Critical Role Season Four Could Have Fixed The Most Problematic Dungeons & Dragons Creature
D&D provides a distinctive creative space. Theoretically, it acts as a blank canvas where the creativity of DMs and players can craft any kind of picture. However, Dungeons & Dragons also carries a five-decade history of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this extensive landscape of references, so that a great deal of “fresh” content for Dungeons & Dragons is a reworking of sampled tracks. At times you get elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “All Summer Long.”
Critical Role has gotten plenty creative in the past due to the original settings of its first setting (created by Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (Brennan really hates the deities!), the second episode stood out to me because of a truly original take on a classic D&D creature type: celestials.
The Historical Background of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (collectively known as fiends) have been part of D&D since 1976, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon issues #12 (February 1978) and 17 (August 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 introduced new monsters that would appear in the 1983 Monster Manual II. That’s when the deva, the planetar angel, and the solar made their debut, initiating a lineage of creatures known as celestial entities that is still present in the latest edition of the role-playing game.
In D&D, celestial beings are the servants of good-aligned deities, created by their creators to act as soldiers, commanders, emissaries, intermediaries for humans, and in general to populate their domains in the Upper Planes. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and support the belief of their god on the Material Plane. In spite of their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is notably less fleshed out in contrast to demonic entities. The chaotic Abyss has ninety-nine levels 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 that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an short time of online research.
It’s not surprising that beings who resemble biblical angels received less attention. There are stories that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could murder in their sessions, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that problematic origin hindered their growth. There is also a limit to what you can create for beings that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is restricted. In that sense, the antagonists have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and so on) but they’re in the end fickle and chaotic entities that can spin in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Heavenly Beings
Honestly, I get it: Celestial beings are just not that interesting. Holy warriors of virtue that smite evil in every manifestation can be cool, but they also get cheesy very fast. That widespread disinterest means we still don’t know that much about celestials. For example, we still don’t know what happens after the god who created them dies. There is no canonical answer, and each Dungeon Master is free to come up with their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, a place where the deities have all been slain by humans in a great conflict that ended seven decades prior to the start of the campaign. So what happened to the servants of these divine beings?
Mulligan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and turned into a blight that devastated whole nations. A great deal about the history of this world, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that after the deities were slain, the celestial beings became “wild”. They transformed into monsters that could annihilate entire regions 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 “grandfather,” a fearsome celestial held bound in a massive coffin.
It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with ending the Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a priest inside the dungeon Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the location.
The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, or misled by their own arrogance or obsessions. They are casualties; one more terrible result of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan concentrates on the notion that, no matter how “just” 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 cut off, and the creatures that were once their guardians, guiding their spirits to security following death, are now terrifying calamities.
Certainly, this may just be a convenient way to address Gygax’s initial quandary. It is simple to justify killing an angel when it’s a screaming, mad entity with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for divine beings in his stories, but I still prefer these monstrous celestials to the flat {