Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster

Dungeons & Dragons offers a distinctive creative space. Theoretically, it serves as a blank canvas where the imagination of DMs and participants can paint countless scenarios. Yet, Dungeons & Dragons also bears a five-decade history of worlds, monsters, magic systems, well-known NPCs, and general lore. 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 “fresh” content for D&D is a reworking of familiar ideas. Sometimes you get things that sound as good as “Gangsta’s Paradise,” other times you cringe like when listening to “a derivative tune.”

The show Critical Role has been highly inventive in the past due to the unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (He really hates the deities!), episode 2 impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials.

The Historical Background of Heavenly Beings in D&D

Demons and devils (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to show up. A few unique “angels” with individual titles were featured in Dragon magazine issues 12 (February 1978) and #17 (August 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would appear in the 1983 Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar made their debut, initiating a lineage of creatures called celestials that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their creators to serve as warriors, commanders, emissaries, intermediaries for humans, and in general to inhabit their realms in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and support the belief of their god on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is notably underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an short time of online research.

It’s understandable that creatures who look like angels from the Bible received less attention. Rumor has it that Gary Gygax felt uneasy about providing gamers stat blocks for divine beings they could murder in their games, and even if celestials were later expanded with a bigger range of looks and purposes, that controversial beginning stunted their development. There’s also only so much what you can do with creatures that are designed to be divine minions. Certainly, they have free will, but their narrative potential is limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without sacrificing their unique nature.

The Way Campaign 4 of Critical Role Redefines Heavenly Beings

To be frank, I get it: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of that much about celestials. For example, we have yet to learn what occurs once the deity who made them dies. There is no official explanation, and each Dungeon Master is free to devise their own interpretation. The DM Brennan Lee Mulligan chose to make this question central to the world of Aramán, one where the gods have all been killed by mortals in a great conflict that concluded seven decades prior to the start of the campaign. So what happened to the servants of these gods?

Brennan’s answer is straightforward, horrifying, and very interesting: They became insane and turned into a plague that destroyed whole nations. A great deal about the history of this world, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that when the deities were slain, the celestials became “wild”. They became creatures that could annihilate entire regions if not contained. The audience caught a sight of how frightening such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial kept chained in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with ending the eternal Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar who was summoned by a cleric inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the madness infusing the place.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, or misled by their own arrogance or fixations. They are casualties; one more terrible consequence of the War of the Shapers. As the new campaign progresses, I hope Mulligan focuses on the idea that, no matter how “just” that war was, the mortals who emerged victorious 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 guardians, shepherding their souls to safety following death, are currently 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 highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with the DM’s aversion for gods in his campaigns, but I still prefer these monstrous celestials to the one-dimensional {

Anthony Smith
Anthony Smith

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot machine mechanics and player psychology.