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

D&D offers a unique imaginative arena. Theoretically, it acts as a blank canvas where the creativity of Dungeon Masters and players can craft any kind of picture. Yet, D&D also carries a five-decade history of worlds, monsters, magic systems, well-known NPCs, and general lore. Even the most talented creative minds find it difficult to entirely detach themselves from this vast landscape of references, meaning that a lot of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you encounter elements that are as brilliant as “Gangsta’s Paradise,” other times you wince like when listening to “a derivative tune.”

The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by the DM Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), episode 2 impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (often called fiends) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to appear. A few unique “angels” with individual titles appeared in the publication Dragon editions 12 (February 1978) and #17 (August 1978). These were little more than riffs on the angels from biblical sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he introduced new monsters that would be included in the 1983 Monster Manual II. That’s when the deva angel, the planetar, and the solar made their debut, starting a lineage of creatures known as celestial entities that is still present in the most recent version of the game.

In Dungeons & Dragons, celestials are the agents of benevolent gods, made by their masters to act as soldiers, leaders, messengers, liaisons with mortals, and overall to inhabit their realms in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and support the belief of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly underdeveloped in contrast to demonic entities. The chaotic Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging 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 wiki reading.

It’s not surprising that beings who look like biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players stat blocks for angels they could murder in their sessions, and even if celestials were later expanded with a broader spectrum of looks and roles, that problematic origin hindered their growth. There’s also only so much what you can do with creatures that are created to be divine minions. Sure, they have free will, but their narrative potential is limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Redefines Heavenly Beings

Honestly, I understand: Celestials are simply not very compelling. Divine champions of good that smite evil in all its forms can be impressive, but they also become clichéd quickly. That general lack of interest implies we still don’t know a great deal about celestials. For example, we still don’t know what occurs after the god who made them perishes. There is no canonical answer, and each Dungeon Master is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, one where the gods have all been slain by humans in a massive war that concluded seven decades before the beginning of the campaign. So what happened to the followers of these divine beings?

Mulligan’s solution is simple, horrifying, and very interesting: They went crazy and became a plague that devastated whole nations. A great deal about the past of Aramán, the war against the gods, and its consequences in the present has still to be revealed, but it appears that after the gods died, the celestial beings went “feral”. They became monsters that could annihilate large areas if left unchecked. Viewers got a glimpse of how frightening one of these creatures can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial kept chained in a massive coffin.

It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the Blood War led to her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the madness infusing the location.

The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own arrogance or obsessions. They are victims; another terrible result of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan focuses on the notion that, regardless of how “righteous” that conflict was, the humans who emerged victorious may still regret the outcome. Their realm has been harmed, their link to the hereafter has been severed, and the beings that were formerly their guardians, guiding their spirits to security following death, are currently frightening disasters.

Sure, this might simply be a practical method to solve the original creator’s original dilemma. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {

Henry Martinez
Henry Martinez

A seasoned gambling analyst with over a decade of experience in casino gaming and strategy development.

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