The Latest Critical Role Season Four May Have Fixed The Most Problematic D&D Monster
Dungeons & Dragons presents a distinctive creative space. In theory, it acts as a blank canvas where the imagination of Dungeon Masters and participants can craft countless scenarios. Yet, Dungeons & Dragons also carries a five-decade history of campaign settings, creatures, spellcasting rules, established non-player characters, and general lore. Even the best creative minds struggle to entirely detach themselves from this vast landscape of references, meaning that a lot of “fresh” material for D&D is a reiteration of sampled tracks. Sometimes you get things that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe like when listening to “All Summer Long.”
The show Critical Role has been highly inventive in the past due to the original settings of Exandria (created by Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his other series Dimension 20 work may identify some of his common themes (He really hates the gods!), episode 2 stood out to me because of a highly innovative interpretation on a classic D&D creature type: angelic beings.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (collectively known as fiends) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “angels” with individual titles were featured in the publication Dragon editions 12 (February 1978) and 17 (Aug. 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 the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented new monsters that would appear in the 1983 Monster Manual 2. That’s when the deva angel, the planetar, and the solar first appeared, starting a tradition of beings called celestials that is continues to exist in the most recent version of the role-playing game.
In Dungeons & Dragons, celestials are the agents of benevolent gods, made by their creators to act as soldiers, commanders, messengers, liaisons with mortals, and in general to populate their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Lower Planes and support the belief of their deity on the Material Plane. In spite of their close connection with the divine beings, celestials are distinct persons with individual traits. Famous examples include 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 fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an short time of wiki reading.
It’s understandable that beings who resemble angels from the Bible received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their sessions, and even if celestials were later expanded with a broader spectrum of looks and roles, that problematic origin hindered their growth. There’s also only so much what you can create for creatures that are designed to be divine minions. Sure, they have free will, but their storytelling range is limited. In that sense, the antagonists have much more freedom: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Redefines Celestials
To be frank, I understand: Celestials are simply not very compelling. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also get cheesy quickly. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we have yet to learn what occurs once the god who created them dies. There is no official explanation, and every DM is free to devise their own spin. The DM Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, one where the gods have all been killed by mortals in a massive war that ended seven decades before the start of the story. So what became of the servants of these divine beings?
Mulligan’s solution is straightforward, horrifying, and very interesting: They went crazy and turned into a blight that destroyed entire countries. A lot about the history of Aramán, the war against the gods, and its consequences in the present has still to be revealed, but it seems that when the gods died, the celestials became “wild”. They transformed into monsters that could destroy large areas if left unchecked. Viewers caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a massive coffin.
It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War led to her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar angel who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the huge labyrinth, gradually yielding to the insanity permeating the location.
The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, or led astray by their own arrogance or obsessions. They are casualties; one more terrible result of the War of the Shapers. As the new campaign continues, it is hoped the DM focuses on the idea that, no matter how “righteous” that conflict was, the mortals who won it may nonetheless lament the consequences. Their realm has been wounded, their link to the hereafter has been severed, and the beings that were once their guardians, guiding their spirits to security following death, are now terrifying calamities.
Certainly, this might simply be a practical method to solve Gygax’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, insane creature with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {