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

D&D provides a distinctive creative space. In theory, it serves as a empty slate where the imagination of DMs and players can paint any kind of picture. However, Dungeons & Dragons also carries a 50-year legacy of worlds, monsters, magic systems, established non-player characters, and general lore. Even the best imaginative thinkers struggle to entirely detach themselves from this vast universe of existing content, so that a great deal of “fresh” material for Dungeons & Dragons is a reworking of familiar ideas. At times you encounter things that are as brilliant as “a classic hit,” on other occasions 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 its first setting (designed by Matt Mercer) and now Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (He really hates the gods!), the second episode impressed me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.

The Historical Background of Celestials in Dungeons & Dragons

Demons and devils (often called fiends) have been part of D&D since the mid-70s, but it took a while longer for their angelic equivalents to show up. A few unique “angels” with specific names appeared in Dragon magazine issues #12 (Feb. 1978) and #17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar angel, and the solar made their debut, starting a tradition of beings known as celestial entities that is still present in the most recent version of the game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, made by their masters to act as soldiers, leaders, emissaries, intermediaries for humans, and overall to inhabit their domains in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their deity on the Material Plane. In spite of their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an short time of online research.

It’s not surprising that beings who resemble biblical angels went underdeveloped. Rumor has it that Gygax felt uneasy about giving players game statistics for angels they could murder in their games, and even if celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin stunted their development. There is also a limit to what you can do with creatures that are designed to be divine minions. Certainly, they have free will, but their narrative potential is restricted. In that sense, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re in the end fickle and chaotic creatures that can evolve in a lot of directions without sacrificing their unique nature.

The Way Campaign 4 of Critical Role Redefines Celestials

To be frank, I get it: Celestial beings are just not that interesting. Divine champions of good that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That widespread disinterest means we still don’t know that much about celestials. For example, we have yet to learn what occurs once the deity who created them perishes. There is no official explanation, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, one where the gods have all been killed by mortals in a massive war that concluded 70 years prior to the beginning of the campaign. So what became of the followers of these gods?

Brennan’s answer is straightforward, terrifying, and highly intriguing: They became insane and turned into a plague that destroyed entire countries. A lot about the past of this world, the war against the gods, and its consequences in the present has still to be revealed, but it seems that after the deities were slain, the celestial beings became “wild”. They transformed into creatures that could destroy entire regions if left unchecked. Viewers caught a sight of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial kept chained in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in D&D, narratively, are those who have fallen from grace. The angel Zariel, as an instance, was a powerful Solar whose fixation with concluding the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the madness infusing the place.

The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestials did not lose their virtue. They weren’t tricked, nor led astray by their own pride or obsessions. They are victims; one more dreadful result of the War of the Shapers. As the new campaign progresses, it is hoped the DM focuses 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 wounded, their connection to the afterlife has been severed, and the creatures that were formerly their protectors, shepherding their souls to safety following death, are currently terrifying calamities.

Sure, this might simply be a practical method to solve Gygax’s original dilemma. It’s easy to rationalize slaying an divine being when it’s a shrieking, mad creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for gods in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {

Melissa Carter
Melissa Carter

A seasoned gaming analyst with over a decade of experience in casino reviews and player strategy development.