The Latest Critical Role Season Four May Have Fixed My Least Favorite Dungeons & Dragons Creature
D&D provides a unique creative space. In theory, it serves as a empty slate where the imagination of Dungeon Masters and participants can craft countless scenarios. Yet, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the best creative minds find it difficult to completely free themselves from this extensive universe of existing content, so that a great deal of “fresh” material for D&D is a reworking of familiar ideas. At times you encounter things that are as brilliant as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “a derivative tune.”
Critical Role has been highly inventive in the past due to the original settings of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his Dimension 20 work may identify some of his common themes (He really hates the gods!), episode 2 stood out to me because of a truly original interpretation on a traditional D&D creature type: celestials.
A Brief History of Celestials in Dungeons & Dragons
Fiendish creatures (often called evil outsiders) have been part of D&D since the mid-70s, but it required more time for their angelic equivalents to appear. A handful of distinct “angels” with individual titles appeared in Dragon magazine editions #12 (Feb. 1978) and #17 (August 1978). These were essentially variations of the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual 2. That’s when the deva, the planetar angel, and the solar made their debut, initiating a lineage of beings known as celestials that is continues to exist in the latest edition of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their masters to act as soldiers, leaders, 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 Lower Planes and help uphold the belief of their god on the Material Plane. Despite their close connection with the gods, celestials are distinct persons with individual traits. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped in contrast to fiends. The Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting subplots. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an short time of wiki reading.
It’s not surprising that creatures who resemble angels from the Bible received less attention. Rumor has it that Gygax felt uneasy about giving players stat blocks for divine beings they could murder in their games, and even if celestials were later expanded with a broader spectrum of appearances and purposes, that problematic origin hindered their growth. There’s also only so much what you can do with creatures that are created to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a lot of directions without losing their distinct identity.
The Way Campaign 4 of Critical Role Redefines Celestials
To be frank, I get it: Celestial beings are just not that interesting. Holy warriors of virtue that strike down wickedness in every manifestation can be cool, but they also get cheesy quickly. That general lack of interest means we still don’t know that much about celestials. For example, we have yet to learn what happens once the god who made them perishes. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. 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 ended seven decades before the beginning of the story. So what happened to the servants of these gods?
Mulligan’s solution is simple, horrifying, and very interesting: They went crazy and became a blight that devastated entire countries. 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 were slain, the celestial beings became “wild”. They became monsters that could destroy entire regions if not contained. Viewers got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a massive coffin.
It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the insanity infusing the place.
The taint observed in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own pride or fixations. They are victims; another terrible result of the Shapers’ War. As Campaign 4 progresses, I hope the DM focuses on the idea that, no matter how “righteous” 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 cut off, and the beings that were once their protectors, guiding their spirits to security after death, are now terrifying calamities.
Certainly, this may just be a convenient way to solve Gygax’s original dilemma. It’s easy to justify killing an angel when it’s a shrieking, mad creature with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythos in D&D. I am not entirely in accord with the DM’s aversion for divine beings in his stories, but I still prefer these monstrous celestials to the flat {