Critical Role Season Four Could Have Fixed The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons offers a unique creative space. Theoretically, it serves as a blank canvas where the creativity of DMs and players can paint countless scenarios. Yet, D&D also bears a five-decade history of worlds, creatures, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this extensive universe of existing content, so that a great deal of “new” content for D&D is a reiteration of sampled tracks. At times you get elements that sound as good as “a classic hit,” on other occasions you cringe as if hearing “All Summer Long.”
The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his 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 Dungeons & Dragons monster category: celestials.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (collectively known as evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to show up. A few unique “divine messengers” with specific names appeared in the publication Dragon issues 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 wait until the early 80s and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar angel first appeared, starting a lineage of beings known as celestials that is still present in the most recent version of the role-playing game.
In Dungeons & Dragons, celestial beings are the agents of benevolent gods, made by their creators to serve as warriors, leaders, emissaries, intermediaries for humans, and overall to inhabit their realms in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and support the faith of their deity on the Material Plane. In spite of their direct relationship with the gods, celestials are distinct persons with specific personalities. Well-known instances encompass the angel 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.
Celestial lore is markedly underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging subplots. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of online research.
It’s understandable that beings who resemble angels from the Bible went underdeveloped. There are stories that Gygax was uncomfortable about giving players game statistics for angels they could murder in their sessions, and although celestials were subsequently developed with a bigger range of looks and purposes, that problematic origin stunted their development. There’s also only so much what you can create for beings that are created to be divine minions. Certainly, they have free will, but their narrative potential is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end unpredictable and disorderly entities that can spin in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Celestials
Honestly, I get it: Celestial beings are just not that interesting. Holy warriors of good that smite evil in every manifestation can be cool, but they also get cheesy quickly. That general lack of interest implies we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what happens once the deity who created them dies. There is no canonical answer, and each Dungeon Master is free to devise their own spin. Brennan Lee Mulligan chose to center this issue central to the setting of Aramán, a place where the deities have all been slain by mortals in a massive war that concluded seven decades prior to the start of the campaign. So what happened to the servants of these divine beings?
Brennan’s answer is straightforward, horrifying, and highly intriguing: They became insane and became a blight that devastated entire countries. A lot about the past of Aramán, the war against the gods, and its consequences in the present has still to be revealed, but it seems that after the deities died, the celestials went “feral”. They became monsters 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 “ancestor,” a fearsome celestial held bound in a enormous casket.
It is no accident that the most compelling celestials in D&D, narratively, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with concluding the Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the madness permeating the location.
The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or misled by their own pride or fixations. They are casualties; one more dreadful consequence of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM focuses on the idea that, regardless of how “righteous” that war was, the humans who emerged victorious may nonetheless lament the consequences. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were formerly their protectors, guiding their spirits to safety following death, are now terrifying calamities.
Sure, this might simply be a practical method to solve Gygax’s initial quandary. It’s easy to justify killing an divine being when it’s a screaming, insane entity with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with the DM’s aversion for gods in his stories, but I still prefer these monstrous celestials to the one-dimensional {