The Latest Critical Role Season Four May Have Resolved The Most Problematic Dungeons & Dragons Creature
D&D presents a unique creative space. In theory, it serves as a blank canvas where the creativity of DMs and players can paint any kind of picture. However, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the best creative minds struggle to entirely detach themselves from this extensive landscape of references, meaning that a lot of “fresh” material for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you encounter things that sound as good as “Gangsta’s Paradise,” on other occasions you wince like when listening to “All Summer Long.”
The show Critical Role has been highly inventive in the past due to the unique worlds of Exandria (designed by the DM Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the gods!), the second episode impressed me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: angelic beings.
A Brief History of Heavenly Beings in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “angels” with individual titles were featured in Dragon magazine issues #12 (Feb. 1978) and #17 (Aug. 1978). These were little more than riffs on the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented fresh creatures that would be included in the 1983 Monster Manual II. That’s where the deva angel, the planetar, and the solar first appeared, initiating a lineage of beings called celestial entities that is still present in the latest edition of the game.
In Dungeons & Dragons, celestials are the agents of good-aligned deities, made by their creators to serve as warriors, leaders, messengers, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. 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. Despite their direct relationship with the divine beings, celestials are distinct persons with individual traits. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is markedly less fleshed out compared to fiends. The Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. 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, everything you need to know about celestial beings can be gathered in an short time of wiki reading.
It’s understandable that creatures who resemble angels from the Bible received less attention. There are stories that Gygax was uncomfortable about giving players stat blocks for angels they could murder in their sessions, and even if celestials were subsequently developed with a broader spectrum of appearances and purposes, that controversial beginning stunted their development. There is also a limit to what you can do with beings that are created to be servants of a god. Sure, they have free will, but their storytelling range is limited. From that perspective, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re in the end fickle and chaotic entities that can evolve in a lot of directions without sacrificing their distinct identity.
The Way Campaign 4 of Critical Role Reimagines Heavenly Beings
Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that smite evil in all its forms can be cool, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of that much about celestials. As an illustration, we still don’t know what happens after the deity who created them dies. There is no canonical answer, and every DM is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, a place where the gods have all been slain by humans in a great conflict that concluded 70 years prior to the beginning of the story. So what happened to 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 entire countries. A great deal about the past of Aramán, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that when the deities died, the celestials became “wild”. They transformed into monsters that could destroy entire regions if left unchecked. Viewers got a glimpse of how scary one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial kept chained in a enormous casket.
It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the Blood War resulted in her being tainted by the devil Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar who was summoned by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the insanity permeating the place.
The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or fixations. They are casualties; one more dreadful consequence of the War of the Shapers. As the new campaign progresses, I hope the DM concentrates on the idea that, no matter 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 severed, and the beings that were once their guardians, shepherding their souls to safety following death, are now terrifying calamities.
Certainly, this might simply be a convenient way to solve the original creator’s initial quandary. It’s easy to justify killing an divine being when it’s a shrieking, insane creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {