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

D&D offers a unique creative space. In theory, it acts as a empty slate where the imagination of Dungeon Masters and players can craft countless scenarios. However, D&D also bears a 50-year legacy of worlds, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best imaginative thinkers find it difficult to entirely detach themselves from this extensive universe of existing content, so that a lot of “new” material for D&D is a reworking of sampled tracks. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince like when listening to “a derivative tune.”

Critical Role has been highly inventive in the past due to the original settings of Exandria (created by the DM Matt Mercer) and now Aramán (the setting created by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (He really hates the deities!), the second episode impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials.

The Historical Background of Celestials in D&D

Fiendish creatures (collectively known as fiends) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to appear. A few unique “divine messengers” with individual titles were featured in Dragon magazine editions #12 (Feb. 1978) and #17 (Aug. 1978). These were little more than riffs on the celestial figures from biblical 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 be included in the 1983 Monster Manual 2. That’s when the deva, the planetar angel, and the solar first appeared, initiating a lineage of creatures called celestial entities that is still present in the latest edition of the role-playing game.

In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their creators to serve as soldiers, leaders, messengers, liaisons with mortals, and overall to populate their realms in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and support the faith of their god on the mortal world. In spite of their close connection 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 mysterious 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 Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an hour of online research.

It’s understandable that beings who look like biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could murder in their games, and although celestials were later expanded with a broader spectrum of appearances and roles, that problematic origin hindered their growth. There is also a limit to what you can do with beings that are designed to be servants of a god. Sure, they have independent thought, but their storytelling range is limited. In that sense, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly creatures that can spin in a many ways without losing their unique nature.

How Critical Role Campaign 4 Redefines Heavenly Beings

Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of good that smite evil in all its forms can be cool, but they also get cheesy very fast. That general lack of interest implies we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs once the deity who created them dies. There is no official explanation, 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 setting of Aramán, one where the deities have all been slain by humans in a great conflict that ended seven decades before the beginning of the story. So what happened to the servants of these divine beings?

Mulligan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and turned into a blight that destroyed whole nations. A great deal about the history of Aramán, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it appears that when the gods died, the celestials became “wild”. They transformed into creatures that could annihilate entire regions if not contained. Viewers caught a sight of how frightening such a being can be at the conclusion of the second episode, as the character 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 D&D, narratively, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with ending the Blood War resulted in her being corrupted by Asmodeus and transformed 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 area of the huge labyrinth, slowly succumbing to the madness infusing the place.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, nor led astray by their own pride or fixations. They are casualties; another dreadful result of the War of the Shapers. As the new campaign continues, it is hoped Mulligan focuses on the notion that, no matter how “just” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their realm has been harmed, their connection to the afterlife has been severed, and the creatures that were formerly their guardians, shepherding their souls to safety following death, are currently terrifying calamities.

Sure, this might simply be a convenient way to address the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a shrieking, insane entity with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythos in D&D. I don’t necessarily agree with the DM’s loathing for gods in his campaigns, but I still prefer these monstrous celestials to the one-dimensional {

Jose Snyder
Jose Snyder

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot machine mechanics and player strategies.

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