The Latest Critical Role Season Four Could Have Resolved My Least Favorite Dungeons & Dragons Creature
D&D provides a unique creative space. In theory, it acts as a empty slate where the imagination of Dungeon Masters and participants can craft countless scenarios. Yet, D&D also bears a 50-year legacy of worlds, creatures, magic systems, established non-player characters, and general lore. Even the best creative minds struggle to entirely detach themselves from this vast landscape of references, meaning that a great deal of “fresh” content for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you get elements that are as brilliant as “Gangsta’s Paradise,” other times you wince like when listening to “All Summer Long.”
Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his other series Dimension 20 work may identify some of his common themes (He really hates the deities!), the second episode stood out to me because of a truly original take on a classic D&D creature type: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Fiendish creatures (collectively known as evil outsiders) have been part of D&D since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “angels” with specific names were featured in the publication Dragon editions 12 (February 1978) and 17 (Aug. 1978). These were essentially riffs on the angels from biblical religious lore; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented new monsters that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar angel, and the solar made their debut, initiating a lineage of beings called celestial entities that is still present in the most recent version of the role-playing game.
In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their masters to act as warriors, commanders, messengers, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and help uphold the belief of their deity on the mortal world. In spite of their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is markedly underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The infernal 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 celestials can be gathered in an hour of online research.
It’s not surprising that creatures who resemble biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could kill in their games, and even if celestials were later expanded with a broader spectrum of appearances and roles, that problematic origin stunted their development. There’s also only so much what you can create for creatures that are created to be divine minions. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a many ways without sacrificing their distinct identity.
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 smite evil in all its forms can be cool, but they also become clichéd 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 occurs after the god who made them dies. There is no official explanation, and every DM is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to center this issue central to the setting of Aramán, one where the deities have all been slain by mortals in a massive war that concluded seven decades prior to the start of the story. So what became of the followers of these divine beings?
Brennan’s solution is simple, horrifying, and highly intriguing: They went crazy and became a plague that destroyed whole nations. A great deal about the history of Aramán, the divine conflict, and its aftermath in the current era has still to be revealed, but it seems that when the deities were slain, the celestials became “wild”. They became creatures that could destroy 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) got to meet his “grandfather,” a fearsome celestial kept chained in a massive coffin.
It’s not a coincidence that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with ending the Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was called forth by a cleric inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the insanity permeating the location.
The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, or misled by their own pride or fixations. They are victims; one more terrible consequence of the Shapers’ War. As Campaign 4 progresses, I hope the DM focuses on the idea that, no matter how “righteous” that war was, the mortals who won it may nonetheless lament the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the beings that were formerly their guardians, shepherding their souls to security following death, are now terrifying calamities.
Certainly, this might simply be a practical method to address Gygax’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, insane creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s aversion for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {