Critical Role Season Four May Have Fixed My Least Favorite Dungeons & Dragons Creature
Dungeons & Dragons offers a unique imaginative arena. In theory, it serves as a blank canvas where the creativity of Dungeon Masters and players can craft any kind of picture. Yet, Dungeons & Dragons also bears a 50-year legacy of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this vast universe of existing content, meaning that a lot of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you get things that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”
The show Critical Role has gotten plenty creative 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 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 take on a traditional Dungeons & Dragons monster category: angelic beings.
The Historical Background of Heavenly Beings in D&D
Fiendish creatures (often called evil outsiders) have been included in Dungeons & Dragons since 1976, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine editions #12 (Feb. 1978) and 17 (Aug. 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 the creator Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced fresh creatures that would appear in the 1983 Monster Manual II. That’s where the deva angel, the planetar angel, and the solar angel made their debut, initiating a lineage of beings called celestials that is continues to exist in the latest edition of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of benevolent gods, made by their masters to serve as warriors, leaders, messengers, intermediaries for humans, and in general 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 support the faith of their god on the mortal world. In spite of their close connection with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, 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 notably underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of online research.
It’s not surprising that creatures who look like biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their sessions, and even if celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning hindered their growth. There’s also only so much what you can do with creatures that are designed to be servants of a god. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have far greater liberty: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately fickle and chaotic creatures that can spin in a lot of directions without losing their distinct identity.
How Critical Role Campaign 4 Redefines Heavenly Beings
Honestly, I understand: Celestial beings are just not that interesting. Divine champions of good that smite evil in all its forms can be impressive, but they also get cheesy quickly. That general lack of interest implies we still don’t know a great deal about celestials. For example, we have yet to learn what occurs after the deity who made them dies. There is no official explanation, and each Dungeon Master is free to devise their own spin. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, one where the gods have all been killed by mortals in a great conflict that concluded 70 years prior to the start of the campaign. So what became of the servants of these divine beings?
Brennan’s answer is straightforward, horrifying, and very interesting: They went crazy and turned into a plague that destroyed whole nations. A lot about the past of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that when the gods were slain, the celestial beings went “feral”. They became monsters 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) got to meet his “ancestor,” a fearsome celestial entity 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. Zariel, for example, was a mighty Solar angel whose obsession with ending the Blood War resulted in her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was summoned by a priest inside Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the insanity permeating the place.
The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own pride or fixations. They are casualties; one more dreadful consequence of the Shapers’ War. As Campaign 4 continues, I hope Mulligan focuses on the idea that, no matter how “just” that conflict was, the mortals who won it may nonetheless lament the consequences. Their realm has been wounded, their link to the hereafter has been cut off, and the creatures that were once their protectors, shepherding their souls to security after death, are currently frightening disasters.
Sure, this may just be a practical method to solve Gygax’s initial quandary. It’s easy to justify killing an divine being when it’s a screaming, mad 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 Brennan’s aversion for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {