Critical Role Season Four May Have Resolved My Least Favorite D&D Monster
Dungeons & Dragons presents a unique creative space. In theory, it serves as a blank canvas where the creativity of Dungeon Masters and participants can paint any kind of picture. However, D&D also bears a 50-year legacy of worlds, creatures, magic systems, established non-player characters, and general lore. Even the most talented creative minds find it difficult to completely free themselves from this vast universe of existing content, so that a great deal of “new” material for D&D is a reiteration of familiar ideas. Sometimes you get elements that are as brilliant as “Gangsta’s Paradise,” other times you wince like when listening to “a derivative tune.”
Critical Role has been highly inventive in the past due to the unique worlds of Exandria (designed by Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his other series Dimension 20 work may identify some of his common themes (Brennan really hates the gods!), episode 2 impressed me because of a highly innovative take on a classic D&D creature type: celestials.
A Brief History of Celestials 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 appear. A few unique “divine messengers” with individual titles were featured in Dragon magazine editions 12 (Feb. 1978) and 17 (Aug. 1978). These were little more than variations of the angels from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva, the planetar, and the solar first appeared, starting a lineage of creatures known as celestials that is still present in the most recent version of the role-playing game.
In Dungeons & Dragons, celestials are the agents of benevolent gods, made by their masters to serve as soldiers, commanders, emissaries, liaisons with mortals, and in general to populate their realms in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and support the belief of their god on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is notably less fleshed out in contrast to fiends. The Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an hour of wiki reading.
It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. There are stories that Gary Gygax was uncomfortable about providing gamers stat blocks for divine beings they could murder in their games, and even if celestials were later expanded with a bigger range of looks and purposes, that controversial beginning hindered their growth. There’s also only so much what you can do with creatures that are created to be divine minions. Certainly, they have independent thought, but their narrative potential is limited. In that sense, the antagonists have much more freedom: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end fickle and chaotic creatures that can spin in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Heavenly Beings
To be frank, I get it: Celestial beings are simply not very compelling. Divine champions of good that strike down wickedness in all its forms can be cool, but they also become clichéd very fast. That general lack of interest means we remain unaware of a great deal about celestials. For example, we still don’t know what happens after the deity who created them dies. There is no canonical answer, and each Dungeon Master is free to come up with their own spin. The DM Brennan Lee Mulligan decided to center this issue central to the world of Aramán, a place where the gods have all been slain by humans in a massive war that concluded seven decades prior to the beginning of the campaign. So what happened to the servants of these divine beings?
Mulligan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and turned into a plague that devastated whole nations. A lot about the past of this world, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it seems that after the gods died, the celestial beings went “feral”. They transformed into monsters that could destroy large areas if not contained. The audience caught a sight of how frightening such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial kept chained in a enormous casket.
It is no accident that the most compelling celestial beings in D&D, narratively, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the madness infusing the location.
The taint observed in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They were not deceived, nor misled by their own pride or obsessions. They are casualties; another terrible consequence of the Shapers’ War. As Campaign 4 progresses, I hope Mulligan focuses on the idea that, regardless of how “just” that war was, the humans who emerged victorious may nonetheless lament the consequences. Their realm has been wounded, their connection to the afterlife has been cut off, and the beings that were formerly their protectors, guiding their spirits to security after death, are now terrifying calamities.
Certainly, this may just be a convenient way to solve Gygax’s initial quandary. It’s easy to justify killing an divine being when it’s a shrieking, insane entity with multiple fangs, but I am also highly fascinated by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with the DM’s aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {