Critical Role Season Four Could Have Fixed My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons offers a unique imaginative arena. In theory, it serves as a empty slate where the imagination of Dungeon Masters and players can paint countless scenarios. However, Dungeons & Dragons also carries a five-decade history of worlds, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the most talented creative minds find it difficult to completely free themselves from this vast landscape of references, meaning that a great deal of “fresh” content for D&D is a reworking of sampled tracks. Sometimes you get things that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “All Summer Long.”
The show Critical Role has been highly inventive in the past thanks to the original settings of Exandria (designed by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his common themes (He strongly dislikes the gods!), episode 2 impressed me because of a highly innovative take on a traditional Dungeons & Dragons monster category: celestials.
A Brief History of Heavenly Beings in Dungeons & Dragons
Demons and devils (collectively known as evil outsiders) have been included in D&D since 1976, but it required more time for their angelic equivalents to show up. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine issues 12 (February 1978) and #17 (August 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would be included in 1983’s Monster Manual II. That’s when the deva angel, the planetar, and the solar first appeared, initiating a tradition of creatures called celestial entities that is still present in the most recent version of the role-playing game.
In D&D, celestials are the servants of good-aligned deities, made by their creators to serve as soldiers, commanders, messengers, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their god on the mortal world. In spite of their direct relationship with the divine beings, celestials are unique individuals with individual traits. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly less fleshed out in contrast to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of wiki reading.
It’s understandable that beings who look like angels from the Bible went underdeveloped. There are stories that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could murder in their sessions, and even if celestials were later expanded with a bigger range of looks and roles, that problematic origin stunted their development. There’s also only so much what you can do with beings that are designed to be divine minions. Sure, they have free will, but their narrative potential is restricted. From that perspective, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic entities that can evolve in a lot of directions without sacrificing their unique nature.
How Critical Role Campaign 4 Redefines Heavenly Beings
To be frank, I understand: Celestial beings are simply not very compelling. Holy warriors of good that strike down wickedness in all its forms can be cool, but they also get cheesy quickly. That general lack of interest implies we remain unaware of that much about celestials. For example, we still don’t know what happens after the deity who made them perishes. There is no official explanation, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the world of Aramán, one where the deities have all been slain by mortals in a great conflict that ended 70 years before the start of the story. So what happened to the servants of these divine beings?
Brennan’s solution is straightforward, horrifying, and highly intriguing: They became insane and became a plague that devastated entire countries. A lot about the history of this world, the war against the gods, and its consequences in the present has yet to be disclosed, but it seems that when the gods died, the celestials became “wild”. They became creatures that could destroy large areas if left unchecked. The audience caught a sight of how frightening one of these creatures can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial held bound in a massive coffin.
It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with ending the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the place.
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 obsessions. They are victims; one more dreadful consequence of the Shapers’ War. As the new campaign continues, it is hoped the DM focuses on the notion that, no matter how “righteous” that war was, the humans who won it may nonetheless lament the consequences. Their realm has been wounded, their connection to the afterlife has been severed, and the beings that were formerly their protectors, guiding their spirits to safety following death, are now terrifying calamities.
Sure, this may just be a convenient way to address the original creator’s original dilemma. It’s easy to justify killing an divine being when it’s a screaming, mad entity with rows of teeth, but I am also very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I still prefer these monstrous celestials to the one-dimensional {