The Latest Critical Role Season Four Could Have Resolved My Least Favorite D&D Monster
D&D presents a distinctive imaginative arena. Theoretically, it acts as a blank canvas where the creativity of DMs and participants can paint any kind of picture. However, D&D also carries a five-decade history of campaign settings, creatures, spellcasting rules, well-known NPCs, and general lore. Even the best creative minds find it difficult to completely free themselves from this extensive landscape of references, meaning that a great deal of “new” content for Dungeons & Dragons is a reworking of sampled tracks. At times you get elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past thanks 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 Brennan and his Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the deities!), episode 2 impressed me because of a highly innovative take on a traditional Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been included in D&D since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A few unique “divine messengers” with individual titles appeared in the publication Dragon issues #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 wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar, and the solar angel first appeared, initiating a tradition of creatures known as celestial entities that is continues to exist in the most recent version of the role-playing game.
In Dungeons & Dragons, celestial beings are the agents of benevolent gods, made by their masters to act as soldiers, commanders, emissaries, liaisons with mortals, and in general to inhabit their realms in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the faith of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with individual traits. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly underdeveloped compared to demonic entities. 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 the series Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the mysterious Yugoloth. In the meantime, 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 received less attention. There are stories that Gygax felt uneasy about giving players stat blocks for divine beings they could murder in their sessions, and even if celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin hindered their growth. There is also a limit to what you can do with creatures that are designed to be divine minions. Sure, they have free will, but their narrative potential is limited. In that sense, the bad guys have much more freedom: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re ultimately fickle and chaotic creatures that can evolve in a many ways without sacrificing their unique nature.
How Critical Role Campaign 4 Redefines Celestials
Honestly, I understand: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be cool, but they also become clichéd quickly. That general lack of interest means we remain unaware of that much about celestials. As an illustration, we still don’t know what happens once the deity who made them perishes. There is no official explanation, and each Dungeon Master is free to devise their own interpretation. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, one where the gods have all been slain by mortals in a great conflict that concluded 70 years prior to the start of the story. So what became of the servants of these gods?
Mulligan’s solution is straightforward, horrifying, and very interesting: They became insane and became a plague that devastated whole nations. A lot about the history of Aramán, the war against the gods, and its aftermath in the present has yet to be disclosed, but it appears that when the gods were slain, the celestial beings went “feral”. They transformed into monsters that could destroy large areas if not contained. Viewers got a glimpse of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial kept chained in a enormous casket.
It is no accident that the most compelling celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with concluding the Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was called forth by a cleric inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the insanity infusing the place.
The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, nor led astray by their own pride or obsessions. They are casualties; another dreadful result of the War of the Shapers. As the new campaign progresses, I hope the DM focuses on the notion that, regardless of how “just” that war was, the mortals who emerged victorious may nonetheless lament 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 safety after death, are now frightening disasters.
Sure, this might simply be a convenient way to solve Gygax’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, insane entity with rows of teeth, but I am also very intrigued by this new declination of the celestial mythos in D&D. I am not entirely in accord with Brennan’s aversion for gods in his campaigns, but I still prefer these monstrous celestials to the flat {