Critical Role Season Four May Have Resolved My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons provides a distinctive imaginative arena. In theory, it acts as a blank canvas where the imagination of Dungeon Masters and players can craft countless scenarios. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the most talented creative minds find it difficult to entirely detach themselves from this extensive universe of existing content, so that a lot of “fresh” material for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you get elements that are as brilliant as “a classic hit,” other times 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 devoted followers of Brennan and his Dimension 20 work may recognize some of his common themes (Brennan really hates the deities!), the second episode stood out to me because of a highly innovative take on a classic D&D creature type: celestials.
A Brief History of Heavenly Beings in D&D
Fiendish creatures (collectively known as evil outsiders) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles appeared in Dragon magazine editions #12 (Feb. 1978) and 17 (August 1978). These were little more than variations of the angels from biblical sacred texts; for truly unique interpretations, we had to wait until the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar angel first appeared, initiating a tradition of beings known as celestial entities that is continues to exist in the latest edition of the role-playing game.
In Dungeons & Dragons, celestials are the agents of benevolent gods, created by their creators to serve as warriors, commanders, emissaries, intermediaries for humans, and overall to populate their realms in the Heavenly Realms. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the belief of their god on the Material Plane. 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 Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out in contrast to demonic entities. The Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting subplots. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestials can be gathered in an short time of online research.
It’s not surprising that beings who resemble biblical angels received less attention. Rumor has it that Gary Gygax was uncomfortable about providing gamers stat blocks for angels they could kill in their sessions, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that problematic origin hindered their growth. There’s also only so much what you can do with creatures that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their unique nature.
How Critical Role Campaign 4 Redefines Heavenly Beings
To be frank, I understand: Celestials are simply not very compelling. Divine champions of virtue that smite evil in every manifestation can be cool, but they also become clichéd quickly. That general lack of interest means we still don’t know a great deal about celestials. As an illustration, we still don’t know what happens once the deity who made them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan chose to center this issue at the heart of the setting of Aramán, a place where the gods have all been killed by humans in a massive war that concluded seven decades before the start of the campaign. So what happened to the servants of these divine beings?
Brennan’s solution is simple, horrifying, and highly intriguing: They went crazy and became a blight that destroyed entire countries. A great deal about the history of this world, the divine conflict, and its aftermath in the present has yet to be disclosed, but it appears that after the gods died, the celestial beings became “wild”. They transformed into monsters that could annihilate large areas if left unchecked. The audience caught a sight of how scary one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial kept chained in a enormous casket.
It is no accident that the most compelling celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose obsession with ending the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the massive dungeon, slowly succumbing to the madness permeating the location.
The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, or misled by their own arrogance or fixations. They are victims; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan concentrates on the idea that, no matter how “righteous” that war was, the humans who won it may nonetheless lament the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the beings that were once their protectors, guiding their spirits to safety following death, are currently terrifying calamities.
Certainly, this may just be a convenient way to address the original creator’s original dilemma. It’s easy to rationalize slaying 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 mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {