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

Dungeons & Dragons offers a unique imaginative arena. In theory, it acts as a blank canvas where the imagination of DMs and participants can craft any kind of picture. However, Dungeons & Dragons also bears a 50-year legacy of campaign settings, creatures, spellcasting rules, established non-player characters, and general lore. Even the most talented imaginative thinkers struggle to entirely detach themselves from this vast universe of existing content, so that a great deal of “fresh” material for D&D is a reworking of sampled tracks. Sometimes you encounter elements that are as brilliant as “a classic hit,” on other occasions you wince as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his Dimension 20 work may identify some of his common themes (He really hates the deities!), episode 2 stood out to me because of a truly original interpretation on a classic D&D creature type: celestials.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (collectively known as evil outsiders) have been part of D&D since 1976, but it required more time for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon editions #12 (February 1978) and #17 (August 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar first appeared, starting a tradition of creatures known as celestials that is continues to exist in the latest edition of the role-playing game.

In Dungeons & Dragons, celestial beings are the agents of benevolent gods, made by their masters to serve as soldiers, commanders, messengers, liaisons with mortals, and overall to inhabit their domains in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their deity on the Material Plane. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly less fleshed out compared to demonic entities. The Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, 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 received less attention. Rumor has it that Gygax felt uneasy about providing gamers game statistics for angels they could kill in their games, and although celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There’s also only so much what you can do with beings that are designed to be servants of a god. Sure, they have free will, but their storytelling range is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic entities that can spin in a lot of directions without losing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I understand: Celestials are simply not very compelling. Divine champions of good that smite evil in all its forms can be cool, but they also become clichéd quickly. That widespread disinterest means we remain unaware of a great deal about celestials. For example, we have yet to learn what happens once the god who made them perishes. There is no official explanation, and each Dungeon Master is free to devise their own spin. Brennan Lee Mulligan chose to center this issue at the heart of the world of Aramán, a place where the deities have all been killed 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 answer is straightforward, terrifying, and highly intriguing: They went crazy and became a plague that destroyed whole nations. A lot about the history of Aramán, the divine conflict, and its consequences in the current era has yet to be disclosed, but it appears that when the gods died, the celestials went “feral”. They became monsters that could destroy entire regions if left unchecked. Viewers caught a sight of how scary one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) encountered his “ancestor,” a terrifying celestial entity held bound in a enormous casket.

It’s not a coincidence that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, as an instance, was a mighty Solar angel whose obsession with ending the Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and became obsessed with “purging” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the madness permeating the location.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They were not deceived, nor misled by their own arrogance or obsessions. They are casualties; another dreadful consequence of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM concentrates on the notion that, regardless of how “righteous” that conflict was, the humans who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, guiding their spirits to security after death, are currently frightening disasters.

Sure, this may just be a convenient way to address the original creator’s original dilemma. It is simple to justify killing an angel when it’s a shrieking, insane entity with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Melissa Casey
Melissa Casey

Mira is a seasoned gaming strategist and content creator, passionate about helping players maximize their in-game performance and achievements.