Critical Role Season Four Could Have Resolved My Least Favorite D&D Monster
Dungeons & Dragons provides a unique imaginative arena. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and players can paint countless scenarios. Yet, D&D also bears a five-decade history of campaign settings, creatures, spellcasting rules, well-known NPCs, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this vast landscape of references, meaning that a great deal of “new” content for Dungeons & Dragons is a reworking of familiar ideas. At times you encounter things that are as brilliant as “a classic hit,” on other occasions you wince as if hearing “All Summer Long.”
The show Critical Role has been highly inventive in the past thanks to the original settings of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the deities!), the second episode stood out to me because of a highly innovative take on a traditional D&D creature type: celestials.
A Brief History of Celestials in Dungeons & Dragons
Fiendish creatures (often called fiends) have been included in D&D since 1976, but it required more time for their heavenly counterparts to appear. A few unique “angels” with individual titles appeared in Dragon magazine issues #12 (Feb. 1978) and #17 (Aug. 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented fresh creatures that would appear in the 1983 Monster Manual 2. That’s when the deva angel, the planetar, and the solar angel made their debut, initiating a tradition of creatures called celestial entities that is continues to exist in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of benevolent gods, made by their masters to serve as soldiers, leaders, messengers, liaisons with mortals, and overall to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their deity on the Material Plane. Despite their close connection with the gods, celestials are unique individuals with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is notably less fleshed out in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestial beings can be gleaned in an short time of online research.
It’s understandable that beings who resemble angels from the Bible received less attention. There are stories that Gygax felt uneasy about giving players game statistics for divine beings they could kill in their sessions, and even if celestials were subsequently developed with a bigger range of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can create for creatures that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential 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 unpredictable and disorderly creatures that can spin in a many ways without losing their unique nature.
The Way Campaign 4 of Critical Role Redefines Celestials
Honestly, I understand: Celestials are simply not very compelling. Divine champions of virtue that smite evil in every manifestation can be impressive, but they also get cheesy quickly. That widespread disinterest means we remain unaware of that much about celestials. For example, we have yet to learn what occurs once the god who created them perishes. There is no canonical answer, and each Dungeon Master is able to devise their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, a place where the gods have all been slain by humans in a great conflict that concluded seven decades before the start of the campaign. So what became of the followers of these gods?
Mulligan’s solution is simple, terrifying, and highly intriguing: They became insane and turned into a plague that destroyed entire countries. A great deal about the history of this world, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that after the gods were slain, the celestials went “feral”. They transformed into creatures that could destroy large areas if not contained. The audience caught a sight 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 “ancestor,” a terrifying celestial kept chained in a massive coffin.
It is no accident that the most compelling celestials in D&D, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was summoned by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the madness permeating the place.
The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own arrogance or fixations. They are casualties; another terrible consequence of the Shapers’ War. As Campaign 4 progresses, I hope Mulligan focuses on the idea that, regardless of how “just” that conflict was, the mortals who won it may still regret the outcome. Their realm has been wounded, their link to the hereafter has been severed, and the creatures that were formerly their protectors, guiding their spirits to security after death, are now terrifying calamities.
Sure, this might simply be a convenient way to solve the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a shrieking, insane entity with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with the DM’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {