Critical Role Season Four Could Have Fixed The Most Problematic D&D Monster
D&D presents a unique imaginative arena. Theoretically, it serves as a blank canvas where the creativity of DMs and participants can paint countless scenarios. However, D&D also carries a five-decade history of worlds, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the most talented creative minds struggle to completely free themselves from this vast landscape of references, meaning that a great deal of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you get elements that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”
Critical Role has gotten plenty creative in the past thanks to the original settings of Exandria (created by the DM Matt Mercer) and now Aramán (the setting created by DM 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 (Brennan really hates the gods!), the second episode impressed me because of a highly innovative interpretation on a classic D&D creature type: angelic beings.
The Historical Background of Heavenly Beings in D&D
Fiendish creatures (collectively known as fiends) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to show up. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (August 1978). These were little more than riffs on the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he presented fresh creatures that would be included in the 1983 Monster Manual 2. That’s where the deva angel, the planetar, and the solar made their debut, starting a tradition of beings known as celestials that is still present in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of benevolent gods, made by their masters to act as soldiers, commanders, emissaries, liaisons with mortals, and in general to populate their realms 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 mortal world. In spite of their close connection with the gods, celestials are unique individuals with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.
Celestial lore is notably underdeveloped in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of wiki reading.
It’s not surprising that beings who look like biblical angels received less attention. Rumor has it that Gary Gygax felt uneasy about giving players game statistics for angels they could kill in their games, and although celestials were subsequently developed with a bigger range of appearances 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 independent thought, but their narrative potential is limited. In that sense, the antagonists have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can evolve in a lot of directions without losing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Heavenly Beings
To be frank, I get it: Celestial beings are just not that interesting. Divine champions of good that smite evil in all its forms can be cool, but they also become clichéd quickly. That general lack of interest means we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what happens once the god who created them perishes. There is no official explanation, and every DM is able to devise their own spin. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, a place where the gods have all been slain by mortals in a massive war that ended seven decades before the start of the campaign. So what happened to the followers of these gods?
Brennan’s solution is simple, horrifying, and very interesting: They became insane and became a blight that devastated whole nations. A lot about the history of this world, the divine conflict, and its consequences in the present has still to be revealed, but it appears that after the gods were slain, the celestials became “wild”. They became monsters that could annihilate large areas if left unchecked. The audience caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a enormous casket.
It is no accident that the most interesting celestials in D&D, narratively, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “purging” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the insanity infusing the place.
The taint observed in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They weren’t tricked, or led astray by their own arrogance or obsessions. They are casualties; one more terrible result of the Shapers’ War. As Campaign 4 continues, I hope the DM concentrates on the notion that, no matter how “righteous” that war was, the mortals who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were formerly their protectors, guiding their spirits to security after death, are currently terrifying calamities.
Certainly, this may just be a convenient way to solve the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, insane entity with rows of teeth, but I am also highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with the DM’s aversion for gods in his campaigns, but I still prefer these monstrous celestials to the flat {