The Latest Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster
Dungeons & Dragons presents a distinctive imaginative arena. In theory, it acts as a blank canvas where the imagination of Dungeon Masters and players can craft any kind of picture. Yet, D&D also bears a five-decade history of worlds, creatures, magic systems, established non-player characters, and rich mythology. Even the most talented imaginative thinkers find it difficult to completely free themselves from this vast universe of existing content, so that a lot of “new” material for Dungeons & Dragons is a reworking of sampled tracks. At times you get things that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “a derivative tune.”
Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (designed by Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the deities!), the second episode stood out to me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: celestials.
The Historical Background of Celestials in Dungeons & Dragons
Demons and devils (often called fiends) have been part of Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to show up. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon issues 12 (Feb. 1978) and #17 (Aug. 1978). These were little more than riffs on the angels from biblical religious lore; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar angel first appeared, starting a tradition of beings called celestial entities that is still present in the most recent version of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their creators to act as soldiers, commanders, messengers, liaisons with mortals, and overall to inhabit their realms in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the belief 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 setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is notably less fleshed out in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an short time of wiki reading.
It’s understandable that beings who look like biblical angels went underdeveloped. Rumor has it that Gary Gygax felt uneasy about giving players stat blocks for angels they could murder in their games, and even if celestials were later expanded with a broader spectrum of appearances and purposes, that controversial beginning hindered their growth. There is also a limit to what you can create for creatures that are created to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and so on) but they’re in the end fickle and chaotic creatures that can spin in a many ways without losing their distinct identity.
The Way Campaign 4 of Critical Role Reimagines Celestials
Honestly, I get it: Celestials are just not that interesting. Holy warriors of good that strike down wickedness in every manifestation can be impressive, but they also get cheesy quickly. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we still don’t know what occurs once the deity who created them perishes. There is no official explanation, and every DM is able to come up with their own spin. The DM Brennan Lee Mulligan chose to make this question central to the setting of Aramán, one where the gods have all been slain by mortals in a great conflict that ended 70 years before the beginning of the story. So what became of the followers of these gods?
Mulligan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and turned into a blight that destroyed entire countries. A great deal about the past of Aramán, the war against the gods, and its consequences in the current era has yet to be disclosed, but it appears that after the gods died, the celestials went “feral”. They transformed into creatures that could destroy entire regions if left unchecked. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity held bound in a enormous casket.
It is no accident that the most compelling celestials in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose fixation with ending the Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the madness infusing the place.
The taint seen in Campaign 4 of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, or led astray by their own pride or fixations. They are casualties; another dreadful result of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM concentrates on the notion that, regardless of how “righteous” that war was, the mortals who emerged victorious may still regret the consequences. Their world has been wounded, their link to the hereafter has been severed, and the beings that were formerly their guardians, guiding their spirits to safety after 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 rationalize slaying an divine being when it’s a screaming, insane entity with multiple fangs, but I am also very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {