The Latest Critical Role Season Four May Have Resolved The Most Problematic D&D Monster
D&D presents a distinctive imaginative arena. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and participants can paint countless scenarios. However, D&D also carries a 50-year legacy of campaign settings, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to completely free themselves from this vast universe of existing content, meaning that a lot of “fresh” content for D&D is a reworking of sampled tracks. Sometimes you get elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince as if hearing “All Summer Long.”
Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (created by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his Dimension 20 work may identify some of his common themes (Brennan really hates the deities!), episode 2 stood out to me because of a highly innovative take on a classic Dungeons & Dragons monster category: celestials.
The Historical Background of Celestials in D&D
Fiendish creatures (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon issues 12 (February 1978) and 17 (August 1978). These were little more than variations of the angels from biblical sacred texts; for more original versions, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon, where he presented new monsters that would be included in the 1983 Monster Manual II. That’s when the deva angel, the planetar, and the solar first appeared, starting a tradition of creatures known as celestial entities that is still present in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the agents of benevolent gods, created by their creators to act as soldiers, leaders, messengers, liaisons with mortals, and in general to populate their domains in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Lower Planes and support the belief of their deity on the mortal world. In spite of their close connection with the gods, celestials are unique individuals 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 markedly less fleshed out in contrast to fiends. The Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an short time of wiki reading.
It’s understandable that beings who resemble biblical angels received less attention. Rumor has it that Gary Gygax felt uneasy about providing gamers stat blocks for divine beings they could murder in their games, and although celestials were later expanded with a broader spectrum of looks and roles, that problematic origin stunted their development. There is also a limit to what you can do with beings that are created to be divine minions. Certainly, they have free will, but their storytelling range is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without sacrificing their unique nature.
How Critical Role Campaign 4 Reimagines 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 quickly. That widespread disinterest means we still don’t know that much about celestials. For example, we have yet to learn what occurs once the deity who created them dies. There is no official explanation, and every DM is able to come up with their own spin. The DM Brennan Lee Mulligan decided to make this question central to the setting of Aramán, one where the gods have all been killed by mortals in a great conflict that concluded 70 years prior to the beginning of the campaign. So what became of the servants of these gods?
Mulligan’s answer is simple, terrifying, and very interesting: They became insane and became a blight that devastated entire countries. A lot about the past of this world, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that when the gods died, the celestial beings went “feral”. They became monsters that could annihilate large areas if left unchecked. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial kept chained in a enormous casket.
It is no accident that the most compelling celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar angel who was summoned by a cleric inside Undermountain and became obsessed with “cleaning” the evil in the Terminus area of the huge labyrinth, gradually yielding to the insanity infusing the place.
The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, nor misled by their own pride or obsessions. They are casualties; one more terrible result of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan focuses on the idea that, regardless of how “righteous” that conflict was, the mortals who emerged victorious may still regret the consequences. Their world has been wounded, their link to the hereafter has been severed, and the beings that were formerly their protectors, guiding their spirits to security after death, are now frightening disasters.
Sure, this may just be a convenient way to address the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, mad entity with multiple fangs, but I am also very intrigued by this new declination of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {