The Latest Critical Role Campaign 4 Could Have Resolved My Least Favorite D&D Monster

D&D provides a distinctive creative space. In theory, it serves as a blank canvas where the imagination of Dungeon Masters and players can paint any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, creatures, magic systems, well-known NPCs, and general lore. Even the best creative minds find it difficult to completely free themselves from this vast landscape of references, so that a lot of “fresh” content for D&D is a reiteration of familiar ideas. Sometimes you get things that sound as good as “a classic hit,” other times you cringe like when listening to “a derivative tune.”

The show Critical Role has been highly inventive in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), episode 2 impressed me because of a truly original interpretation on a classic D&D creature type: angelic beings.

The Historical Background of Celestials in D&D

Demons and devils (collectively known as evil outsiders) have been part of D&D since the mid-70s, but it required more time for their heavenly counterparts to show up. A few unique “angels” with individual titles appeared in the publication Dragon issues 12 (February 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from biblical religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced new monsters that would be included in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar first appeared, initiating a tradition of beings known as celestial entities that is continues to exist in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their masters to serve as soldiers, commanders, messengers, liaisons with mortals, and overall to inhabit their domains 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 god on the mortal world. In spite of their close connection with the divine beings, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is markedly less fleshed out in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an hour of online research.

It’s understandable that creatures who resemble biblical angels received less attention. Rumor has it that Gary Gygax felt uneasy about providing gamers stat blocks for divine beings they could kill in their sessions, and although celestials were later expanded with a bigger range of looks and roles, that problematic origin stunted their development. There’s also only so much what you can create for creatures that are created to be servants of a god. Certainly, they have free will, but their storytelling range is restricted. In that sense, the antagonists have much more freedom: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can evolve in a many ways without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Celestials

To be frank, I understand: Celestials are just not that interesting. Divine champions of good that smite evil in every manifestation can be impressive, but they also become clichéd quickly. That general lack of interest implies we remain unaware of that much about celestials. For example, we have yet to learn 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 spin. Brennan Lee Mulligan decided to make this question at the heart of the world of Aramán, one where the deities have all been killed by humans in a massive war that concluded 70 years before the beginning of the campaign. So what happened to the followers of these gods?

Mulligan’s answer is simple, terrifying, and very interesting: They became insane and turned into a plague that destroyed whole nations. A great deal about the past of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that after the gods died, the celestials went “feral”. They transformed into monsters that could annihilate entire regions if left unchecked. The audience got a glimpse of how frightening one of these creatures can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial entity held bound in a enormous casket.

It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose fixation with ending the eternal Blood War led to her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was summoned by a cleric inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the insanity infusing the place.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or led astray by their own pride or obsessions. They are casualties; another dreadful result of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan focuses on the notion that, regardless of how “just” that war 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 beings that were once their guardians, guiding their spirits to safety following death, are now frightening disasters.

Certainly, this may just be a convenient way to address the original creator’s original dilemma. It is simple to rationalize slaying an angel when it’s a shrieking, insane entity with rows of teeth, but I also feel very intrigued by this fresh variation 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 still prefer these monstrous celestials to the one-dimensional {

Mrs. Kelly Anderson
Mrs. Kelly Anderson

A data strategist with over a decade of experience in business intelligence, specializing in predictive analytics and performance optimization for SMEs.

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