Critical Role Season Four May Have Fixed My Least Favorite D&D Monster
Dungeons & Dragons offers a unique imaginative arena. In theory, it serves as a empty slate where the imagination of Dungeon Masters and players can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of campaign settings, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds struggle to completely free themselves from this extensive landscape of references, so that a great deal of “new” material for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe 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 setting created by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the deities!), the second episode stood out to me because of a truly original take on a traditional D&D creature type: angelic beings.
A Brief History of Celestials in D&D
Demons and devils (collectively known as evil outsiders) have been part of D&D since 1976, but it took a while longer for their heavenly counterparts to show up. A few unique “angels” with individual titles appeared in the publication Dragon editions #12 (Feb. 1978) and 17 (August 1978). These were essentially variations of the celestial figures from biblical sacred texts; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would be included in 1983’s Monster Manual II. That’s when the deva angel, the planetar, and the solar angel first appeared, initiating a tradition of beings known as celestial entities that is still present in the latest edition of the role-playing game.
In D&D, celestial beings are the servants of good-aligned deities, made by their masters to serve as warriors, leaders, messengers, liaisons with mortals, and in general to inhabit their domains in the Upper Planes. They are champions of good who fight against the forces of chaos and evil from the Lower Planes and support the faith of their deity on the Material Plane. Despite their close connection with the divine beings, celestials are distinct persons with individual traits. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is notably underdeveloped in contrast to demonic entities. The Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of online research.
It’s understandable that beings who resemble biblical angels went underdeveloped. There are stories 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 broader spectrum of appearances and roles, that problematic origin hindered their growth. There’s also only so much what you can do with beings that are created to be divine minions. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re ultimately fickle and chaotic entities that can spin in a lot of directions without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
Honestly, I understand: Celestial beings are just not that interesting. Holy warriors of good that smite evil in every manifestation can be cool, but they also get cheesy very fast. That widespread disinterest means we still don’t know that much about celestials. For example, we have yet to learn what happens once the god who created them perishes. There is no canonical answer, and each Dungeon Master is free to devise their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, a place where the gods have all been killed by humans in a massive war that ended seven decades prior to the start of the campaign. So what happened to the servants of these gods?
Brennan’s answer is straightforward, terrifying, and very interesting: They became insane and turned into a blight that devastated entire countries. A great deal about the history of Aramán, the war against the gods, and its consequences in the current era has yet to be disclosed, but it seems that after the gods died, the celestials went “feral”. They transformed into creatures that could annihilate entire regions if not contained. Viewers caught a sight of how frightening such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity kept chained in a enormous casket.
It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with ending the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus area of the huge labyrinth, gradually yielding to the insanity permeating the place.
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, nor misled by their own arrogance or obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan concentrates on the notion that, no matter how “just” that conflict was, the mortals who emerged victorious may still regret the outcome. Their world has been harmed, their connection to the afterlife has been cut off, and the beings that were formerly their guardians, shepherding their souls to safety following death, are now terrifying calamities.
Certainly, this may just be a practical method to solve the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, mad creature with rows of teeth, but I am also very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {