Critical Role Season Four Could Have Fixed The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons presents a distinctive imaginative arena. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and participants can craft countless scenarios. However, D&D also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the most talented creative minds struggle to completely free themselves from this extensive landscape of references, meaning that a lot of “new” content for Dungeons & Dragons is a reworking of familiar ideas. At times you get elements that sound as good as “Gangsta’s Paradise,” on other occasions you wince as if hearing “All Summer Long.”
The show Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (He really hates the deities!), episode 2 stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (collectively known as evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their heavenly counterparts to show up. A few unique “divine messengers” with specific names were featured in Dragon magazine editions 12 (Feb. 1978) and #17 (August 1978). These were little more than riffs on the celestial figures from biblical religious lore; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he introduced new monsters that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar made their debut, initiating a lineage of creatures called celestials that is continues to exist in the most recent version of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, made by their creators to serve as warriors, commanders, emissaries, intermediaries for humans, and in general to populate their realms in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are distinct persons with specific personalities. Well-known instances include Lumalia and the fallen 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 underdeveloped compared to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more interesting subplots. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestials can be gleaned in an short time of online research.
It’s not surprising that creatures who look like angels from the Bible went underdeveloped. Rumor has it that Gary Gygax felt uneasy about providing gamers game statistics for angels they could murder in their sessions, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin stunted their development. There is also a limit to what you can create for creatures that are designed to be servants of a god. Sure, they have free will, but their narrative potential is limited. In that sense, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end fickle and chaotic creatures that can spin in a lot of directions without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Celestials
Honestly, I understand: Celestials are just not that interesting. Holy warriors of good that strike down wickedness in every manifestation can be cool, but they also get cheesy quickly. That widespread disinterest means we still don’t know that much about celestials. For example, we have yet to learn what happens after the deity who made them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own interpretation. Brennan Lee Mulligan decided to make this question central to the world of Aramán, a place where the deities have all been slain by humans in a massive war that ended seven decades before the beginning of the campaign. So what became of the followers of these gods?
Brennan’s solution is simple, terrifying, and very interesting: They became insane and became a blight that destroyed entire countries. A lot about the past of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it appears that when the gods died, the celestial beings went “feral”. They transformed into creatures that could annihilate large areas if left unchecked. Viewers caught a sight of how frightening such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestial beings in D&D, story-wise, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known 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 permeating the location.
The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or misled by their own pride or obsessions. They are victims; another dreadful consequence of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan concentrates on the notion that, regardless of how “just” that war was, the mortals who emerged victorious may still regret the consequences. Their realm has been harmed, their connection to the afterlife has been severed, and the creatures that were formerly their protectors, guiding their spirits to security following death, are now terrifying calamities.
Sure, this may just be a practical method to address the original creator’s initial quandary. It’s easy to justify killing an angel when it’s a shrieking, insane creature with rows of teeth, but I am also 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 stories, but I nonetheless favor these horrific heavenly beings to the flat {