Critical Role Campaign 4 May Have Fixed My Least Favorite D&D Monster
D&D provides a distinctive imaginative arena. In theory, it serves as a empty slate where the creativity of Dungeon Masters and players can paint countless scenarios. However, D&D 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 completely free themselves from this vast universe of existing content, so that a lot of “fresh” content for D&D is a reiteration of familiar ideas. At times you encounter elements that sound as good as “a classic hit,” other times you wince as if hearing “a derivative tune.”
The show Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the gods!), the second episode impressed me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.
A Brief History of Celestials in D&D
Demons and devils (collectively known as fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “angels” with individual titles appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially riffs on the celestial figures from biblical religious lore; for more original versions, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar first appeared, initiating a tradition of creatures known as celestial entities that is still present in the latest edition of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, created by their creators to act as warriors, leaders, emissaries, liaisons with mortals, and in general to inhabit their realms in the Upper Planes. They are champions of good who fight against the forces of chaos and evil from the Lower Planes and support the belief of their deity on the Material Plane. In spite of their close connection with the gods, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly underdeveloped in contrast to demonic entities. The chaotic Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of online research.
It’s not surprising that creatures who resemble biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their sessions, and even if celestials were later expanded with a broader spectrum of looks and purposes, that controversial beginning hindered their growth. There’s also only so much what you can create for beings that are designed to be servants of a god. Sure, they have free will, but their narrative potential is restricted. In that sense, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly creatures that can evolve in a many ways without losing their distinct identity.
How Critical Role Campaign 4 Reimagines Celestials
To be frank, I understand: Celestials are just not that interesting. Holy warriors of good that strike down wickedness in every manifestation can be cool, but they also become clichéd very fast. That general lack of interest implies we still don’t know that much about celestials. As an illustration, we have yet to learn what happens once the deity who created them dies. There is no official explanation, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, one where the gods have all been slain by mortals in a massive war that concluded 70 years before the start of the story. So what became of the followers of these divine beings?
Brennan’s answer is simple, terrifying, and very interesting: They went crazy and became a blight that destroyed entire countries. A lot about the past of Aramán, the war against the gods, and its aftermath in the current era has still to be revealed, but it appears that after the gods were slain, the celestials went “feral”. They transformed into monsters that could annihilate large areas if not contained. Viewers got a glimpse of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial kept chained in a massive coffin.
It is no accident that the most interesting celestials in D&D, narratively, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the madness permeating the place.
The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, or misled by their own arrogance or fixations. They are victims; one more terrible result of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan concentrates on the notion that, regardless of how “just” that war was, the mortals who won it may still regret the outcome. Their realm has been harmed, their link to the hereafter has been severed, and the creatures that were formerly their protectors, guiding their spirits to security following death, are now terrifying calamities.
Certainly, this may just be a practical method to address Gygax’s original dilemma. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with rows of teeth, but I am also highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {