Critical Role Season Four May Have Fixed My Least Favorite Dungeons & Dragons Creature
D&D provides a unique creative space. Theoretically, it serves as a blank canvas where the creativity of Dungeon Masters and participants can paint countless scenarios. Yet, Dungeons & Dragons also carries a five-decade history of worlds, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to entirely detach themselves from this extensive landscape of references, meaning that a lot of “fresh” material for Dungeons & Dragons is a reworking of sampled tracks. At times you encounter things that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”
The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his other series Dimension 20 work may identify some of his common themes (He strongly dislikes the deities!), episode 2 impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in D&D
Fiendish creatures (collectively known as evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to show up. A handful of distinct “angels” with individual titles appeared in Dragon magazine issues #12 (February 1978) and #17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” column in Dragon, where he presented fresh creatures that would appear in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar angel made their debut, initiating a lineage of creatures called celestials that is still present in the most recent version of the game.
In D&D, celestials are the servants of benevolent gods, created by their masters to serve as warriors, commanders, messengers, liaisons with mortals, and in general to populate their realms in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil 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 distinct persons with individual traits. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is notably underdeveloped in contrast to fiends. The Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an short time of online research.
It’s not surprising that creatures who look like angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players game statistics for divine beings they could murder in their sessions, and even if celestials were subsequently developed with a broader spectrum of looks and roles, that problematic origin stunted their development. There’s also only so much what you can do with creatures that are designed to be divine minions. Certainly, they have independent thought, but their narrative potential is limited. From that perspective, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic entities that can spin in a lot of directions without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Reimagines Celestials
To be frank, I understand: Celestial beings are just not that interesting. Holy warriors of virtue that strike down wickedness in every manifestation can be cool, 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 have yet to learn what occurs after the deity who created 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 world of Aramán, a place where the deities have all been slain by mortals in a great conflict that ended 70 years prior to the start of the campaign. So what became of the servants of these gods?
Brennan’s answer is straightforward, horrifying, and very interesting: They became insane and turned into a blight that destroyed whole nations. A lot about the past of this world, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that when the deities were slain, the celestials became “wild”. They became creatures that could destroy large areas if left unchecked. Viewers caught a sight of how scary one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “ancestor,” a fearsome celestial held bound in a massive coffin.
It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose obsession with concluding the Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was called forth by a cleric inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the place.
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, or led astray by their own pride or obsessions. They are casualties; another terrible consequence of the War of the Shapers. As Campaign 4 continues, I hope the DM concentrates on the notion that, regardless of how “righteous” that war was, the mortals who emerged victorious may nonetheless lament the outcome. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were formerly their guardians, guiding their spirits to security following death, are currently frightening disasters.
Certainly, this might simply be a practical method to address Gygax’s initial quandary. It’s easy to justify killing an divine being when it’s a shrieking, mad entity with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for gods in his stories, but I still prefer these horrific heavenly beings to the flat {