Critical Role Season Four May Have Fixed The Most Problematic Dungeons & Dragons Creature
D&D offers a unique imaginative arena. Theoretically, it serves as a blank canvas where the creativity of Dungeon Masters and participants can craft any kind of picture. Yet, D&D also carries a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the most talented creative minds struggle to entirely detach themselves from this extensive landscape of references, so that a great deal of “fresh” material for Dungeons & Dragons is a reworking of sampled tracks. Sometimes you get things that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince like when listening to “a derivative tune.”
Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (created by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the deities!), the second episode stood out to me because of a truly original interpretation on a traditional D&D creature type: celestials.
A Brief History of Celestials in Dungeons & Dragons
Demons and devils (often called fiends) have been included in Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to show up. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine issues #12 (February 1978) and #17 (August 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would appear in the 1983 Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar angel made their debut, initiating a tradition of creatures known as celestial entities that is still present in the latest edition of the role-playing game.
In D&D, celestials are the servants of benevolent gods, created by their creators to act as soldiers, leaders, emissaries, intermediaries for humans, and overall to populate their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the belief of their deity on the mortal world. In spite of their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out in contrast to fiends. The chaotic Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the Yugoloth. In the meantime, all the essential information about celestial beings can be gleaned in an short time of wiki reading.
It’s understandable that creatures who look like biblical angels went underdeveloped. There are stories that Gygax felt uneasy about giving players game statistics for angels they could kill in their sessions, and although celestials were later expanded with a broader spectrum of looks and roles, that controversial beginning 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 narrative potential is limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without sacrificing their unique nature.
The Way Campaign 4 of Critical Role Redefines Heavenly Beings
To be frank, I get it: Celestial beings are simply not very compelling. Holy warriors of good that smite evil in all its forms can be cool, but they also get cheesy very fast. That general lack of interest means we remain unaware of that much about celestials. For example, we still don’t know what occurs after the god who created them dies. There is no canonical answer, and every DM is able to come up with their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, one where the gods 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?
Mulligan’s solution is straightforward, terrifying, and very interesting: They went crazy and turned into a blight that destroyed entire countries. A great deal about the history of this world, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that after the deities were slain, the celestial beings became “wild”. They became creatures that could annihilate entire regions if not contained. Viewers got a glimpse of how frightening such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “ancestor,” a fearsome celestial kept chained in a enormous casket.
It’s not a coincidence that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose fixation with concluding the eternal Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. Fazrian is a little-known Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “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 takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, or led astray by their own arrogance or fixations. They are victims; one more terrible consequence of the Shapers’ War. As Campaign 4 progresses, I hope the DM concentrates on the notion that, regardless of how “just” that conflict was, the mortals who won it may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been cut off, and the beings that were formerly their protectors, guiding their spirits to security after death, are now frightening disasters.
Sure, this may just be a practical method to address the original creator’s initial quandary. It’s easy to rationalize slaying an angel when it’s a screaming, insane entity with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {