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

D&D presents a distinctive creative space. In theory, it serves as a empty slate where the creativity of Dungeon Masters and participants can paint countless scenarios. Yet, D&D also carries a 50-year legacy of campaign settings, creatures, magic systems, well-known NPCs, and general lore. Even the best imaginative thinkers find it difficult to completely free themselves from this vast landscape of references, so that a lot of “new” content for Dungeons & Dragons is a reworking of familiar ideas. At times you get things that are as brilliant as “a classic hit,” other times you wince like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past thanks to the unique worlds of Exandria (designed by 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 (Brennan really hates the deities!), episode 2 impressed me because of a truly original take on a classic Dungeons & Dragons monster category: celestials.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (often called evil outsiders) have been included in D&D since 1976, but it took a while longer for their angelic equivalents to appear. A few unique “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 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced new monsters that would appear in the 1983 Monster Manual 2. That’s when the deva, the planetar, and the solar made their debut, initiating a lineage of beings called celestial entities that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, made by their creators to serve as warriors, commanders, messengers, intermediaries for humans, and overall to populate their domains in the Upper Planes. They are champions of good who battle the agents of disorder and wickedness from the Lower Planes and support the belief of their god on the mortal world. In spite of their close connection with the gods, celestials are unique individuals with specific personalities. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, 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 ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an short time of wiki reading.

It’s understandable that creatures who look like angels from the Bible went underdeveloped. There are stories that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could kill in their games, and although celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin stunted their development. There’s also only so much what you can do with beings that are designed to be divine minions. Sure, they have independent thought, but their narrative potential is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re in the end fickle and chaotic entities that can evolve in a many ways without sacrificing their distinct identity.

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 impressive, but they also get cheesy very fast. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we still don’t know what occurs once the deity who created them perishes. There is no canonical answer, and every DM is free to come up with their own spin. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the gods have all been slain by humans in a massive war that ended seven decades before the start of the campaign. So what became of the servants of these divine beings?

Mulligan’s solution is simple, horrifying, and highly intriguing: They went crazy and became a plague that destroyed whole nations. A lot about the history of Aramán, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it seems that after the deities were slain, the celestial beings became “wild”. They transformed into monsters that could annihilate large areas if not contained. Viewers caught a sight of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a massive coffin.

It is no accident that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar angel who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “purging” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the insanity permeating the location.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or fixations. They are victims; one more dreadful result of the Shapers’ War. As Campaign 4 continues, it is hoped Mulligan concentrates on the idea that, no matter how “righteous” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been severed, and the beings that were formerly their protectors, shepherding their souls to safety following death, are now terrifying calamities.

Sure, this may just be a convenient way to address Gygax’s initial quandary. It’s easy to justify killing an angel when it’s a screaming, mad creature with rows of teeth, but I am also very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {

Juan Kelley
Juan Kelley

Mikael Voss is a seasoned gaming analyst with over a decade of experience in online casino reviews and slot game strategy development.