The Latest Critical Role Season Four Could Have Resolved The Most Problematic D&D Monster
D&D presents a distinctive imaginative arena. In theory, it acts as a blank canvas where the creativity of DMs and participants can paint any kind of picture. However, D&D also carries a 50-year legacy of worlds, monsters, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers find it difficult to entirely detach themselves from this extensive landscape of references, meaning that a lot of “new” material for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter elements that sound as good as “a classic hit,” other times you wince like when listening to “All Summer Long.”
The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may recognize some of his recurring motifs (He really hates the deities!), episode 2 impressed me because of a truly original take on a traditional D&D creature type: angelic beings.
A Brief History of Heavenly Beings in Dungeons & Dragons
Demons and devils (often called evil outsiders) have been part of D&D since the mid-70s, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine issues 12 (February 1978) and #17 (Aug. 1978). These were essentially variations of the angels from Hebrew and Christian religious lore; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented new monsters that would be included in the 1983 Monster Manual II. That’s where the deva, the planetar, and the solar angel first appeared, initiating a lineage of creatures known as celestials 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 creators to act as warriors, leaders, messengers, liaisons with mortals, and in general 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 belief of their god on the mortal world. In spite of their direct relationship with the gods, celestials are unique individuals 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 the game Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped in contrast to fiends. The Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting side stories. And don’t get me started the Yugoloth. Meanwhile, all the essential information about celestials can be gathered in an hour of online research.
It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. There are stories that Gygax was uncomfortable about providing gamers stat blocks for divine beings they could kill in their games, and although celestials were later expanded with a broader spectrum of appearances and purposes, that controversial beginning stunted their development. There’s also only so much what you can create for beings that are designed to be servants of a god. Certainly, they have free will, but their storytelling range is restricted. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re in the end fickle and chaotic 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 get it: Celestial beings are simply not very compelling. Holy warriors of good that strike down wickedness in every manifestation can be cool, but they also get cheesy quickly. That widespread disinterest means we still don’t know that much about celestials. For example, we still don’t know what happens after the god who created them perishes. There is no canonical answer, and every DM is free to devise their own spin. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the deities have all been slain by humans in a massive war that concluded seven decades before the beginning of the campaign. So what became of the servants of these divine beings?
Mulligan’s answer is simple, horrifying, and highly intriguing: They went crazy and turned into a plague that destroyed whole nations. A lot about the history of Aramán, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it seems that when the deities were slain, the celestials went “feral”. They became monsters that could annihilate entire regions if left unchecked. Viewers caught a sight of how scary such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial kept chained in a enormous casket.
It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with ending the Blood War resulted in her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the madness infusing the place.
The taint observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, nor led astray by their own pride or obsessions. They are victims; one more terrible consequence of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan focuses on the notion that, no matter how “just” that conflict was, the mortals who emerged victorious may still regret the outcome. Their realm has been harmed, their connection to the afterlife has been cut off, and the beings that were formerly their protectors, guiding their spirits to security following death, are currently frightening disasters.
Certainly, this may just be a convenient way to solve the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a shrieking, mad entity with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s loathing for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {