Critical Role Season Four May Have Fixed The Most Problematic D&D Monster
D&D presents a distinctive creative space. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and participants can craft countless scenarios. Yet, D&D also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the best imaginative thinkers struggle to entirely detach themselves from this vast universe of existing content, so that a great deal of “fresh” material for Dungeons & Dragons is a reiteration of familiar ideas. At times you encounter things that are as brilliant as “Gangsta’s Paradise,” other times you wince as if hearing “All Summer Long.”
Critical Role has gotten plenty creative in the past thanks to the unique worlds of Exandria (designed by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (Brennan really hates the deities!), episode 2 impressed me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Fiendish creatures (collectively known as evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine editions 12 (Feb. 1978) and #17 (Aug. 1978). These were essentially variations of the angels from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar first appeared, initiating a lineage of beings known as celestial entities that is continues to exist in the most recent version of the role-playing game.
In D&D, celestials are the servants of benevolent gods, made by their creators to serve as soldiers, commanders, messengers, liaisons with mortals, and overall to inhabit their realms in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and support the belief of their deity on the Material Plane. Despite their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Famous examples encompass 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 markedly underdeveloped in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an hour of online research.
It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players game statistics for divine beings they could murder in their sessions, and even if celestials were later expanded with a bigger range of appearances and roles, that problematic origin stunted their development. There’s also only so much what you can create for creatures that are designed to be servants of a god. Certainly, 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, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly creatures that can evolve in a many ways without sacrificing their unique nature.
How Critical Role Campaign 4 Redefines Heavenly Beings
Honestly, I understand: Celestials are just not that interesting. Holy warriors of good that smite evil in every manifestation can be cool, but they also become clichéd very fast. That general lack of interest means we remain unaware of that much about celestials. As an illustration, we still don’t know what happens after the deity who made them dies. There is no official explanation, and every DM is free to devise their own spin. The DM Brennan Lee Mulligan chose to make this question central to the world of Aramán, a place where the gods have all been slain by humans in a great conflict that concluded seven decades before the beginning of the campaign. So what became of the followers of these divine beings?
Mulligan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a blight that devastated entire countries. A lot about the history of this world, the divine conflict, and its aftermath in the present has still to be revealed, but it appears that after the deities died, the celestials went “feral”. They became monsters that could annihilate large areas if left unchecked. Viewers got a glimpse of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with ending the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar angel who was summoned by a cleric inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the insanity infusing the place.
The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or fixations. They are casualties; another terrible result of the Shapers’ War. As the new campaign progresses, I hope the DM focuses on the notion that, no matter how “just” that war was, the humans who emerged victorious may still regret the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the beings that were once their guardians, guiding their spirits to security following death, are currently terrifying calamities.
Certainly, this may just be a convenient way to address the original creator’s original dilemma. It’s easy to rationalize slaying an angel 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 Brennan’s aversion for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {