The Latest Critical Role Season Four May Have Resolved My Least Favorite D&D Monster
D&D offers a unique imaginative arena. In theory, it acts as a blank canvas where the imagination of DMs and participants can paint countless scenarios. Yet, Dungeons & Dragons also carries a five-decade history of campaign settings, creatures, spellcasting rules, well-known NPCs, and general lore. Even the best imaginative thinkers find it difficult to completely free themselves from this vast landscape of references, meaning that a great deal of “new” material for D&D is a reworking of sampled tracks. At times you get elements that sound as good as “a classic hit,” other times you wince as if hearing “a derivative tune.”
The show Critical Role has gotten plenty creative in the past thanks to the original settings of Exandria (designed by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (Brennan really hates the deities!), episode 2 impressed me because of a truly original interpretation on a classic D&D creature type: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Demons and devils (often called evil outsiders) have been included in D&D since 1976, but it required more time for their heavenly counterparts to show up. A few unique “angels” with individual titles appeared in the publication Dragon issues 12 (Feb. 1978) and #17 (Aug. 1978). These were little more than riffs on the celestial figures from biblical sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would appear in the 1983 Monster Manual 2. That’s when the deva, the planetar angel, and the solar first appeared, starting a tradition of beings known as celestials that is continues to exist in the most recent version of the game.
In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, created by their creators to serve as warriors, leaders, messengers, intermediaries for humans, and in general to populate their domains 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 mortal world. Despite their close connection with the divine beings, celestials are unique individuals with individual traits. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms world, 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 notably less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an hour of online research.
It’s understandable that beings who look like angels from the Bible received less attention. There are stories that Gary Gygax was uncomfortable about giving players stat blocks for angels they could murder in their games, and although celestials were subsequently developed with a broader spectrum of looks and roles, that problematic origin stunted their development. There is also a limit to what you can do with beings that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a lot of directions without sacrificing their unique nature.
How Critical Role Campaign 4 Redefines Celestials
Honestly, I understand: Celestials are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be cool, but they also become clichéd very fast. That general lack of interest means we still don’t know that much about celestials. As an illustration, we still don’t know what happens once the god who made them dies. There is no official explanation, and each Dungeon Master is able to devise their own interpretation. Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, one where the deities have all been slain by mortals in a massive war that concluded 70 years prior to the beginning of the campaign. So what became of the followers of these divine beings?
Mulligan’s solution is simple, terrifying, and highly intriguing: They became insane and turned into a blight that devastated entire countries. A great deal about the history of this world, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it appears that when the gods died, the celestials went “feral”. They transformed into creatures that could destroy large areas if not contained. The audience got a glimpse of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestials in D&D, narratively, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the evil in the Terminus area of the massive dungeon, slowly succumbing to the insanity infusing the location.
The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, or misled by their own pride or obsessions. They are victims; one more terrible consequence of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan focuses on the idea that, regardless of how “righteous” that war was, the mortals who won it may still regret the consequences. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, shepherding their souls to safety after death, are currently frightening disasters.
Certainly, this might simply be a practical method to solve the original creator’s initial quandary. It is simple to rationalize slaying an angel when it’s a screaming, insane creature with multiple fangs, but I also feel highly fascinated by this new declination of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {