The Latest Critical Role Season Four Could Have Resolved The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons presents a unique imaginative arena. In theory, it serves as a blank canvas where the imagination of DMs and participants can paint any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, monsters, magic systems, well-known NPCs, and general lore. Even the most talented creative minds struggle to completely free themselves from this vast landscape of references, meaning that a lot of “fresh” content for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you get things that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past thanks to the original settings of Exandria (created by Matt Mercer) and now Aramán (the setting created by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Mulligan and his Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the deities!), the second episode stood out to me because of a truly original take on a traditional 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 the mid-70s, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine issues 12 (February 1978) and #17 (Aug. 1978). These were little more than riffs on the angels from biblical sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced new monsters that would be included in the 1983 Monster Manual II. That’s when the deva angel, the planetar angel, and the solar made their debut, starting a lineage of beings called celestial entities that is still present in the most recent version of the game.
In D&D, celestial beings are the agents of good-aligned deities, created by their creators to act as soldiers, leaders, messengers, intermediaries for humans, and in general to populate their realms in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their deity on the mortal world. In spite of their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an short time of online research.
It’s not surprising that beings who look like biblical angels received less attention. There are stories that Gygax felt uneasy about providing gamers stat blocks for angels they could murder in their sessions, and even if celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can do with beings that are designed to be divine minions. Sure, they have independent thought, but their storytelling range is limited. From that perspective, the antagonists have much more freedom: They have established masters (Lords of Demons, Archdevils, and so on) but they’re ultimately fickle and chaotic creatures that can spin in a many ways 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 become clichéd very fast. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we have yet to learn what occurs after the deity who made them perishes. There is no official explanation, and every DM is able to devise their own interpretation. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the gods have all been slain by humans in a great conflict that ended seven decades before the start of the story. So what became of the followers of these divine beings?
Brennan’s answer is straightforward, horrifying, and very interesting: They became insane and turned into a plague that devastated whole nations. A great deal about the history of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that when the gods were slain, the celestials became “wild”. They transformed into monsters that could annihilate large areas if not contained. Viewers caught a sight of how frightening such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a massive coffin.
It is no accident that the most compelling celestials in D&D, narratively, are those who have fallen from grace. The angel Zariel, for example, was a powerful Solar whose fixation with concluding the Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the place.
The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, nor led astray by their own pride or obsessions. They are casualties; another dreadful consequence of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan focuses on the idea that, regardless of how “righteous” that war was, the mortals 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 once their guardians, shepherding their souls to security after death, are currently frightening disasters.
Certainly, this may just be a convenient way to address the original creator’s initial quandary. It’s easy to justify killing an divine being when it’s a screaming, insane creature with multiple fangs, but I also feel highly fascinated by this new declination of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the one-dimensional {