Critical Role Season Four Could Have Fixed The Most Problematic D&D Monster
D&D provides a distinctive creative space. Theoretically, it serves as a empty slate where the imagination of Dungeon Masters and participants can craft countless scenarios. However, D&D also bears a five-decade history of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, meaning that a great deal of “new” content for D&D is a reworking of sampled tracks. At times you encounter things that sound as good as “Gangsta’s Paradise,” on other occasions you cringe like when listening to “a derivative tune.”
Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (created by Matt Mercer) and now the new world Aramán (the world 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 (Brennan really hates the deities!), episode 2 impressed me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Demons and devils (collectively known as fiends) have been part of Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to appear. A few unique “divine messengers” with specific names appeared in Dragon magazine issues #12 (February 1978) and 17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual II. That’s where the deva angel, the planetar angel, and the solar made their debut, initiating a tradition of beings called celestials that is continues to exist in the latest edition of the role-playing game.
In D&D, celestials are the agents of benevolent gods, made by their creators to serve as warriors, leaders, emissaries, 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 Infernal Realms and help uphold the belief of their god on the mortal world. In spite of their close connection with the gods, celestials are unique individuals with individual traits. Well-known instances encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is notably underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with greater violence and more interesting side stories. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestials can be gathered in an hour of online research.
It’s not surprising that creatures who resemble biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their sessions, and although celestials were later expanded with a broader spectrum of looks and purposes, that controversial beginning stunted their development. There is also a limit to 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. From that perspective, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a many ways without losing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
Honestly, I get it: Celestials are just not that interesting. Divine champions of virtue that strike down wickedness in all its forms can be impressive, but they also get cheesy quickly. That general lack of interest implies we still don’t know that much about celestials. As an illustration, we still don’t know what happens once the god who created them dies. There is no official explanation, and each Dungeon Master is free to devise their own spin. Brennan Lee Mulligan chose to center this issue central to the world of Aramán, one where the deities have all been slain by humans in a great conflict that ended 70 years before the start of the campaign. So what became of the followers of these gods?
Mulligan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and turned into a blight that devastated entire countries. A great deal about the past of this world, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that after the gods died, the celestials became “wild”. They became monsters that could destroy large areas if left unchecked. The audience caught a sight of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial entity held bound in a enormous casket.
It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the Blood War led to her being corrupted by Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, gradually yielding to the insanity permeating the location.
The taint seen in the fourth campaign 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 fixations. They are casualties; one more dreadful consequence of the War of the Shapers. As the new campaign progresses, it is hoped the DM focuses on the idea that, no matter how “righteous” that war was, the mortals who won it may nonetheless lament the consequences. Their realm has been wounded, their link to the hereafter has been cut off, and the beings that were formerly their guardians, shepherding their souls to safety following death, are now frightening disasters.
Certainly, this may just be a convenient way to address Gygax’s original dilemma. It’s easy to rationalize slaying an divine being when it’s a shrieking, insane entity with rows of teeth, but I am also very intrigued by this new declination of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the flat {