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

D&D provides a unique creative space. In theory, it serves as a empty slate where the creativity of DMs and participants can paint countless scenarios. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the most talented imaginative thinkers struggle to completely free themselves from this vast universe of existing content, so that a great deal of “new” content for D&D is a reworking of sampled tracks. At times you get things that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “All Summer Long.”

The show Critical Role has gotten plenty creative in the past due to the original settings of its first setting (designed by the DM Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (He really hates the gods!), the second episode impressed me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in D&D

Demons and devils (often called evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon issues #12 (Feb. 1978) and #17 (Aug. 1978). These were essentially riffs on the celestial figures from Hebrew and Christian 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 introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s where the deva angel, the planetar angel, and the solar angel first appeared, starting a lineage of creatures called celestials that is continues to exist in the latest edition of the role-playing game.

In D&D, celestial beings are the servants of benevolent gods, made by their masters to serve as warriors, leaders, messengers, liaisons with mortals, and overall to populate 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 faith of their deity on the mortal world. In spite of their close connection with the divine beings, 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 the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials 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 the series Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of wiki reading.

It’s understandable that creatures who look like biblical angels received less attention. Rumor has it that Gary Gygax was uncomfortable about providing gamers stat blocks for divine beings they could murder in their games, and even if celestials were later expanded with a broader spectrum of appearances and purposes, that controversial beginning hindered their growth. There is also a limit to what you can create for creatures that are created to be divine minions. Certainly, they have independent thought, but their storytelling range is limited. In that sense, the antagonists have much more freedom: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately fickle and chaotic entities that can evolve in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I get it: Celestial beings are just not that interesting. Holy warriors of virtue that strike down wickedness in every manifestation can be impressive, but they also get cheesy quickly. That widespread disinterest means we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs once the god who created them dies. There is no canonical answer, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, a place where the gods have all been killed by humans in a massive war that concluded seven decades prior to the start of the story. So what became of the followers of these gods?

Brennan’s solution is straightforward, horrifying, and very interesting: They went crazy and became a blight that destroyed entire countries. 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 destroy large areas if left unchecked. The audience caught a sight of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, as an instance, was a mighty Solar angel whose fixation with concluding the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar who was summoned by a cleric inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the insanity infusing the place.

The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, nor led astray by their own pride or obsessions. They are victims; another dreadful result of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan focuses on the notion that, no matter how “righteous” that war was, the mortals who emerged victorious may still regret the consequences. Their world has been wounded, their connection to the afterlife has been severed, and the beings that were once their protectors, guiding their spirits to safety after death, are now terrifying calamities.

Certainly, this may just be a practical method to address Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a shrieking, mad entity with rows of teeth, 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 divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Matthew Anderson
Matthew Anderson

A passionate gaming enthusiast with over a decade of experience in online slots, dedicated to sharing insights and helping players maximize their fun and winnings.

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