Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster
D&D presents a unique imaginative arena. Theoretically, it acts as a blank canvas where the creativity of DMs and participants can paint any kind of picture. However, D&D also carries a 50-year legacy of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this extensive universe of existing content, meaning that a lot of “new” content for D&D is a reworking of sampled tracks. Sometimes you get things that are as brilliant as “a classic hit,” other times you wince as if hearing “All Summer Long.”
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 created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the gods!), the second episode stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Demons and devils (often called fiends) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A few unique “angels” with specific names were featured in Dragon magazine editions 12 (Feb. 1978) and #17 (August 1978). These were little more than variations of the celestial figures from biblical religious lore; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar first appeared, initiating a lineage of creatures called celestial entities that is continues to exist in the latest edition of the game.
In Dungeons & Dragons, celestial beings are the agents of benevolent gods, made by their creators to act as warriors, commanders, emissaries, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their deity on the mortal world. Despite their close connection with the divine beings, celestials are distinct persons with individual traits. Well-known instances include the angel 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 the game Baldur’s Gate 3.
Celestial lore is notably less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an short time of online research.
It’s not surprising that beings who resemble biblical angels received less attention. Rumor has it that Gygax felt uneasy about giving players game statistics for divine beings they could murder in their games, and although celestials were subsequently developed with a broader spectrum 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 servants of a god. Sure, they have free will, but their narrative potential is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic creatures that can evolve in a many ways without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Celestials
Honestly, I understand: Celestial beings are simply not very compelling. Holy warriors of good that strike down wickedness in all its forms can be cool, but they also get cheesy very fast. That general lack of interest implies we still don’t know a great deal about celestials. As an illustration, we have yet to learn what occurs once the deity who created them perishes. There is no canonical answer, and every DM is free to come up with their own spin. The DM Brennan Lee Mulligan chose to center this issue central to the setting of Aramán, a place where the deities have all been killed by mortals in a great conflict that ended 70 years prior to the beginning of the campaign. So what happened to the followers of these gods?
Mulligan’s solution is straightforward, horrifying, and very interesting: They became insane and became a blight that destroyed entire countries. A great deal about the past of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that after the deities were slain, the celestials went “feral”. They became creatures that could annihilate entire regions if not contained. The audience got a glimpse of how frightening such a being can be at the end of episode 2, as Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a enormous casket.
It is no accident that the most interesting celestial beings in D&D, narratively, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with concluding the Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the madness infusing the location.
The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, 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 Mulligan focuses on the idea that, no matter how “just” that war was, the mortals who emerged victorious may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been cut off, and the beings that were once their protectors, guiding their spirits to security after death, are currently frightening disasters.
Certainly, this might simply be a convenient way to solve the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, insane entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for gods in his stories, but I still prefer these monstrous celestials to the one-dimensional {