Critical Role Campaign 4 Could Have Fixed My Least Favorite Dungeons & Dragons Creature
D&D provides a unique creative space. Theoretically, it serves as a empty slate where the imagination of DMs and players can paint countless scenarios. Yet, Dungeons & Dragons also bears a 50-year legacy of worlds, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this vast landscape of references, meaning that a lot of “new” content for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you encounter things that are as brilliant as “a classic hit,” other times you wince like when listening to “a derivative tune.”
Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (created by Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (He really hates the gods!), episode 2 stood out to me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials.
The Historical Background of Celestials in D&D
Demons and devils (often called evil outsiders) have been part of 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 individual titles were featured in the publication Dragon editions 12 (Feb. 1978) and #17 (August 1978). These were essentially variations of the angels from biblical sacred texts; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented new monsters that would appear in the 1983 Monster Manual II. That’s when the deva angel, the planetar, and the solar first appeared, starting a lineage of beings known as celestials that is still present in the latest edition of the game.
In D&D, celestial beings are the servants of good-aligned deities, created by their masters to serve as warriors, commanders, messengers, liaisons with mortals, and in general to populate their realms in the Upper Planes. They are champions of good 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 distinct persons with specific personalities. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms world, 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 less fleshed out in contrast to demonic entities. The Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting side stories. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an hour of wiki reading.
It’s not surprising that beings who look like biblical angels went underdeveloped. There are stories that Gygax felt uneasy about giving players game statistics for angels they could murder in their sessions, and although celestials were subsequently developed with a bigger range of looks and purposes, that problematic origin hindered their growth. There is also a limit to what you can do with beings that are designed to be divine minions. Certainly, they have free will, but their storytelling range is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly creatures that can evolve in a lot of directions without losing their unique nature.
How Critical Role Campaign 4 Redefines Celestials
Honestly, I understand: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in all its forms can be cool, but they also get cheesy very fast. That general lack of interest means we remain unaware of a great deal about celestials. For example, we have yet to learn what occurs once the god who made them perishes. There is no official explanation, and every DM is able to devise their own spin. Brennan Lee Mulligan chose to make this question central to the world of Aramán, one where the deities have all been slain by mortals in a great conflict that ended seven decades before the beginning of the campaign. So what happened to the followers of these divine beings?
Mulligan’s solution is straightforward, terrifying, and very interesting: They went crazy and became a blight that destroyed entire countries. A lot about the past of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it appears that after the gods died, the celestials became “wild”. They transformed into creatures that could annihilate large areas if left unchecked. The audience got a glimpse of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar angel 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, slowly succumbing to the madness permeating the location.
The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, or misled by their own pride or fixations. They are casualties; one more terrible result of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan focuses on the notion that, no matter how “just” that conflict was, the mortals who emerged victorious may still regret the outcome. Their world has been wounded, their connection to the afterlife has been cut off, and the creatures that were once their guardians, shepherding their souls to safety after death, are currently terrifying calamities.
Certainly, this may just be a convenient way to solve the original creator’s initial quandary. It is simple to justify killing an divine being when it’s a shrieking, mad creature with rows of teeth, but I am also highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for gods in his campaigns, but I nonetheless favor these monstrous celestials to the flat {