The Latest Critical Role Season Four May Have Resolved The Most Problematic Dungeons & Dragons Creature
D&D provides a distinctive imaginative arena. In theory, it acts as a empty slate where the creativity of DMs and players can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this vast universe of existing content, meaning that a lot of “new” content for D&D is a reworking of sampled tracks. At times you get elements that sound as good as “a classic hit,” on other occasions you wince like when listening to “a derivative tune.”
The show Critical Role has gotten plenty creative in the past due to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the gods!), episode 2 stood out to me because of a highly innovative take on a classic D&D creature type: celestials.
The Historical Background of Celestials in Dungeons & Dragons
Fiendish creatures (collectively known as evil outsiders) have been included in D&D since 1976, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “angels” with specific names were featured in the publication Dragon editions 12 (Feb. 1978) and 17 (August 1978). These were little more than variations of the celestial figures from biblical religious lore; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he introduced new monsters that would appear in the 1983 Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar angel first appeared, initiating a tradition of beings called celestials that is continues to exist in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of benevolent gods, created by their creators to act as warriors, leaders, emissaries, intermediaries for humans, and overall to inhabit their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and help uphold the belief of their god on the mortal world. Despite their close connection with the divine beings, celestials are unique individuals with individual traits. Famous examples encompass 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 less fleshed out in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. 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 Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an short time of online research.
It’s not surprising that beings who resemble biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about giving players stat blocks for divine beings they could murder in their sessions, and even if celestials were subsequently developed with a bigger range of looks and roles, that problematic origin hindered their growth. There is also a limit to what you can do with creatures that are created to be servants of a god. Sure, they have free will, but their narrative potential is limited. From that perspective, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can spin in a many ways without losing their unique nature.
How Critical Role Campaign 4 Reimagines Celestials
Honestly, I understand: Celestial beings are just not that interesting. Divine champions of good that strike down wickedness in every manifestation can be cool, but they also get cheesy quickly. That widespread disinterest means we remain unaware of that much about celestials. For example, we have yet to learn what happens once the deity who made them dies. There is no official explanation, and each Dungeon Master is able to devise their own spin. Brennan Lee Mulligan chose to make this question central to the setting of Aramán, a place where the deities have all been slain by mortals in a great conflict that concluded 70 years before the start of the campaign. So what happened to the followers of these gods?
Mulligan’s answer is straightforward, terrifying, and very interesting: They went crazy and became a plague that devastated entire countries. A great deal about the history of Aramán, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it seems that after the deities were slain, the celestial beings went “feral”. They transformed into creatures that could annihilate entire regions if left unchecked. The audience 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 “ancestor,” a fearsome celestial entity held bound in a massive coffin.
It is no accident that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have fallen from grace. 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 transformed into an Archdevil. Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and developed a fixation on “purging” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the insanity permeating the location.
The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, nor led astray by their own pride or fixations. They are casualties; another dreadful result of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan concentrates on the idea that, regardless of how “just” that war was, the humans who won it may nonetheless lament the outcome. Their realm has been wounded, their link to the hereafter has been severed, and the creatures that were once their protectors, shepherding their souls to safety following death, are now terrifying calamities.
Sure, this might simply be a convenient way to solve Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a shrieking, insane creature with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {