Critical Role Season Four May Have Resolved My Least Favorite D&D Monster

D&D presents a distinctive creative space. Theoretically, it acts as a empty slate where the imagination of Dungeon Masters and participants can paint any kind of picture. However, D&D also bears a five-decade history of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this vast landscape of references, meaning that a lot of “fresh” material for D&D is a reworking of sampled tracks. Sometimes you encounter elements that sound as good as “Gangsta’s Paradise,” on other occasions you cringe like when listening to “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the original settings of its first setting (created by Matt Mercer) and now Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his other series Dimension 20 work may recognize some of his common themes (He really hates the deities!), the second episode impressed me because of a highly innovative take on a traditional D&D creature type: angelic beings.

The Historical Background of Heavenly Beings in D&D

Demons and devils (collectively known as evil outsiders) have been part of D&D since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “divine messengers” with specific names appeared in the publication Dragon editions 12 (February 1978) and #17 (August 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented fresh creatures that would be included in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar first appeared, initiating 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 act as soldiers, leaders, messengers, liaisons with mortals, and in general to inhabit their realms in the Heavenly Realms. They are paragons of virtue 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 divine beings, celestials are unique individuals with individual traits. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly less fleshed out compared to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestials can be gleaned in an short time of wiki reading.

It’s understandable that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax felt uneasy about giving players stat blocks for angels they could kill in their games, and even if celestials were subsequently developed with a broader spectrum of looks and purposes, that controversial beginning stunted their development. There is also a limit to what you can create for creatures that are created to be divine minions. Sure, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly creatures that can evolve in a lot of directions without sacrificing 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. Holy warriors of virtue that strike down wickedness in all its forms can be cool, but they also get cheesy quickly. That widespread disinterest means we remain unaware of that much 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 each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan decided to center this issue central to the world of Aramán, one where the gods have all been slain by mortals in a massive war that ended 70 years before the beginning of the campaign. So what happened to the servants of these gods?

Mulligan’s solution is straightforward, terrifying, and highly intriguing: They went crazy and turned into a plague that destroyed entire countries. A great deal about the past of Aramán, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it seems that after the deities were slain, the celestials became “wild”. They transformed into creatures that could destroy entire regions if left unchecked. Viewers got a glimpse of how frightening such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial held bound in a massive coffin.

It is no accident that the most interesting celestials in D&D, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, slowly succumbing to the madness infusing the place.

The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own arrogance or obsessions. They are casualties; another terrible consequence of the Shapers’ War. As the new campaign progresses, it is hoped the DM concentrates on the idea that, regardless of how “righteous” that conflict was, the humans who won it may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been severed, and the creatures that were formerly their protectors, shepherding their souls to safety following death, are currently frightening disasters.

Sure, this may just be a convenient way to solve the original creator’s original dilemma. It is simple to rationalize slaying an angel when it’s a screaming, insane creature with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the flat {

Eric Mcclure
Eric Mcclure

Elara is a seasoned gaming analyst with over a decade of experience in casino reviews and strategy development.