The Latest Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster
Dungeons & Dragons offers a unique imaginative arena. Theoretically, it serves as a blank canvas where the imagination of DMs and players can paint countless scenarios. However, D&D also bears a five-decade history of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this extensive universe of existing content, so that a great deal of “new” material for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you get things that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “a derivative tune.”
The show Critical Role has been highly inventive in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the gods!), episode 2 impressed me because of a highly innovative take on a classic D&D creature type: angelic beings.
A Brief History of Heavenly Beings 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 angelic equivalents to appear. A few unique “angels” with individual titles were featured in Dragon magazine editions 12 (Feb. 1978) and #17 (Aug. 1978). These were essentially riffs on the angels from biblical religious lore; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s when the deva angel, the planetar angel, and the solar first appeared, initiating a tradition of creatures called celestials that is still present in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, made by their masters to act as warriors, leaders, emissaries, intermediaries for humans, and overall to populate their domains in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Infernal Realms and help uphold the faith of their god on the mortal world. Despite their direct relationship with the divine beings, celestials are unique individuals with individual traits. 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 the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of online research.
It’s understandable that beings who resemble biblical angels went underdeveloped. There are stories that Gygax felt uneasy 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 is also a limit to what you can create for beings that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can spin in a lot of directions without losing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
To be frank, I get it: Celestials are simply not very compelling. Divine champions of virtue that smite evil in all its forms can be impressive, but they also become clichéd quickly. That widespread disinterest means we remain unaware of a great deal about celestials. For example, we still don’t know what occurs after the deity who made them perishes. There is no official explanation, and every DM is free to devise their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, one where the deities have all been killed by humans in a massive war that concluded seven decades prior to the beginning of the campaign. So what became of the servants of these divine beings?
Mulligan’s solution is simple, terrifying, and very interesting: They became insane and became a blight that devastated whole nations. A great deal about the past of this world, the divine conflict, and its consequences in the present has yet to be disclosed, but it appears that when the gods were slain, the celestial beings became “wild”. They transformed into monsters that could destroy large areas if left unchecked. Viewers caught a sight of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “grandfather,” a terrifying celestial kept chained in a massive coffin.
It’s not a coincidence that the most compelling celestial beings in D&D, narratively, are those who have fallen from grace. The angel Zariel, as an instance, was a powerful Solar whose obsession with concluding the Blood War resulted in her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a obscure Planetar who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the madness infusing the location.
The corruption seen in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, or led astray by their own pride or obsessions. They are victims; another dreadful consequence of the War of the Shapers. As the new campaign progresses, it is hoped the DM focuses on the notion that, regardless of how “just” that war was, the humans who won it may still regret the outcome. Their world has been harmed, their link to the hereafter has been severed, and the creatures that were once their protectors, shepherding their souls to safety after death, are currently frightening disasters.
Sure, this might simply be a convenient way to solve the original creator’s original dilemma. It is simple to rationalize slaying an divine being when it’s a screaming, insane entity with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I still prefer these monstrous celestials to the flat {