The Latest Critical Role Season Four Could Have Fixed The Most Problematic D&D Monster

D&D provides a unique imaginative arena. In theory, it serves as a empty slate where the creativity of Dungeon Masters and players can paint countless scenarios. However, Dungeons & Dragons also carries a 50-year legacy of worlds, creatures, magic systems, well-known NPCs, and general lore. Even the best creative minds find it difficult to entirely detach themselves from this vast universe of existing content, so that a great deal of “new” material for D&D is a reworking of sampled tracks. At times you encounter things that sound as good as “Gangsta’s Paradise,” on other occasions you cringe like when listening to “All Summer Long.”

Critical Role has been highly inventive in the past due to the original settings of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may identify some of his recurring motifs (He really hates the deities!), episode 2 impressed me because of a highly innovative interpretation on a traditional D&D creature type: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as evil outsiders) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were little more than riffs on the celestial figures from biblical sacred texts; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced fresh creatures that would appear in the 1983 Monster Manual 2. That’s where the deva angel, the planetar, and the solar made their debut, starting a tradition of creatures known as celestial entities that is continues to exist 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, leaders, messengers, intermediaries for humans, and in general to inhabit their realms in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Infernal Realms and support the faith of their god on the mortal world. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestial beings can be gleaned in an hour of wiki reading.

It’s not surprising that creatures 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 sessions, and even if celestials were subsequently developed with a bigger range of appearances and purposes, that problematic origin hindered their growth. There is also a limit to what you can create for 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 much more freedom: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end fickle and chaotic creatures that can evolve in a lot of directions without losing their distinct identity.

How Critical Role Campaign 4 Reimagines Celestials

Honestly, I understand: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we still don’t know what happens once the god who made them dies. There is no canonical answer, and every DM is free to devise their own spin. Brennan Lee Mulligan decided to make this question central to the world of Aramán, one where the gods have all been slain by humans in a massive war that ended seven decades prior to the beginning of the story. So what became of the servants of these gods?

Brennan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and became a plague that destroyed whole nations. A great deal about the history of this world, the divine conflict, and its consequences in the present has still to be revealed, but it appears that when the gods died, the celestials became “wild”. They became monsters that could annihilate entire regions if left unchecked. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial entity 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, 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 obscure Planetar angel who was called forth by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the madness infusing the place.

The taint seen in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, nor led astray by their own arrogance or fixations. They are casualties; another terrible result of the Shapers’ War. As the new campaign continues, it is hoped the DM concentrates on the notion that, regardless of how “righteous” that war was, the mortals who won it may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been severed, and the creatures that were formerly their protectors, shepherding their souls to safety after death, are now frightening disasters.

Sure, this might simply be a practical method to address Gygax’s initial quandary. It is simple to justify killing an angel when it’s a screaming, mad entity with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Steve Reed
Steve Reed

Blockchain developer and interoperability specialist, passionate about building decentralized bridges to connect diverse ecosystems.