The Latest Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster
D&D offers a unique imaginative arena. In theory, it serves as a blank canvas where the imagination of DMs and players can paint countless scenarios. Yet, D&D also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the best creative minds find it difficult to completely free themselves from this extensive landscape of references, meaning that a great deal of “new” material for D&D is a reworking of familiar ideas. Sometimes you get things that sound as good as “Gangsta’s Paradise,” on other occasions you wince as if hearing “All Summer Long.”
The show 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 world crafted by DM Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the deities!), the second episode impressed me because of a highly innovative interpretation on a traditional D&D creature type: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Demons and devils (collectively known as evil outsiders) have been part of D&D since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “divine messengers” with individual titles were featured in Dragon magazine issues 12 (Feb. 1978) and #17 (August 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar angel, and the solar first appeared, starting a tradition of beings known as celestial entities that is still present in the latest edition of the game.
In D&D, celestials are the agents of benevolent gods, made by their creators to serve as warriors, leaders, emissaries, liaisons with mortals, and overall to populate their realms in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is notably underdeveloped in contrast to fiends. The Abyss has ninety-nine levels 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 don’t get me started the Yugoloth. In the meantime, all the essential information about celestials can be gathered in an hour of wiki reading.
It’s not surprising that creatures who look like biblical angels went underdeveloped. Rumor has it that Gary Gygax felt uneasy about giving players stat blocks for divine beings they could kill in their games, and although celestials were later expanded with a bigger range of appearances and purposes, that controversial beginning stunted their development. There’s also only so much what you can do with beings that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is restricted. From that perspective, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can evolve in a many ways without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Heavenly Beings
Honestly, I get it: Celestial beings are simply not very compelling. Divine champions of virtue that smite evil in all its forms can be impressive, but they also get cheesy quickly. That widespread disinterest means we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs after the deity who made them dies. There is no canonical answer, and every DM is free to devise their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the world of Aramán, a place where the gods have all been slain by mortals in a great conflict that concluded 70 years before the beginning of the campaign. So what happened to the followers of these gods?
Mulligan’s solution is simple, horrifying, and very interesting: They became insane and turned into a blight that destroyed entire countries. A lot about the past of this world, the divine conflict, and its aftermath in the present has still to be revealed, but it appears that after the deities were slain, the celestial beings became “wild”. They became monsters that could annihilate entire regions if left unchecked. Viewers got a glimpse of how scary one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity kept chained in a enormous casket.
It is no accident that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar who was called forth by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus area of the huge labyrinth, gradually yielding to the madness permeating the location.
The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, nor led astray by their own arrogance or obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As the new campaign continues, I hope the DM focuses on the notion that, no matter how “righteous” that war was, the humans who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been severed, and the creatures that were formerly their guardians, shepherding their souls to safety following death, are currently terrifying calamities.
Sure, this might simply be a convenient way to address Gygax’s initial quandary. It’s easy to justify killing an angel when it’s a screaming, insane entity with multiple fangs, but I am also highly fascinated by this fresh variation of the celestial mythos 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 one-dimensional {