Critical Role Campaign 4 Could Have Fixed My Least Favorite D&D Monster

D&D provides a unique creative space. Theoretically, it acts as a empty slate where the creativity of Dungeon Masters and players can craft countless scenarios. Yet, 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, so that a lot of “new” content for D&D is a reiteration of sampled tracks. Sometimes you encounter elements that sound as good as “Gangsta’s Paradise,” other times you cringe like when listening to “All Summer Long.”

Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (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.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as fiends) have been included in D&D since the mid-70s, but it required more time for their angelic equivalents to show up. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine editions 12 (February 1978) and #17 (Aug. 1978). These were essentially variations of the celestial figures from biblical religious lore; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s when the deva angel, the planetar angel, and the solar angel made their debut, starting a lineage of beings called celestial entities that is still present in the latest edition of the game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their creators to act as warriors, leaders, emissaries, intermediaries for humans, and overall to populate their realms in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and help uphold the belief of their deity on the Material Plane. In spite of their direct relationship with the gods, celestials are distinct persons with individual traits. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably underdeveloped compared to demonic entities. The Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. In the meantime, all the essential information about celestials can be gleaned in an short time of wiki reading.

It’s not surprising that beings who look like biblical angels went underdeveloped. There are stories that Gygax was uncomfortable about giving players 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 hindered their growth. There’s also only so much what you can create for beings that are designed to be divine minions. Sure, 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, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their unique nature.

How Critical Role Campaign 4 Reimagines Celestials

To be frank, I get it: Celestials are just not that interesting. Divine champions of virtue that strike down wickedness in all its forms can be cool, but they also become clichéd very fast. That general lack of interest implies we still don’t know a great deal about celestials. For example, we still don’t know what happens after the deity who made them perishes. There is no official explanation, and each Dungeon Master is able to devise their own interpretation. Brennan Lee Mulligan decided to make this question central to the setting of Aramán, one where the deities have all been slain by mortals in a massive war that ended seven decades before the beginning of the campaign. So what became of the followers of these gods?

Brennan’s solution is straightforward, horrifying, and highly intriguing: They became insane and turned into a plague that destroyed whole nations. A lot about the history of this world, the war against the gods, and its aftermath in the current era has still to be revealed, but it seems that after the gods were slain, the celestials became “wild”. They became creatures that could destroy entire regions if not contained. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial kept chained in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose obsession with ending the eternal Blood War resulted in 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 the dungeon Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the place.

The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, or led astray by their own pride or obsessions. They are casualties; another terrible consequence of the War of the Shapers. As Campaign 4 continues, it is hoped the DM concentrates on the notion that, no matter how “just” that conflict was, the humans who emerged victorious may still regret the consequences. Their realm has been wounded, their connection to the afterlife has been severed, and the creatures that were formerly their protectors, shepherding their souls to safety after death, are now terrifying calamities.

Sure, this may just be a convenient way to solve the original creator’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, insane entity with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {

Wendy Edwards
Wendy Edwards

A gaming journalist with over a decade of experience covering online casinos and slot machines.

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