The Latest Critical Role Season Four Could Have Resolved The Most Problematic D&D Monster
Dungeons & Dragons offers a unique creative space. Theoretically, it acts as a blank canvas where the creativity of DMs and participants can craft countless scenarios. However, D&D also bears a 50-year legacy of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds struggle to entirely detach themselves from this vast universe of existing content, meaning that a lot of “fresh” content for D&D is a reiteration of familiar ideas. At times you get things that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his Dimension 20 work may identify some of his common themes (Brennan really hates the deities!), the second episode stood out to me because of a truly original take on a classic Dungeons & Dragons monster category: celestials.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been included in D&D since 1976, but it took a while longer for their heavenly counterparts to show up. A few unique “divine messengers” with individual titles appeared in Dragon magazine editions 12 (February 1978) and 17 (Aug. 1978). These were essentially riffs on the angels from biblical sacred texts; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar made their debut, starting a lineage of beings called celestial entities that is continues to exist in the latest edition of the game.
In D&D, celestials are the agents of benevolent gods, created by their masters to serve as soldiers, commanders, messengers, liaisons with mortals, and in general to inhabit their realms in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and support the faith of their god on the mortal world. In spite of their direct relationship with the gods, celestials are unique individuals with individual traits. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the 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 ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence 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 online research.
It’s not surprising that beings who resemble angels from the Bible went underdeveloped. There are stories that Gygax felt uneasy about giving players game statistics for angels they could murder in their games, and even if celestials were subsequently developed with a bigger range of looks and roles, that problematic origin hindered their growth. There is also a limit to what you can do with creatures 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 defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re in the end fickle and chaotic entities that can spin in a many ways without losing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
To be frank, I understand: Celestials are simply not very compelling. Divine champions of virtue that smite evil in all its forms can be impressive, but they also get cheesy very fast. That general lack of interest means we remain unaware of that much about celestials. As an illustration, we still don’t know what occurs after the deity who created them dies. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. The DM Brennan Lee Mulligan chose to make this question central to the world of Aramán, one where the gods have all been slain by mortals in a massive war that concluded 70 years prior to the start of the story. So what happened to the servants of these divine beings?
Brennan’s answer is simple, terrifying, and highly intriguing: They became insane and turned into a blight that destroyed entire countries. A great deal about the history of this world, the war against the gods, and its aftermath in the present has yet to be disclosed, but it seems that after the deities were slain, the celestials became “wild”. They transformed into creatures that could annihilate large areas if left unchecked. The audience caught a sight of how scary such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a massive coffin.
It is no accident that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose fixation with ending the Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the madness infusing the location.
The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, or misled by their own pride or fixations. They are victims; another terrible consequence of the Shapers’ War. As Campaign 4 progresses, I hope Mulligan focuses on the idea that, no matter how “righteous” that war was, the mortals who won it may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been cut off, and the beings that were once their guardians, shepherding their souls to security following death, are now terrifying calamities.
Certainly, this may just be a practical method to solve Gygax’s initial quandary. It is simple to justify killing an divine being when it’s a screaming, mad creature 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 gods in his campaigns, but I still prefer these monstrous celestials to the flat {