Critical Role Season Four Could Have Fixed The Most Problematic Dungeons & Dragons Creature
D&D provides a unique creative space. In theory, it serves as a empty slate where the creativity of DMs and participants can paint any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, creatures, magic systems, established non-player characters, and general lore. Even the best creative minds struggle to entirely detach themselves from this extensive universe of existing content, meaning that a great deal of “new” material for D&D is a reiteration of sampled tracks. At times you encounter things that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past due to the original settings of its first setting (designed by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the gods!), the second episode impressed me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: celestials.
A Brief History of Celestials in D&D
Demons and devils (collectively known as evil outsiders) have been included in D&D since 1976, but it required more time for their heavenly counterparts to show up. A handful of distinct “angels” with specific names appeared in the publication Dragon editions 12 (Feb. 1978) and #17 (August 1978). These were little more than riffs on the angels from biblical sacred texts; for more original versions, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented new monsters that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar, and the solar made their debut, starting a lineage of beings known as celestial entities that is still present in the most recent version of the game.
In D&D, celestial beings are the servants of good-aligned deities, created by their masters to act as warriors, commanders, messengers, intermediaries for humans, and overall to populate their realms in the Upper Planes. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their god on the Material Plane. In spite of their direct relationship with the divine beings, celestials are unique individuals with individual traits. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms setting, the 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 in contrast to demonic entities. The chaotic Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a version of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the mysterious 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 beings who look like biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers stat blocks for angels they could murder in their sessions, and even if celestials were subsequently developed with a bigger range of looks and purposes, that problematic origin hindered their growth. There’s also only so much what you can create for creatures that are designed to be servants of a god. Certainly, they have free will, but their storytelling range is limited. From that perspective, the antagonists have much more freedom: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can evolve in a many ways without losing their unique nature.
How Critical Role Campaign 4 Redefines Celestials
To be frank, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in every manifestation can be cool, but they also become clichéd very fast. That general lack of interest means we remain unaware of that much about celestials. For example, we still don’t know what happens after the deity who created them dies. There is no official explanation, and each Dungeon Master is able to devise their own interpretation. The DM Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, a place where the deities have all been slain by humans in a massive war that concluded seven decades before the start of the story. So what happened to the servants of these gods?
Mulligan’s answer is straightforward, horrifying, and very interesting: They became insane and became a blight that devastated entire countries. A lot about the past of Aramán, the divine conflict, and its consequences in the present has still to be revealed, but it seems that after the deities were slain, the celestials went “feral”. They became creatures that could annihilate large areas if left unchecked. Viewers got a glimpse of how frightening such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a enormous casket.
It’s not a coincidence that the most compelling celestials in D&D, story-wise, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose fixation with ending the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was summoned by a cleric inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the huge labyrinth, gradually yielding to the madness infusing the location.
The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, nor led astray by their own arrogance or obsessions. They are victims; one more terrible result of the Shapers’ War. As Campaign 4 continues, I hope Mulligan concentrates on the notion that, regardless of how “righteous” that war was, the mortals who emerged victorious may still regret the consequences. Their world has been harmed, their link to the hereafter has been severed, and the beings that were once their protectors, guiding their spirits to safety after death, are now terrifying calamities.
Sure, this may just be a practical method to solve the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a shrieking, insane entity with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythos in D&D. I don’t necessarily agree with the DM’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {