Critical Role Campaign 4 Could Have Fixed The Most Problematic D&D Monster

Dungeons & Dragons offers a unique creative space. Theoretically, it serves as a blank canvas where the creativity of Dungeon Masters and players can craft countless scenarios. However, Dungeons & Dragons also carries a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this vast landscape of references, meaning that a lot of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you get things that are as brilliant as “a classic hit,” other times you cringe like when listening to “a derivative tune.”

The show Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his Dimension 20 work may identify 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 D&D creature type: celestials.

The Historical Background of Celestials in D&D

Demons and devils (often called evil outsiders) 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 appeared in the publication Dragon editions #12 (February 1978) and 17 (August 1978). These were essentially variations of the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented 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, starting a lineage of beings known as celestial entities that is still present in the latest edition of the game.

In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, created by their creators to serve as soldiers, commanders, messengers, intermediaries for humans, and overall to populate their domains in the Heavenly Realms. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and help uphold the faith of their deity on the Material Plane. In spite of their direct relationship with the gods, celestials are distinct persons with specific personalities. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an hour of online research.

It’s not surprising that creatures who look like angels from the Bible received less attention. Rumor has it that Gary Gygax was uncomfortable about providing gamers stat blocks for divine beings they could kill in their games, and although celestials were later expanded with a broader spectrum of appearances and roles, that problematic origin stunted their development. There’s also only so much what you can create for beings that are designed to be servants of a god. Certainly, they have free will, but their storytelling range is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Celestials

Honestly, I understand: Celestials are simply not very compelling. Divine champions of good that strike down wickedness in all its forms can be cool, but they also get cheesy very fast. That widespread disinterest implies we still don’t know a great deal about celestials. As an illustration, we still don’t know what occurs after the god who made them perishes. There is no official explanation, and every DM is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the world of Aramán, a place where the deities have all been killed by mortals in a great conflict that concluded 70 years prior to the beginning of the campaign. So what became of the followers of these gods?

Mulligan’s solution is simple, horrifying, and very interesting: They went crazy and turned into a blight that destroyed entire countries. A great deal about the past of this world, the war against the gods, and its aftermath in the current era has still to be revealed, but it appears that after the deities were slain, the celestial beings went “feral”. They became monsters that could destroy large areas if left unchecked. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a massive coffin.

It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with ending the Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the madness infusing the place.

The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They weren’t tricked, nor misled by their own arrogance or fixations. They are casualties; another terrible result of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM focuses on the notion that, regardless of how “just” that conflict was, the mortals who won it may nonetheless lament the consequences. Their world has been wounded, their link to the hereafter has been cut off, and the beings that were once their protectors, shepherding their souls to security following death, are currently frightening disasters.

Sure, this may just be a practical method to address the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, insane creature with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {

Andrew Robbins
Andrew Robbins

A seasoned gaming journalist with over a decade of experience covering online casinos and slot strategies across Europe.

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