Critical Role Season Four Could Have Resolved My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons offers a unique imaginative arena. In theory, it acts as a empty slate where the creativity of Dungeon Masters and players can paint any kind of picture. Yet, D&D also bears a five-decade history of worlds, monsters, magic systems, 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, so that a great deal of “new” material for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you encounter elements that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”
The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (created by the DM Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the gods!), episode 2 stood out to me because of a truly original take on a classic D&D creature type: celestials.
A Brief History of Celestials in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to appear. A few unique “angels” with individual titles appeared in the publication Dragon issues 12 (Feb. 1978) and #17 (August 1978). These were essentially riffs on the celestial figures from biblical sacred texts; for more original versions, we had to hold out for 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 2. That’s when the deva angel, the planetar angel, and the solar first appeared, starting a lineage of beings called celestial entities that is continues to exist in the most recent version of the game.
In D&D, celestial beings are the servants of good-aligned deities, made by their creators to act as warriors, leaders, emissaries, liaisons with mortals, and overall to inhabit their realms in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and support the belief of their god on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples include Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly less fleshed out in contrast to fiends. The Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with more bloodshed and more engaging side stories. And don’t get me started the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an hour of wiki reading.
It’s not surprising that beings who look like biblical angels received less attention. There are stories that Gary Gygax felt uneasy about giving players game statistics for divine beings they could murder in their games, and although celestials were later expanded with a bigger range of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can do with beings that are created to be servants of a god. Certainly, they have free will, but their narrative potential is restricted. From that perspective, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re ultimately fickle and chaotic entities that can spin in a lot of directions without sacrificing their distinct identity.
How Critical Role Campaign 4 Redefines Celestials
Honestly, I understand: Celestials are simply not very compelling. Divine champions 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 occurs after the deity who created them dies. There is no official explanation, and each Dungeon Master is free to devise their own interpretation. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, one where the gods have all been killed by humans in a great conflict that concluded 70 years before the start of the story. So what happened to the followers of these divine beings?
Mulligan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and became a plague that devastated whole nations. A great deal about the history of this world, the war against the gods, and its aftermath in the present has yet to be disclosed, but it seems that after the deities died, the celestial beings went “feral”. They became creatures that could annihilate entire regions if not contained. Viewers got a glimpse of how scary such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial entity held bound in a massive coffin.
It is no accident that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil. Fazrian is a little-known Planetar who was called forth by a cleric inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, slowly succumbing to the insanity permeating the location.
The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They weren’t tricked, or led astray by their own arrogance or obsessions. They are casualties; another terrible result of the Shapers’ War. As Campaign 4 progresses, it is hoped Mulligan concentrates on the idea that, no matter how “righteous” that conflict was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been wounded, 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 now terrifying calamities.
Certainly, this may just be a practical method to solve Gygax’s initial quandary. It is simple to rationalize slaying an angel when it’s a shrieking, insane entity with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {