The Latest Critical Role Season Four May Have Resolved My Least Favorite D&D Monster
Dungeons & Dragons offers a distinctive creative space. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and players can paint any kind of picture. However, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the most talented creative minds find it difficult to completely free themselves from this vast universe of existing content, meaning that a lot of “new” material for D&D is a reworking of sampled tracks. Sometimes you encounter things that are as brilliant as “Gangsta’s Paradise,” other times 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 (designed by Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (Brennan really hates the gods!), the second episode impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials.
The Historical Background of Celestials in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been included in D&D since the mid-70s, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon editions #12 (February 1978) and 17 (Aug. 1978). These were essentially riffs on 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 “Featured Creatures” column in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar angel made their debut, initiating a tradition of creatures called celestial entities that is still present in the latest edition of the game.
In D&D, celestial beings are the agents of good-aligned deities, made by their masters to act as soldiers, leaders, messengers, liaisons with mortals, and in general to populate their realms in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Lower Planes and support the faith of their deity on the Material Plane. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples include Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is notably less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The Nine Hells are a interpretation 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 beings who resemble biblical angels received less attention. There are stories that Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their games, and although celestials were later expanded with a bigger range of appearances and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for beings that are created to be divine minions. Certainly, they have free will, but their storytelling range is restricted. In that sense, the antagonists have much more freedom: They have established masters (Demon Lords, Infernal Dukes, 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 Redefines Celestials
Honestly, I understand: Celestial beings are just not that interesting. Divine champions of good that smite evil in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest means we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what happens once the god who made them dies. There is no canonical answer, and every DM is able to come up with their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, a place where the gods have all been killed by humans in a great conflict that concluded 70 years prior to the start of the story. So what became of the servants of these divine beings?
Brennan’s solution is straightforward, terrifying, and very interesting: They became insane and became a blight that destroyed whole nations. A great deal about the past of Aramán, the divine conflict, and its consequences in the current era has still to be revealed, but it appears that when the gods died, the celestial beings became “wild”. They became monsters that could destroy entire regions if not contained. The audience caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial held bound in a enormous casket.
It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a powerful Solar whose obsession with ending the Blood War led to her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the location.
The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestials did not lose their virtue. They were not deceived, nor misled by their own arrogance or obsessions. They are victims; another dreadful consequence of the Shapers’ War. As Campaign 4 continues, I hope the DM focuses on the idea that, no matter how “just” that war was, the humans who won it may still regret the consequences. Their world has been wounded, their link to the hereafter has been cut off, and the beings that were once their guardians, shepherding their souls to safety after death, are now terrifying calamities.
Sure, this might simply be a convenient way to solve Gygax’s initial quandary. It is simple to justify killing an divine being when it’s a screaming, mad creature with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {