The Latest Critical Role Campaign 4 May Have Fixed My Least Favorite D&D Monster
Dungeons & Dragons provides a unique imaginative arena. In theory, it serves as a blank canvas where the creativity of Dungeon Masters and players can paint any kind of picture. Yet, D&D also carries a five-decade history 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 vast landscape of references, meaning that a great deal of “new” content for D&D is a reiteration of sampled tracks. At times you encounter things that are as brilliant as “a classic hit,” other times you cringe like when listening to “All Summer Long.”
Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative interpretation on a traditional D&D creature type: angelic beings.
A Brief History of Celestials in D&D
Fiendish creatures (often called evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “angels” with specific names appeared in Dragon magazine editions 12 (Feb. 1978) and #17 (August 1978). These were essentially riffs on the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced new monsters that would appear in the 1983 Monster Manual II. That’s where the deva angel, the planetar angel, and the solar made their debut, initiating a lineage of beings called celestials that is still present in the most recent version of the role-playing game.
In D&D, celestials are the agents of benevolent gods, created by their masters to act as warriors, leaders, messengers, liaisons with mortals, and in general to inhabit their domains in the Upper Planes. They are champions of good 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 distinct persons with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is notably less fleshed out in contrast to fiends. The Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an hour of online research.
It’s not surprising that creatures who resemble biblical angels received less attention. Rumor has it that Gary Gygax was uncomfortable about giving players stat blocks for divine beings they could kill in their games, and although celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning hindered their growth. There’s also only so much what you can do with creatures that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Heavenly Beings
Honestly, I get it: Celestials are just not that interesting. Divine champions of virtue that strike down wickedness 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. As an illustration, we still don’t know what occurs once the deity who made them perishes. There is no official explanation, and every DM is free to come up with their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, a place where the deities have all been slain by mortals in a great conflict that concluded 70 years before the beginning of the story. So what became of the followers of these divine beings?
Mulligan’s answer 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 still to be revealed, but it seems that when the deities were slain, the celestials went “feral”. They became creatures that could destroy large areas if left unchecked. The audience caught a sight 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 massive coffin.
It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and developed a fixation on “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the madness permeating the location.
The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or misled by their own arrogance or obsessions. They are victims; another dreadful consequence of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM concentrates on the notion that, regardless of how “righteous” that war was, the mortals who won it may still regret the consequences. Their realm has been wounded, their link to the hereafter has been severed, and the creatures that were formerly their guardians, guiding their spirits to security following death, are now frightening disasters.
Sure, this might simply be a convenient way to address the original creator’s original dilemma. It is simple to justify killing an angel when it’s a shrieking, mad entity with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for divine beings in his campaigns, but I still prefer these monstrous celestials to the flat {