The Latest Critical Role Season Four Could Have Fixed The Most Problematic D&D Monster
Dungeons & Dragons presents a distinctive imaginative arena. In theory, it serves as a empty slate where the imagination of DMs and players can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, monsters, magic systems, well-known NPCs, and general lore. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this vast landscape of references, meaning that a lot of “new” content for D&D is a reiteration of sampled tracks. At times you get elements that are as brilliant as “a classic hit,” other times you wince like when listening to “a derivative tune.”
Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (Brennan really hates the deities!), episode 2 stood out to me because of a truly original take on a traditional D&D creature type: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Demons and devils (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their heavenly counterparts to appear. A few unique “angels” with specific names were featured in Dragon magazine issues #12 (February 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from biblical sacred texts; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented new monsters that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar angel first appeared, starting a tradition of beings known as celestial entities that is still present in the latest edition of the role-playing game.
In Dungeons & Dragons, celestials are the agents of good-aligned deities, made by their creators to act as warriors, leaders, emissaries, intermediaries for humans, and in general to populate their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and support the faith of their deity on the Material Plane. Despite their direct relationship with the divine beings, celestials are distinct persons with individual traits. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly less fleshed out compared to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal 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 mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an short time of wiki reading.
It’s not surprising that beings who look like angels from the Bible received less attention. Rumor has it that Gary Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their games, and although celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can do with creatures that are created to be servants of a god. Sure, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Heavenly Beings
To be frank, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest implies we still don’t know a great deal about celestials. For example, we have yet to learn what happens after the deity who made them perishes. There is no official explanation, and each Dungeon Master is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, one where the deities have all been killed by mortals in a massive war that concluded seven decades prior to the start of the campaign. So what became of the servants of these divine beings?
Mulligan’s solution is simple, horrifying, and very interesting: They became insane and became a plague that devastated whole nations. A great deal about the history of this world, the divine conflict, and its consequences in the current era has still to be revealed, but it appears that after the deities died, the celestials went “feral”. They transformed into monsters that could annihilate large areas if not contained. Viewers caught a sight of how scary one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial entity kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestials in D&D, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose fixation with ending the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a obscure Planetar who was called forth by a cleric inside Undermountain and became obsessed with “purging” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the madness infusing the place.
The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or misled by their own pride or obsessions. They are casualties; another dreadful result of the War of the Shapers. As Campaign 4 continues, I hope Mulligan focuses on the notion that, regardless of how “just” that conflict was, the mortals who emerged victorious may still regret the outcome. Their realm has been harmed, their link to the hereafter has been severed, and the creatures that were once their protectors, guiding their spirits to security following death, are now frightening disasters.
Sure, this might simply be a convenient way to solve the original creator’s initial quandary. It is simple to justify killing an divine being when it’s a screaming, insane entity with rows of teeth, but I am also highly fascinated by this new declination of the celestial mythology in D&D. I don’t necessarily agree with Brennan’s aversion for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {