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

Dungeons & Dragons provides a distinctive creative space. Theoretically, it acts as a empty slate where the imagination of DMs and participants can craft countless scenarios. However, D&D also bears a five-decade history of campaign settings, creatures, spellcasting rules, well-known NPCs, and general lore. Even the best imaginative thinkers find it difficult to entirely detach themselves from this vast universe of existing content, meaning that a great deal of “fresh” content for D&D is a reiteration of sampled tracks. Sometimes you get elements that are as brilliant as “Gangsta’s Paradise,” other times you cringe like when listening to “a derivative tune.”

The show Critical Role has gotten plenty creative in the past thanks to the original settings of Exandria (created by the DM Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his common themes (He really hates the gods!), the second episode stood out to me because of a highly innovative interpretation on a traditional D&D creature type: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A few unique “divine messengers” with specific names were featured in the publication Dragon issues #12 (February 1978) and #17 (August 1978). These were essentially variations of the angels from Hebrew and Christian religious lore; for more original versions, we had to hold out for the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar made their debut, initiating a tradition of creatures called celestial entities that is still present in the most recent version of the game.

In D&D, celestial beings are the agents of good-aligned deities, made by their creators to act as soldiers, leaders, messengers, liaisons with mortals, and overall to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and support the faith of their god on the Material Plane. In spite of their direct relationship with the divine beings, celestials are distinct persons with individual traits. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is markedly less fleshed out in contrast to fiends. The Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The infernal Nine Hells are a version 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 short time of online research.

It’s not surprising that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their games, and although celestials were later expanded with a bigger range of looks and purposes, that controversial beginning hindered their growth. There’s also only so much what you can do with creatures that are designed to be servants of a god. Certainly, they have free will, but their narrative potential is restricted. From that perspective, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and so on) but they’re ultimately fickle and chaotic creatures that can evolve in a lot of directions without losing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Celestials

To be frank, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in all its forms can be impressive, but they also become clichéd very fast. That widespread disinterest means we still don’t know that much about celestials. As an illustration, we still don’t know what occurs after the god who made them dies. There is no canonical answer, and every DM is free to devise their own spin. The DM Brennan Lee Mulligan chose to center this issue central to the setting of Aramán, one where the gods have all been killed by mortals in a massive war that ended 70 years before the beginning of the story. So what happened to the servants of these divine beings?

Brennan’s answer is straightforward, terrifying, and very interesting: They went crazy and became a plague that devastated entire countries. A lot about the past of Aramán, the divine conflict, and its consequences in the current era has yet to be disclosed, but it seems that when the deities died, the celestials went “feral”. They transformed into creatures that could annihilate large areas if not contained. 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) got to meet his “ancestor,” a terrifying celestial entity kept chained in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with ending the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar who was called forth by a priest inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the madness permeating the place.

The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, or misled by their own arrogance or obsessions. They are victims; another terrible consequence of the Shapers’ War. As Campaign 4 progresses, it is hoped Mulligan concentrates on the notion that, no matter how “righteous” that conflict was, the mortals who emerged victorious may nonetheless lament the consequences. Their world has been wounded, their connection to the afterlife has been severed, and the creatures that were formerly their guardians, guiding their spirits to security following death, are now frightening disasters.

Sure, this may just be a convenient way to solve Gygax’s original dilemma. It is simple to rationalize slaying an divine being when it’s a screaming, insane entity with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythos in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {

Christopher Lopez
Christopher Lopez

Elara Vance is a seasoned luxury travel writer and lifestyle expert, known for her in-depth reviews and exclusive global insights.

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