Critical Role Season Four Could Have Resolved My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons provides a distinctive imaginative arena. Theoretically, it serves as a empty slate where the creativity of DMs and participants can craft any kind of picture. However, Dungeons & Dragons also carries a 50-year legacy of worlds, creatures, magic systems, established non-player characters, and general lore. Even the most talented imaginative thinkers struggle to entirely detach themselves from this extensive universe of existing content, meaning that a great deal of “fresh” content for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you get things that are as brilliant as “a classic hit,” on other occasions you wince as if hearing “All Summer Long.”
The show Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his other series Dimension 20 work may identify some of his common themes (He strongly dislikes the gods!), the second episode stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: angelic beings.
A Brief History of Celestials in D&D
Demons and devils (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their heavenly counterparts to appear. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine editions #12 (Feb. 1978) and 17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced new monsters that would appear in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar made their debut, initiating a tradition of creatures called celestials that is still present in the latest edition of the game.
In Dungeons & Dragons, celestial beings are the servants of benevolent gods, made by their masters to serve as soldiers, commanders, messengers, liaisons with mortals, and overall to inhabit their realms in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and support the faith of their deity on the Material Plane. Despite their direct relationship with the divine beings, celestials are distinct persons with individual traits. Well-known instances include Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And don’t get me started the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an hour of wiki reading.
It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. There are stories that Gary Gygax was uncomfortable about giving players game statistics for angels they could kill in their games, and although celestials were later expanded with a bigger range of looks and roles, that controversial beginning stunted their development. There’s also only so much what you can do with creatures that are designed to be servants of a god. Certainly, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end fickle and chaotic entities that can evolve in a many ways without losing their distinct identity.
How Critical Role Campaign 4 Redefines Celestials
To be frank, I get it: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in all its forms can be impressive, but they also get cheesy very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs once the deity who created them dies. There is no official explanation, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, one where the gods have all been killed by mortals in a massive war that ended seven decades before the start of the story. So what became of the followers of these divine beings?
Mulligan’s answer is simple, horrifying, and highly intriguing: They became insane and became a blight that devastated whole nations. A great deal about the past of this world, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that after the gods were slain, the celestials became “wild”. They became creatures that could destroy large areas if left unchecked. Viewers caught a sight of how frightening such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a enormous casket.
It’s not a coincidence that the most compelling celestial beings in D&D, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with concluding the Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar who was summoned by a priest inside the dungeon Undermountain and developed a fixation on “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity 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 obsessions. They are casualties; one more dreadful consequence of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan concentrates on the notion that, no matter how “righteous” that war was, the humans who won it may still regret the consequences. Their realm has been harmed, their connection to the afterlife has been severed, and the beings that were once their guardians, shepherding their souls to safety after death, are currently frightening disasters.
Sure, this might simply be a convenient way to solve Gygax’s original dilemma. It is simple to justify killing an angel when it’s a shrieking, mad creature with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with Brennan’s aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {