Critical Role Season Four May Have Fixed My Least Favorite D&D Monster
Dungeons & Dragons provides a distinctive creative space. In theory, it serves as a blank canvas where the imagination of DMs and participants can craft countless scenarios. Yet, D&D also bears a 50-year legacy of worlds, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds struggle to completely free themselves from this vast landscape of references, so that a great deal of “fresh” material for D&D is a reiteration of sampled tracks. At times you get things that sound as good as “a classic hit,” on other occasions you cringe like when listening to “All Summer Long.”
Critical Role has gotten plenty creative 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 its fourth campaign). Although longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He really hates the deities!), the second episode stood out to me because of a highly innovative take on a classic D&D creature type: angelic beings.
A Brief History of Celestials in D&D
Demons and devils (collectively known as evil outsiders) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to show up. A handful of distinct “angels” with specific names appeared in Dragon magazine editions #12 (February 1978) and 17 (August 1978). These were little more than riffs on the angels from biblical sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual 2. That’s when the deva, the planetar, and the solar angel made their debut, initiating a lineage of creatures called celestial entities that is continues to exist in the most recent version of the game.
In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their masters to act as soldiers, leaders, messengers, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gleaned in an hour of wiki reading.
It’s understandable that beings who look like biblical angels received less attention. There are stories that Gygax felt uneasy about giving players stat blocks for angels they could kill 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 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 much more freedom: They have defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re in the end fickle and chaotic entities that can evolve in a many ways without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
To be frank, I get it: Celestial beings are just not that interesting. Holy warriors of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest implies we still don’t know a great deal about celestials. For example, we have yet to learn what happens once the deity who created them perishes. There is no official explanation, and each Dungeon Master is free to come up with their own spin. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the gods have all been slain by mortals in a great conflict that ended seven decades before the start of the story. So what happened to the followers of these divine beings?
Mulligan’s solution is simple, terrifying, and very interesting: They became insane and became a plague that destroyed entire countries. A lot about the history of this world, the war against the gods, and its consequences in the current era has yet to be disclosed, but it seems that after the gods were slain, the celestial beings became “wild”. They transformed into 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 end of episode 2, as Wicander (Sam Riegel) encountered his “ancestor,” a terrifying celestial entity held bound in a enormous casket.
It’s not a coincidence that the most interesting celestials in D&D, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a powerful Solar whose fixation with ending the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the insanity permeating the location.
The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, nor misled by their own pride or obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan focuses on the notion that, no matter how “righteous” that conflict was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been severed, and the creatures that were formerly their guardians, guiding their spirits to security following death, are now frightening disasters.
Certainly, this might simply be a practical method to address Gygax’s original dilemma. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with multiple fangs, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for gods in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {