Critical Role Season Four May Have Fixed The Most Problematic Dungeons & Dragons Creature
D&D presents a unique creative space. Theoretically, it acts as a blank canvas where the creativity of DMs and participants can craft countless scenarios. Yet, D&D also carries a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the most talented imaginative thinkers find it difficult to completely free themselves from this extensive landscape of references, so that a great deal of “new” material for D&D is a reiteration of familiar ideas. At times you get elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince like when listening to “All Summer Long.”
The show Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), episode 2 impressed me because of a highly innovative take on a traditional Dungeons & Dragons monster category: angelic beings.
A Brief History of Heavenly Beings in D&D
Fiendish creatures (collectively known as fiends) have been included in D&D since 1976, but it required more time for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine editions 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s where the deva angel, the planetar, and the solar angel first appeared, starting a tradition of beings called celestial entities that is continues to exist in the latest edition of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, created by their masters to act as warriors, leaders, messengers, liaisons with mortals, and in general to populate their domains in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and help uphold the faith of their god on the mortal world. In spite of their direct relationship with the gods, celestials are distinct persons with specific personalities. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is markedly less fleshed out compared to demonic entities. The chaotic Abyss has 99 layers of expanding chaos and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of 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 short time of wiki reading.
It’s understandable that beings who resemble biblical angels went underdeveloped. There are stories that Gary Gygax felt uneasy about giving players stat blocks for divine beings they could kill in their games, and although celestials were subsequently developed with a bigger range of looks and purposes, that controversial beginning hindered their growth. There is also a limit to what you can create for creatures that are designed to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a many ways without losing their unique nature.
How Critical Role Campaign 4 Redefines Heavenly Beings
Honestly, I get it: Celestials are simply not very compelling. Divine champions of virtue that strike down wickedness in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest means we still don’t know a great deal about celestials. As an illustration, we have yet to learn what occurs after the deity who made them perishes. There is no canonical answer, and each Dungeon Master is free to devise their own spin. Brennan Lee Mulligan decided to make this question central to the world of Aramán, one where the gods have all been slain by humans in a great conflict that concluded seven decades before the beginning of the story. So what happened to the followers of these divine beings?
Mulligan’s answer is simple, horrifying, and highly intriguing: They became insane and became a blight that devastated entire countries. A lot about the history of Aramán, the war against the gods, and its consequences in the current era has yet to be disclosed, but it appears that after the gods died, the celestials became “wild”. They transformed into creatures that could annihilate entire regions if not contained. The audience got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial held bound in a enormous casket.
It is no accident that the most compelling celestial beings in D&D, story-wise, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose fixation with concluding the eternal Blood War resulted in her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the madness permeating the location.
The corruption seen in the fourth campaign of Critical Role takes a different shape. These celestials did not lose their virtue. They weren’t tricked, or misled by their own arrogance or fixations. They are casualties; one more dreadful result of the Shapers’ War. As Campaign 4 progresses, I hope the DM focuses on the idea that, regardless of how “just” that war was, the mortals who won it may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been severed, and the beings that were formerly their guardians, shepherding their souls to safety following death, are currently frightening disasters.
Certainly, this may just be a practical method to address Gygax’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, insane entity with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {