The Latest Critical Role Season Four May Have Resolved My Least Favorite D&D Monster
Dungeons & Dragons presents a distinctive creative space. Theoretically, it acts as a empty slate where the creativity of DMs and players can craft countless scenarios. Yet, D&D also carries a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this extensive landscape of references, meaning that a great deal of “new” content for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you encounter things that sound as good as “Gangsta’s Paradise,” other times you cringe like when listening to “a derivative tune.”
The show Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (created by Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his other series Dimension 20 work may identify some of his common themes (He strongly dislikes the gods!), episode 2 impressed me because of a highly innovative interpretation on a classic D&D creature type: angelic beings.
The Historical Background of Celestials in Dungeons & Dragons
Demons and devils (collectively known as evil outsiders) have been part of Dungeons & Dragons since 1976, but it required more time for their angelic equivalents to show up. A handful of distinct “angels” with individual titles were featured in the publication Dragon issues 12 (Feb. 1978) and 17 (August 1978). These were little more than riffs on the angels from Hebrew and Christian religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar made their debut, starting a lineage of beings called celestial entities that is continues to exist in the most recent version of the role-playing game.
In D&D, celestials are the agents of good-aligned deities, created by their creators to serve as soldiers, commanders, messengers, liaisons with mortals, and overall to inhabit their domains in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and help uphold the belief of their god on the mortal world. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly less fleshed out compared to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more interesting subplots. And don’t get me started the Yugoloth. In the meantime, everything you need to know about celestial beings can be gathered in an short time of online research.
It’s not surprising that creatures who look like angels from the Bible went underdeveloped. There are stories that Gygax felt uneasy about giving players stat blocks for divine beings they could kill in their sessions, and even if celestials were later expanded with a bigger range of appearances and purposes, that controversial beginning hindered their growth. There’s also only so much what you can create for beings that are created to be servants of a god. Sure, they have free will, but their narrative potential is restricted. From that perspective, the antagonists have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can spin in a lot of directions without losing their unique nature.
How Critical Role Campaign 4 Redefines Celestials
To be frank, I understand: Celestials are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be impressive, but they also become clichéd very fast. That general lack of interest implies we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs 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 central to the setting of Aramán, one where the gods have all been slain by humans in a massive war that concluded seven decades prior to the start of the story. So what happened to the servants of these gods?
Brennan’s solution is straightforward, terrifying, and very interesting: They became insane and became a plague that destroyed whole nations. A great deal about the history of this world, the war against the gods, and its consequences in the present has still to be revealed, but it appears that after the deities died, the celestials became “wild”. They transformed into creatures that could destroy entire regions if not contained. The audience got a glimpse of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a fearsome celestial kept chained in a enormous casket.
It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, as an instance, was a mighty Solar angel whose fixation with concluding the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a cleric inside Undermountain and became obsessed with “purging” the evil in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the location.
The taint seen in Campaign 4 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 obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, I hope the DM concentrates on the notion that, regardless of how “just” that war was, the humans who won it may still regret the consequences. Their realm has been harmed, their connection to the afterlife has been severed, and the creatures that were once their protectors, guiding their spirits to safety following death, are currently terrifying calamities.
Sure, this might simply be a practical method to address the original creator’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DM’s loathing for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {