Critical Role Campaign 4 May Have Resolved My Least Favorite D&D Monster
D&D presents a distinctive creative space. In theory, it acts as a empty slate where the creativity of DMs and participants can craft any kind of picture. However, Dungeons & Dragons also carries a 50-year legacy of campaign settings, monsters, magic systems, well-known NPCs, and general lore. Even the best imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “fresh” material for D&D is a reworking of sampled tracks. Sometimes you encounter things that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince like when listening to “All Summer Long.”
The show Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (He really hates the deities!), episode 2 stood out to me because of a highly innovative take on a classic Dungeons & Dragons monster category: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Fiendish creatures (often called fiends) have been included in D&D since 1976, but it required more time for their angelic equivalents to appear. A few unique “angels” with specific names appeared in Dragon magazine issues 12 (February 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar first appeared, initiating a tradition of creatures known as celestial entities that is continues to exist in the latest edition of the game.
In D&D, celestial beings are the agents of benevolent gods, made by their creators to serve as soldiers, leaders, messengers, liaisons with mortals, 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 Lower Planes and support the belief of their god on the mortal world. In spite of their direct relationship with the divine beings, celestials are distinct persons with individual traits. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is notably less fleshed out in contrast to fiends. The Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. 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, all the essential information about celestials can be gleaned in an short time of wiki reading.
It’s not surprising that creatures who look like angels from the Bible went underdeveloped. There are stories that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could kill in their sessions, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that problematic origin stunted their development. 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 limited. In that sense, the antagonists have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately fickle and chaotic entities that can spin in a many ways without losing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Heavenly Beings
Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that smite evil in every manifestation can be impressive, but they also become clichéd very fast. That general lack of interest means we remain unaware of a great deal about celestials. As an illustration, we still don’t know what happens after the god who created them dies. There is no official explanation, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, one where the gods have all been slain by humans in a massive war that concluded 70 years prior to the start of the story. So what happened to the followers of these gods?
Brennan’s answer is straightforward, terrifying, and very interesting: They went crazy and became a plague that destroyed entire countries. A lot about the past of this world, the war against the gods, and its consequences in the present has still to be revealed, but it seems that after the deities died, the celestial beings became “wild”. They became creatures that could annihilate large areas if not contained. Viewers got a glimpse of how scary such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial held bound in a massive coffin.
It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar angel who was called forth by a priest inside the dungeon Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the place.
The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or misled by their own arrogance or fixations. They are casualties; one more dreadful result of the Shapers’ War. As the new campaign continues, it is hoped Mulligan concentrates on the notion that, regardless of how “righteous” that war was, the humans who emerged victorious may still regret the outcome. Their world has been wounded, their connection to the afterlife has been cut off, and the beings that were once their protectors, shepherding their souls to security following death, are now terrifying calamities.
Sure, this might simply be a practical method to solve Gygax’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, mad creature with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for gods in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {