Critical Role Season Four May Have Resolved My Least Favorite D&D Monster
D&D presents a unique creative space. In theory, it serves as a blank canvas where the imagination of DMs and players can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds struggle to completely free themselves from this extensive universe of existing content, meaning that a great deal of “fresh” material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you encounter elements that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “All Summer Long.”
The show Critical Role has gotten plenty creative in the past due to the original settings of its first setting (created by Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his common themes (Brennan really hates the deities!), the second episode impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: celestials.
A Brief History of Heavenly Beings in Dungeons & Dragons
Demons and devils (collectively known as fiends) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to show up. A few unique “divine messengers” with individual titles appeared in the publication Dragon issues 12 (February 1978) and 17 (Aug. 1978). These were little more than riffs on the celestial figures from biblical sacred texts; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he presented fresh creatures that would appear in the 1983 Monster Manual II. That’s when the deva, the planetar angel, and the solar first appeared, starting a lineage of creatures called celestials that is continues to exist in the most recent version of the game.
In D&D, celestial beings are the servants of good-aligned deities, made by their masters to serve as soldiers, leaders, emissaries, intermediaries for humans, and overall to inhabit their domains in the Heavenly Realms. They are champions of good who battle the forces of chaos and evil from the Lower Planes and help uphold the faith of their god on the mortal world. In spite of their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Well-known instances include 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.
Celestial lore is notably underdeveloped compared to fiends. The chaotic Abyss has 99 layers of expanding chaos and demon lords tearing each other apart. The Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an hour of online research.
It’s not surprising that creatures who resemble biblical angels went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players game statistics for angels they could murder in their sessions, and although celestials were subsequently developed with a bigger range of looks and roles, that controversial beginning stunted their development. There is also a limit to what you can create for creatures that are created to be servants of a god. Sure, they have free will, but their storytelling range is limited. In that sense, the bad guys have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Reimagines Celestials
Honestly, I understand: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in all its forms can be impressive, but they also get cheesy quickly. That general lack of interest means we still don’t know a great deal about celestials. For example, we still don’t know what happens once the god who made them perishes. There is no canonical answer, and every DM is free to come up with their own interpretation. Brennan Lee Mulligan chose to make this question central to the world of Aramán, one where the gods have all been killed by mortals in a great conflict that ended 70 years before the start of the campaign. So what became of the servants of these gods?
Brennan’s answer is simple, terrifying, and highly intriguing: They became insane and turned into a plague that devastated entire countries. A lot about the past of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that after the deities were slain, the celestials went “feral”. They became monsters that could annihilate large areas if left unchecked. The audience got a glimpse of how frightening one of these creatures can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “ancestor,” a fearsome celestial entity held bound in a massive coffin.
It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose obsession with concluding the eternal Blood War resulted in her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the insanity permeating the location.
The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, nor misled by their own pride or obsessions. They are casualties; one more dreadful result of the Shapers’ War. As Campaign 4 continues, I hope the DM focuses on the notion that, regardless of how “just” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been severed, and the creatures that were once their guardians, shepherding their souls to safety following death, are currently frightening disasters.
Certainly, this may just be a practical method to address Gygax’s original dilemma. It’s easy to justify killing an angel when it’s a shrieking, mad creature with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the flat {