Critical Role Season Four May Have Resolved The Most Problematic Dungeons & Dragons Creature
D&D presents a unique imaginative arena. Theoretically, it serves as a blank canvas where the creativity of Dungeon Masters and players can paint any kind of picture. However, Dungeons & Dragons also carries a five-decade history of campaign settings, creatures, magic systems, established non-player characters, and general lore. Even the most talented imaginative thinkers struggle to completely free themselves from this vast landscape of references, so that a great deal of “fresh” material for D&D is a reworking of familiar ideas. Sometimes you get things that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “a derivative tune.”
The show Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (designed by Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), episode 2 stood out to me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in D&D
Fiendish creatures (collectively known as fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “angels” with specific names appeared in the publication Dragon issues #12 (Feb. 1978) and 17 (August 1978). These were essentially variations of the angels from Hebrew and Christian sacred texts; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva, the planetar, and the solar angel first appeared, initiating a tradition of creatures known as celestial entities that is still present in the most recent version of the game.
In Dungeons & Dragons, celestial beings are the agents of benevolent gods, made by their creators to act as warriors, leaders, emissaries, liaisons with mortals, and overall to inhabit their domains in the Upper Planes. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their god on the Material Plane. In spite of their close connection with the divine beings, celestials are distinct persons with specific personalities. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is notably underdeveloped compared to fiends. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestial beings can be gleaned in an short time of wiki reading.
It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players stat blocks for angels they could murder in their sessions, and although celestials were later expanded with a broader spectrum of appearances and purposes, that controversial beginning hindered their growth. There’s also only so much what you can do with beings that are created to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re ultimately fickle and chaotic entities that can evolve in a lot of directions without losing their unique nature.
How Critical Role Campaign 4 Reimagines Heavenly Beings
Honestly, I understand: Celestial beings are just not that interesting. Divine champions of good that smite evil in all its forms can be impressive, but they also get cheesy very fast. That widespread disinterest means we still don’t know that much about celestials. For example, we still don’t know what occurs after the deity who made them dies. There is no official explanation, and each Dungeon Master is free to come up with their own spin. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, one where the gods have all been killed by humans in a great conflict that ended 70 years prior to the start of the campaign. So what happened to the servants of these divine beings?
Mulligan’s answer is straightforward, horrifying, and very interesting: They became insane and became a plague that devastated whole nations. A lot about the past of Aramán, the war against the gods, and its aftermath in the current era has still to be revealed, but it appears that after the gods were slain, the celestial beings became “wild”. They became creatures that could destroy entire regions if not contained. The audience caught a sight of how scary one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a massive coffin.
It’s not a coincidence that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and became obsessed with “purging” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the madness infusing the location.
The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They were not deceived, nor led astray by their own pride or fixations. They are casualties; one more terrible result of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM concentrates on the idea that, regardless of how “just” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their realm has been wounded, their connection to the afterlife has been severed, and the beings that were formerly their protectors, shepherding their souls to security following death, are now frightening disasters.
Certainly, this might simply be a convenient way to address Gygax’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, mad entity with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythology in D&D. I don’t necessarily agree with Brennan’s loathing for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {