The Latest Critical Role Season Four May Have Fixed The Most Problematic D&D Monster
D&D provides a unique creative space. Theoretically, it acts as a empty slate where the creativity of DMs and participants can craft any kind of picture. However, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, magic systems, established non-player characters, and general lore. Even the best creative minds find it difficult to entirely detach themselves from this vast universe of existing content, meaning that a lot of “new” material for D&D is a reworking of sampled tracks. At times you encounter things that are as brilliant as “a classic hit,” other times you wince like when listening to “All Summer Long.”
The show Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a classic Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in D&D
Fiendish creatures (often called evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to show up. A few unique “divine messengers” with specific names were featured in Dragon magazine issues #12 (February 1978) and 17 (Aug. 1978). These were little more than riffs on the angels from Hebrew and Christian sacred texts; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he presented fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar made their debut, starting a tradition of beings known as celestial entities that is continues to exist 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 act as soldiers, commanders, emissaries, intermediaries for humans, and overall to inhabit their realms in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and support the belief of their god on the Material Plane. In spite of their close connection with the divine beings, celestials are unique individuals with specific personalities. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped compared to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an short time of wiki reading.
It’s understandable that beings who resemble biblical angels received less attention. Rumor has it that Gary Gygax felt uneasy about giving players stat blocks for angels they could murder in their sessions, and even if celestials were later expanded with a bigger range of looks and roles, that problematic origin hindered their growth. There is also a limit to what you can create for beings that are designed to be divine minions. Certainly, they have free will, but their narrative potential is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately fickle and chaotic creatures that can evolve in a many ways without losing their unique nature.
How Critical Role Campaign 4 Redefines Heavenly Beings
To be frank, I get it: Celestials are simply not very compelling. Divine champions of good that strike down wickedness in all its forms can be impressive, but they also get cheesy very fast. That widespread disinterest implies we still don’t know a great deal about celestials. As an illustration, we still don’t know what happens after 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 decided to center this issue at the heart of the setting of Aramán, one where the gods have all been slain by mortals in a great conflict that ended seven decades prior to the start of the campaign. So what became of the servants of these divine beings?
Mulligan’s solution is simple, terrifying, 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 consequences in the present has yet to be disclosed, but it appears that when the deities died, the celestial beings became “wild”. They transformed into monsters that could annihilate entire regions if not contained. The audience got a glimpse of how scary one of these creatures can be at the end of episode 2, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a enormous casket.
It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil 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 assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, nor misled by their own pride or obsessions. They are victims; another terrible consequence of the Shapers’ War. As Campaign 4 continues, it is hoped the DM concentrates on the idea that, no matter how “just” that conflict was, the mortals who won it may still regret the outcome. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, shepherding their souls to security following death, are currently frightening disasters.
Certainly, this may just be a practical method to address Gygax’s initial quandary. It is simple to rationalize slaying an divine being when it’s a shrieking, insane creature with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythology 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 {