The Latest Critical Role Season Four Could Have Resolved The Most Problematic D&D Monster
D&D provides a distinctive imaginative arena. In theory, it serves as a empty slate where the imagination of Dungeon Masters and players can paint countless scenarios. However, D&D also bears a five-decade history of worlds, monsters, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this extensive universe of existing content, so that a great deal of “new” content for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you get things that sound as good as “Gangsta’s Paradise,” other times you cringe as if hearing “All Summer Long.”
The show Critical Role has gotten plenty creative in the past thanks to the original settings of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the gods!), the second episode stood out to me because of a truly original take on a traditional Dungeons & Dragons monster category: celestials.
A Brief History of Heavenly Beings in Dungeons & Dragons
Demons and devils (often called fiends) have been part of D&D since the mid-70s, but it required more time for their angelic equivalents to show up. A few unique “divine messengers” with specific names were featured in the publication Dragon issues 12 (Feb. 1978) and #17 (Aug. 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would appear in the 1983 Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar made their debut, starting a tradition of creatures known as celestials that is continues to exist in the latest edition of the game.
In D&D, celestials are the agents of benevolent gods, created 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 paragons of virtue who fight against the agents of disorder and wickedness from the Infernal Realms and support the faith of their deity on the Material Plane. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is notably less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an short time of wiki reading.
It’s not surprising that beings who resemble biblical angels received less attention. Rumor has it that 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 problematic origin hindered their growth. There’s also only so much what you can create for beings that are designed to be servants of a god. Certainly, they have independent thought, but their narrative potential is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a many ways without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
To be frank, I understand: Celestials are simply not very compelling. Holy warriors of good that strike down wickedness in all its forms can be cool, but they also become clichéd very fast. That general lack of interest means we remain unaware of that much about celestials. For example, we still don’t know what occurs once the god who created them dies. There is no official explanation, and every DM is free to come up with their own spin. Brennan Lee Mulligan chose to center this issue central to the world of Aramán, one where the gods have all been killed by mortals in a great conflict that concluded seven decades prior to the start of the campaign. So what happened to the followers of these gods?
Brennan’s solution is straightforward, terrifying, and very interesting: They became insane and turned into a plague that destroyed whole nations. A great deal about the past of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that after the deities died, the celestial beings went “feral”. They transformed into creatures that could destroy large areas if not contained. The audience got a glimpse of how frightening one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial kept chained in a massive coffin.
It is no accident that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with ending the eternal Blood War resulted in her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was called forth by a priest inside Undermountain and became obsessed with “purging” the evil in the Terminus area of the massive dungeon, slowly succumbing to the insanity permeating the location.
The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or misled by their own pride or fixations. They are casualties; one more terrible consequence of the Shapers’ War. As the new campaign continues, I hope Mulligan concentrates on the notion that, regardless of how “righteous” that conflict was, the humans who emerged victorious may still regret the consequences. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were once 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 is simple to rationalize slaying an angel when it’s a screaming, insane entity with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {