Critical Role Season Four Could Have Resolved The Most Problematic Dungeons & Dragons Creature
Dungeons & Dragons offers a distinctive creative space. Theoretically, it acts as a empty slate where the creativity of DMs and players can paint any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to completely free themselves from this extensive universe of existing content, meaning that a lot of “new” material for D&D is a reiteration of sampled tracks. At times you encounter elements that sound as good as “a classic hit,” other times you wince as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (designed by Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the gods!), the second episode stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.
The Historical Background of Celestials in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been included in 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 (Feb. 1978) and #17 (Aug. 1978). These were essentially riffs on the celestial figures from biblical sacred texts; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented new monsters that would be included in the 1983 Monster Manual 2. That’s where the deva, the planetar angel, and the solar first appeared, initiating a tradition of beings known as celestials that is continues to exist in the most recent version of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, created by their creators to act as warriors, leaders, emissaries, intermediaries for humans, and in general to inhabit their domains in the Heavenly Realms. They are champions of good who battle the forces of chaos and evil from the Lower Planes and support the belief of their deity on the mortal world. Despite their close connection with the divine beings, celestials are unique individuals with specific personalities. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is markedly less fleshed out compared to fiends. The Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an hour of online research.
It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax felt uneasy about providing gamers game statistics for angels they could kill in their games, and even if celestials were subsequently developed with a bigger range of looks and purposes, that problematic origin stunted their development. 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 limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Celestials
Honestly, I understand: Celestial beings are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be cool, but they also become clichéd quickly. That widespread disinterest means we remain unaware of a great deal about celestials. For example, we have yet to learn what occurs once the deity who created them dies. There is no canonical answer, and each Dungeon Master is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to center this issue at the heart of the setting of Aramán, one where the gods have all been slain by humans in a massive war that concluded 70 years before the beginning of the story. So what became of the servants of these divine beings?
Mulligan’s solution is straightforward, horrifying, and highly intriguing: They became insane and turned into 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 current era has still to be revealed, but it appears that when the gods died, the celestials became “wild”. They transformed into monsters that could destroy entire regions if left unchecked. The audience got a glimpse of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a massive coffin.
It is no accident that the most interesting celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose obsession with ending the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the insanity infusing the place.
The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They weren’t tricked, or misled by their own arrogance or fixations. They are casualties; one more dreadful consequence of the Shapers’ War. As the new campaign continues, it is hoped the DM focuses on the notion that, no matter how “just” that war was, the humans who won it may nonetheless lament the consequences. Their world has been wounded, their link to the hereafter has been severed, and the creatures that were once their guardians, guiding their spirits to safety after death, are currently terrifying calamities.
Certainly, this might simply be a practical method to address the original creator’s initial quandary. It is simple to rationalize slaying an divine being when it’s a shrieking, mad entity with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s aversion for gods in his stories, but I still prefer these monstrous celestials to the one-dimensional {