The Latest Critical Role Season Four May Have Fixed The Most Problematic D&D Monster
Dungeons & Dragons offers a distinctive creative space. In theory, it acts as a blank canvas where the creativity of Dungeon Masters and participants can paint countless scenarios. Yet, D&D also carries a five-decade history of worlds, monsters, magic systems, well-known NPCs, and rich mythology. Even the best creative minds struggle to completely free themselves from this extensive universe of existing content, meaning that a great deal of “fresh” material for D&D is a reiteration of sampled tracks. At times you encounter things that are as brilliant as “a classic hit,” other times you cringe like when listening to “All Summer Long.”
Critical Role has been highly inventive in the past due to the unique worlds of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his Dimension 20 work may identify some of his common themes (He strongly dislikes the deities!), episode 2 impressed me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: celestials.
A Brief History of Celestials in D&D
Demons and devils (collectively known as fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to show up. A few unique “divine messengers” with specific names appeared in the publication Dragon issues #12 (Feb. 1978) and #17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented fresh creatures that would be included in the 1983 Monster Manual II. That’s when the deva, the planetar angel, and the solar first appeared, starting a tradition of beings known as celestials that is still present in the latest edition of the game.
In D&D, celestial beings are the servants of good-aligned deities, made by their masters to act as warriors, leaders, messengers, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their deity on the Material Plane. In spite of their close connection with the gods, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.
Celestial lore is notably less fleshed out compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the Yugoloth. In the meantime, all the essential information about celestial beings 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 giving players game statistics for divine beings they could murder in their games, and even if celestials were subsequently developed with a bigger range of looks and purposes, that controversial beginning stunted their development. There is also a limit to what you can create for creatures that are designed to be divine minions. Sure, they have independent thought, but their storytelling range is restricted. In that sense, the antagonists have much more freedom: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end fickle and chaotic entities that can spin in a lot of directions without sacrificing their unique nature.
How Critical Role Campaign 4 Reimagines Heavenly Beings
Honestly, I understand: Celestials are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we still don’t know what occurs once the deity who made them perishes. There is no canonical answer, and every DM is free to devise their own interpretation. The DM 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 ended 70 years prior to the start of the campaign. So what became of the servants of these divine beings?
Mulligan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and became a blight that destroyed entire countries. A lot about the past of this world, the divine conflict, and its aftermath in the current era has still to be revealed, but it appears that after the deities were slain, the celestial beings became “wild”. They transformed into creatures that could annihilate entire regions if left unchecked. The audience caught a sight of how frightening such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a massive coffin.
It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the madness permeating the location.
The taint observed in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They weren’t tricked, or misled by their own arrogance or fixations. They are casualties; another dreadful consequence of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan concentrates on the notion that, no matter how “righteous” that war was, the mortals who won it may still regret the consequences. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were formerly their protectors, shepherding their souls to safety after death, are currently terrifying calamities.
Sure, this may just be a practical method to solve Gygax’s original dilemma. It is simple to justify killing an angel when it’s a shrieking, mad creature with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythology in D&D. 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 one-dimensional {