Critical Role Season Four Could Have Resolved My Least Favorite D&D Monster
D&D presents a distinctive imaginative arena. Theoretically, it serves as a empty slate where the creativity of DMs and participants can craft any kind of picture. Yet, Dungeons & Dragons also bears a five-decade history of campaign settings, creatures, magic systems, established non-player characters, and general lore. Even the best imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, so that a lot of “fresh” material for D&D is a reiteration of familiar ideas. Sometimes you encounter things that sound as good as “Gangsta’s Paradise,” on other occasions you wince like when listening to “a derivative tune.”
The show Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (designed by Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the deities!), the second episode impressed me because of a highly innovative take on a traditional Dungeons & Dragons monster category: angelic beings.
A Brief History 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 angelic equivalents to appear. A handful of distinct “angels” with individual titles were featured in the publication Dragon editions 12 (February 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 the early 80s and the creator Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual 2. That’s where the deva, the planetar, and the solar angel first appeared, initiating a tradition of beings known as celestials that is still present in the latest edition of the game.
In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their creators to serve as warriors, commanders, emissaries, intermediaries for humans, 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 support the faith of their deity on the mortal world. In spite of their direct relationship with the divine beings, celestials are distinct persons with individual traits. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.
Celestial lore is notably underdeveloped compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of online research.
It’s not surprising that creatures who look like angels from the Bible received less attention. Rumor has it that Gygax was uncomfortable about giving players game statistics for divine beings they could murder in their games, and although celestials were subsequently developed with a bigger range of looks and roles, that problematic origin stunted their development. There is also a limit to what you can create for beings that are designed to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without losing their unique nature.
The Way Campaign 4 of Critical Role Redefines Celestials
To be frank, I get it: Celestial beings are simply not very compelling. Divine champions of good that strike down wickedness in every manifestation can be cool, but they also become clichéd quickly. That general lack of interest implies we remain unaware of that much about celestials. For example, we still don’t know what occurs after the god who made 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 at the heart of the setting of Aramán, one where the deities have all been slain by mortals in a great conflict that ended 70 years prior to the beginning of the story. So what became of the servants of these divine beings?
Mulligan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a plague 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 when the deities were slain, the celestial beings became “wild”. They became creatures that could destroy entire regions if left unchecked. The audience caught a sight of how scary such a being can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial held bound in a enormous casket.
It’s not a coincidence that the most compelling celestial beings in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a obscure Planetar who was called forth by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the insanity infusing the place.
The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, nor misled by their own arrogance or obsessions. They are victims; another dreadful consequence of the Shapers’ War. As Campaign 4 continues, I hope Mulligan concentrates on the notion that, no matter how “righteous” that war was, the mortals who emerged victorious may nonetheless lament the outcome. Their realm has been harmed, their connection to the afterlife has been cut off, and the beings that were formerly their protectors, guiding their spirits to security following death, are currently terrifying calamities.
Sure, this might simply be a practical method to solve the original creator’s initial quandary. It is simple to justify killing an angel when it’s a screaming, insane entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {