The Latest Critical Role Season Four May Have Resolved My Least Favorite D&D Monster
D&D presents a distinctive imaginative arena. In theory, it acts as a empty slate where the creativity of DMs and players can paint countless scenarios. However, Dungeons & Dragons also bears a five-decade history of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “new” content for Dungeons & Dragons is a reworking of sampled tracks. Sometimes you get elements that sound as good as “a classic hit,” other times you cringe as if hearing “a derivative tune.”
Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan really hates the gods!), the second episode impressed me because of a truly original interpretation on a classic D&D creature type: angelic beings.
The Historical Background of Heavenly Beings in D&D
Demons and devils (often called fiends) have been part of D&D since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine editions #12 (Feb. 1978) and 17 (Aug. 1978). These were little more than riffs on the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced fresh creatures that would appear in the 1983 Monster Manual II. That’s where the deva, the planetar angel, and the solar first appeared, initiating a lineage of beings known as celestials that is still present in the latest edition of the game.
In D&D, celestials are the servants of good-aligned deities, created by their creators to serve as soldiers, commanders, messengers, intermediaries for humans, and in general to populate their domains in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and support the faith of their god on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Famous examples include Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out compared to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence 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 gathered in an hour of wiki reading.
It’s understandable that creatures who look like angels from the Bible went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their games, and although celestials were later expanded with a bigger range of appearances and purposes, that problematic origin stunted their development. There is also a limit to what you can create for beings that are designed to be servants of a god. Certainly, they have independent thought, but their storytelling range is restricted. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re ultimately fickle and chaotic creatures that can evolve in a lot of directions without sacrificing their unique nature.
How Critical Role Campaign 4 Reimagines Celestials
To be frank, I get it: Celestial beings are simply not very compelling. Divine champions of good that strike down wickedness in every manifestation can be cool, but they also get cheesy quickly. That widespread disinterest means we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what happens after the deity who made them dies. There is no canonical answer, and each Dungeon Master is able to devise their own interpretation. The DM Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, one where the deities have all been slain by humans in a great conflict that concluded 70 years prior to the start of the story. So what happened to the servants of these gods?
Brennan’s solution is simple, terrifying, and highly intriguing: They became insane and became a plague that devastated whole nations. A lot about the past of this world, the divine conflict, and its consequences in the current era has still to be revealed, but it seems that after the gods died, the celestials went “feral”. They transformed into creatures that could destroy large areas if not contained. Viewers got a glimpse of how frightening such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a massive coffin.
It is no accident that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with ending the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. Fazrian is a little-known Planetar angel who was called forth by a priest inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the location.
The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, or led astray by their own pride or fixations. They are victims; one more terrible consequence of the Shapers’ War. As the new campaign progresses, it is hoped the DM focuses on the notion that, regardless of how “righteous” that war was, the mortals who won it may still regret the outcome. Their world has been harmed, their link to the hereafter has been cut off, and the creatures that were once their protectors, guiding their spirits to safety after death, are currently frightening disasters.
Sure, this may just be a convenient way to solve the original creator’s initial quandary. It is simple to rationalize slaying an divine being when it’s a screaming, insane entity with rows of teeth, but I am also very intrigued 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 monstrous celestials to the flat {