Critical Role Season Four May Have Fixed The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons offers a unique imaginative arena. In theory, it serves as a blank canvas where the imagination of DMs and players can craft any kind of picture. Yet, D&D also carries a 50-year legacy of worlds, creatures, magic systems, well-known NPCs, and general lore. Even the best imaginative thinkers struggle to entirely detach themselves from this vast universe of existing content, so that a great deal of “fresh” content for D&D is a reworking of familiar ideas. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” other times you cringe as if hearing “All Summer Long.”
Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the deities!), episode 2 impressed me because of a truly original take on a classic Dungeons & Dragons monster category: angelic beings.
The Historical Background of Celestials in D&D
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 “angels” with specific names were featured in Dragon magazine issues 12 (Feb. 1978) and #17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented fresh creatures that would be included in the 1983 Monster Manual 2. That’s when the deva, the planetar, and the solar angel first appeared, starting a lineage of beings known as celestials that is continues to exist in the most recent version of the role-playing game.
In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their creators to act as soldiers, leaders, messengers, liaisons with mortals, and in general to populate their realms 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 god on the Material Plane. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The 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. In the meantime, everything you need to know about celestial beings can be gleaned in an hour of online research.
It’s not surprising that beings who resemble biblical angels received less attention. There are stories that Gygax was uncomfortable about providing gamers game statistics for divine beings they could kill in their games, and even if celestials were subsequently developed with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can create for beings that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is limited. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly creatures that can spin in a lot of directions without losing their distinct identity.
How Critical Role Campaign 4 Redefines Celestials
Honestly, I understand: Celestial beings are simply not very compelling. Holy warriors of good that smite evil 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 god who made them dies. There is no canonical answer, and every DM is able to devise their own spin. The DM Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, one where the gods have all been slain by mortals in a great conflict that ended seven decades prior to the beginning of the campaign. So what became of the followers of these divine beings?
Brennan’s solution is simple, horrifying, and very interesting: They went crazy and turned into a blight that devastated 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 after the gods were slain, the celestials became “wild”. They became monsters that could destroy large areas if not contained. Viewers caught a sight of how frightening one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial entity kept chained in a massive coffin.
It is no accident that the most interesting celestials 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 Blood War led to her being corrupted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar who was summoned by a priest inside 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 celestial beings didn’t fall from grace. They weren’t tricked, nor led astray by their own arrogance or fixations. They are casualties; one more dreadful result of the Shapers’ War. As Campaign 4 continues, I hope Mulligan concentrates on the notion that, regardless of how “righteous” that war was, the humans who won it may nonetheless lament the consequences. Their realm has been wounded, their link to the hereafter has been severed, and the beings that were formerly their guardians, shepherding their souls to security following death, are now frightening disasters.
Sure, this may just be a convenient way to address Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a screaming, mad entity with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {