Critical Role Season Four May Have Fixed The Most Problematic Dungeons & Dragons Creature
D&D offers a distinctive imaginative arena. Theoretically, it acts as a blank canvas where the creativity of DMs and participants can craft any kind of picture. Yet, D&D also carries a five-decade history of worlds, monsters, spellcasting rules, established non-player characters, and general lore. Even the most talented creative minds struggle to completely free themselves from this vast universe of existing content, so that a great deal of “new” content for D&D is a reworking of sampled tracks. Sometimes you encounter things that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “a derivative tune.”
The show Critical Role has been highly inventive in the past due to the unique worlds of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the gods!), the second episode impressed me because of a truly original interpretation on a traditional D&D creature type: angelic beings.
A Brief History of Celestials in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been included in Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon issues #12 (Feb. 1978) and 17 (August 1978). These were essentially riffs on the angels from biblical sacred texts; for more original versions, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced new monsters that would appear in the 1983 Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar angel first appeared, starting a lineage of beings known as celestial entities that is still present in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, made by their creators to act as soldiers, leaders, messengers, liaisons with mortals, and overall to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and help uphold the belief of their deity on the Material Plane. Despite 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 mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out compared to demonic entities. The Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of online research.
It’s understandable that creatures who resemble biblical angels received less attention. There are stories that Gygax was uncomfortable about giving players stat blocks for angels they could murder in their games, and even if celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning hindered their growth. There is also a limit to what you can create for beings that are designed to be divine minions. Sure, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re in the end fickle and chaotic entities that can evolve in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Reimagines Heavenly Beings
To be frank, I understand: Celestials are simply not very compelling. Holy warriors of good that smite evil in all its forms can be cool, but they also get cheesy quickly. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we have yet to learn what occurs once the deity who created them dies. There is no canonical answer, and every DM is free to devise 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 massive war that ended 70 years before the beginning of the campaign. So what became of the followers of these divine beings?
Mulligan’s answer is simple, horrifying, and very interesting: They went crazy and became a plague that destroyed entire countries. A lot about the past of Aramán, the divine conflict, and its aftermath in the present has still to be revealed, but it appears that after the gods were slain, the celestial beings became “wild”. They became monsters that could annihilate entire regions if not contained. The audience got a glimpse of how frightening one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestials 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 tainted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the place.
The taint observed in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They weren’t tricked, or led astray by their own pride or fixations. They are victims; one more dreadful consequence of the War of the Shapers. As the new campaign continues, it is hoped the DM concentrates on the notion that, regardless of how “just” that war was, the humans who won it may still regret the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, guiding their spirits to security following death, are now frightening disasters.
Sure, this may just be a practical method to address Gygax’s initial quandary. It is simple to rationalize slaying an divine being when it’s a screaming, mad entity with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {