Critical Role Season Four Could Have Fixed The Most Problematic D&D Monster
Dungeons & Dragons presents a distinctive creative space. In theory, it acts as a empty slate where the creativity of DMs and players can paint any kind of picture. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the most talented creative minds find it difficult to entirely detach themselves from this vast landscape of references, meaning that a lot of âfreshâ material for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter things that sound as good as âGangstaâs Paradise,â on other occasions you wince as if hearing âAll Summer Long.â
Critical Role has been highly inventive in the past due to the unique worlds of Exandria (created by Matt Mercer) and now AramĂĄn (the setting created by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the deities!), the second episode impressed me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in Dungeons & Dragons
Fiendish creatures (collectively known as evil outsiders) have been part of D&D since 1976, but it took a while longer for their heavenly counterparts to appear. A few unique âangelsâ with individual titles were featured in Dragon magazine issues #12 (Feb. 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from biblical religious lore; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygaxâs âMonster Spotlightâ article in Dragon, where he introduced fresh creatures that would be included in 1983âs Monster Manual II. Thatâs where the deva angel, the planetar, and the solar angel first appeared, starting a tradition of beings called celestials that is still present in the most recent version of the role-playing game.
In D&D, celestial beings are the agents of good-aligned deities, created by their creators to act as warriors, commanders, emissaries, intermediaries for humans, and overall to populate their domains in the Heavenly Realms. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and support the faith of their deity on the Material Plane. In spite of their close connection with the gods, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldurâs Gate 3.
The mythology of celestials is markedly underdeveloped compared to fiends. The Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging side stories. And donât get me started the Yugoloth. In the meantime, all the essential information about celestial beings can be gleaned in an hour of wiki reading.
Itâs understandable that creatures who look like biblical angels received less attention. Rumor has it that Gygax was uncomfortable about providing gamers stat blocks for angels they could murder in their sessions, and although celestials were subsequently developed with a bigger range of looks and purposes, that problematic origin stunted their development. There is also a limit to what you can create for creatures that are designed to be servants of a god. Sure, they have free will, but their storytelling range is restricted. From that perspective, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but theyâre in the end fickle and chaotic creatures that can evolve in a many ways without losing their distinct identity.
How Critical Role Campaign 4 Reimagines Celestials
To be frank, I understand: Celestials are simply not very compelling. Holy warriors of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichĂŠd quickly. That general lack of interest means we still donât know that much about celestials. For example, we still donât know what occurs once the god who made them dies. There is no canonical answer, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the setting of AramĂĄn, one where the deities have all been slain by mortals in a great conflict that concluded seven decades before the beginning of the story. So what happened to the followers of these divine beings?
Mulliganâs solution is simple, terrifying, and very interesting: They became insane and became a plague that destroyed entire countries. A great deal about the history of AramĂĄn, the divine conflict, and its consequences in the present has still to be revealed, but it appears that after the gods were slain, the celestial beings went âferalâ. They transformed into creatures that could destroy large areas if not contained. The audience caught a sight of how scary such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his âgrandfather,â a fearsome celestial kept chained in a enormous casket.
Itâs not a coincidence that the most compelling celestials in D&D, narratively, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with ending the eternal Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and developed a fixation on âpurgingâ the evil in the Terminus level of the huge labyrinth, gradually yielding to the madness permeating the place.
The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They were not deceived, nor led astray by their own arrogance or fixations. They are casualties; one more dreadful result of the War of the Shapers. As the new campaign continues, it is hoped the DM concentrates on the notion that, no matter how ârighteousâ that war was, the mortals who emerged victorious may still regret the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their protectors, shepherding their souls to security following death, are currently terrifying calamities.
Sure, this may just be a convenient way to solve Gygaxâs initial quandary. Itâs easy to justify killing an divine being when itâs a shrieking, insane creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I donât necessarily agree with Brennanâs aversion for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {