The Latest Critical Role Season Four Could Have Fixed The Most Problematic D&D Monster
Dungeons & Dragons offers a unique imaginative arena. In theory, it acts as a empty slate where the imagination of Dungeon Masters and participants can paint countless scenarios. Yet, Dungeons & Dragons also bears a five-decade history of campaign settings, creatures, magic systems, well-known NPCs, and general lore. Even the most talented creative minds struggle to entirely detach themselves from this vast landscape of references, meaning that a great deal of “fresh” material for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you get elements that sound as good as “a classic hit,” 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 unique worlds of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the gods!), episode 2 stood out to me because of a highly innovative take on a traditional Dungeons & Dragons monster category: angelic beings.
The Historical Background of Celestials in D&D
Demons and devils (often called evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon issues #12 (February 1978) and 17 (Aug. 1978). These were essentially riffs on the celestial figures from biblical sacred texts; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented fresh creatures that would be included in the 1983 Monster Manual II. That’s where the deva, the planetar, and the solar first appeared, initiating a lineage of beings known as celestials that is continues to exist in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, created by their creators to serve as soldiers, commanders, emissaries, liaisons with mortals, and in general to inhabit their realms in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and support the faith of their god on the Material Plane. Despite their direct relationship with the divine beings, celestials are distinct persons with individual traits. Famous examples encompass Lumalia and 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.
The mythology of celestials is markedly underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging subplots. And don’t get me started the mysterious Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an hour of online research.
It’s not surprising that creatures who look like angels from the Bible received less attention. There are stories that Gary Gygax felt uneasy about providing gamers game statistics for angels they could kill in their games, and although celestials were later expanded with a bigger range of appearances and purposes, that problematic origin stunted their development. There is also a limit to what you can do with creatures that are designed to be divine minions. Sure, they have free will, but their storytelling range is limited. From that perspective, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can spin in a lot of directions without losing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Celestials
Honestly, I understand: Celestial beings are just not that interesting. Holy warriors of good that strike down wickedness in all its forms can be cool, but they also become clichéd very fast. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we have yet to learn what happens after the god who made them dies. There is no official explanation, and each Dungeon Master is able to devise their own interpretation. Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, a place where the gods have all been slain by mortals in a great conflict that ended seven decades prior to the beginning of the story. So what happened to the followers of these gods?
Mulligan’s solution is straightforward, terrifying, and very interesting: They became insane and turned into a blight that destroyed entire countries. A great deal about the past of Aramán, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it seems that when the gods were slain, the celestials went “feral”. They became monsters that could annihilate entire regions if not contained. Viewers caught a sight of how frightening one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity kept chained in a massive coffin.
It is no accident that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a powerful Solar whose fixation with ending the eternal 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 summoned by a cleric inside Undermountain and became obsessed with “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the place.
The taint seen in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or obsessions. They are casualties; one more dreadful consequence of the Shapers’ War. As the new campaign continues, it is hoped Mulligan concentrates on the notion that, regardless of how “just” that conflict was, the humans who emerged victorious may nonetheless lament the consequences. Their world has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their protectors, guiding their spirits to security after death, are currently terrifying calamities.
Sure, this may just be a practical method to solve the original creator’s initial quandary. It is simple to justify killing an divine being when it’s a shrieking, insane creature with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {