Critical Role Season Four Could Have Fixed My Least Favorite Dungeons & Dragons Creature

D&D provides a unique creative space. In theory, it acts as a empty slate where the creativity of Dungeon Masters and participants can craft countless scenarios. However, D&D also bears a five-decade history of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the best imaginative thinkers find it difficult to completely free themselves from this extensive universe of existing content, meaning that a lot of “new” content for D&D is a reiteration of sampled tracks. Sometimes you encounter elements that are as brilliant as “a classic hit,” other times you wince like when listening to “a derivative tune.”

Critical Role has been highly inventive in the past due to the unique worlds of Exandria (designed by Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his Dimension 20 work may identify some of his common themes (Brennan really hates the gods!), episode 2 stood out to me because of a truly original take on a traditional D&D creature type: angelic beings.

A Brief History of Heavenly Beings in Dungeons & Dragons

Demons and devils (collectively known as evil outsiders) have been part of 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 (February 1978) and 17 (August 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar made their debut, initiating a lineage of creatures known as celestial entities that is continues to exist in the latest edition of the game.

In D&D, celestials are the agents of benevolent gods, created by their creators to serve as warriors, commanders, messengers, liaisons with mortals, and overall to inhabit their realms in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and help uphold the belief of their deity on the Material Plane. In spite of their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out compared to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a version of Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning the Yugoloth. In the meantime, all the essential information about celestials can be gleaned in an hour of online research.

It’s not surprising that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax felt uneasy about providing gamers game statistics for angels they could murder in their sessions, and although celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There is also a limit to what you can do with beings that are designed to be divine minions. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have established masters (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of virtue that smite evil in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of that much about celestials. For example, we have yet to learn what happens after the god who made them perishes. There is no canonical answer, and every DM is able to devise their own spin. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, one where the deities have all been slain by mortals in a great conflict that ended seven decades prior to the beginning of the story. So what happened to the servants of these divine beings?

Mulligan’s answer is straightforward, terrifying, and very interesting: They went crazy and became a blight that destroyed entire countries. A lot about the past of this world, the war against the gods, and its consequences in the current era has yet to be disclosed, but it seems that when the gods died, the celestials became “wild”. They became monsters that could destroy 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) encountered his “grandfather,” a fearsome celestial entity kept chained in a massive coffin.

It is no accident that the most compelling celestial beings in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with ending the eternal Blood War led to her being corrupted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the massive dungeon, slowly succumbing to the insanity infusing the place.

The taint seen 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 arrogance or fixations. They are victims; one more terrible result of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM concentrates on the idea that, regardless of how “just” that conflict was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been wounded, their connection to the afterlife has been severed, and the beings that were once their protectors, guiding their spirits to safety following death, are currently frightening disasters.

Sure, this might simply be a practical method to address the original creator’s initial quandary. It is simple to justify killing an angel when it’s a screaming, mad creature with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the flat {

Arthur Ruiz
Arthur Ruiz

Lena ist eine erfahrene Journalistin mit Fokus auf deutsche Politik und gesellschaftliche Entwicklungen, bekannt für ihre klaren Analysen.

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