. For example, we still don’t know what occurs once the god who made them perishes. There is no canonical answer, and every DM is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, a place where the deities have all been killed by humans in a massive war that ended 70 years before the start of the campaign. So what happened to the followers of these gods?
Brennan’s answer is simple, horrifying, and very interesting: They went crazy and became a plague that destroyed entire countries. A great deal about the past of this world, the war against the gods, and its aftermath in the current era has still to be revealed, but it seems that after the deities died, the celestial beings became “wild”. They became monsters that could destroy large areas if left unchecked. The audience got a glimpse of how scary such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a enormous casket.
It is no accident that the most interesting celestials in D&D, story-wise, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the location.
The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or led astray by their own arrogance or obsessions. They are casualties; one more terrible result of the Shapers’ War. As Campaign 4 progresses, it is hoped Mulligan concentrates on the idea that, no matter how “just” that war was, the mortals who won it may still regret the outcome. Their world has been wounded, their connection to the afterlife has been severed, and the beings that were formerly their protectors, shepherding their souls to security following death, are now terrifying calamities.
Sure, this may just be a practical method to address Gygax’s initial quandary. It’s easy to justify killing an divine being when it’s a shrieking, mad entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {