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

D&D presents a distinctive imaginative arena. Theoretically, it acts as a blank canvas where the imagination of DMs and players can craft any kind of picture. However, D&D also carries a 50-year legacy of campaign settings, creatures, magic systems, well-known NPCs, and general lore. Even the best imaginative thinkers find it difficult to entirely detach themselves from this extensive landscape of references, so that a great deal of “new” content for Dungeons & Dragons is a reiteration of familiar ideas. At times you get elements that sound as good as “Gangsta’s Paradise,” on other occasions you wince like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by Matt Mercer) and now the new world Aramán (the setting crafted by Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the deities!), episode 2 impressed me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.

The Historical Background of Heavenly Beings in D&D

Fiendish creatures (often called evil outsiders) have been part of Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “angels” with individual titles appeared in Dragon magazine editions 12 (February 1978) and 17 (Aug. 1978). These were little more than variations of the celestial figures from biblical sacred texts; for more original versions, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s when the deva, the planetar, and the solar first appeared, starting a lineage of beings called celestial entities that is still present in the latest edition of the role-playing game.

In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their creators to act as soldiers, leaders, emissaries, liaisons with mortals, and in general to populate their realms in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and support the faith of their god on the mortal world. Despite their direct relationship with the gods, celestials are distinct persons with individual traits. Well-known instances include 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.

The mythology of celestials is markedly underdeveloped compared to fiends. The chaotic Abyss has 99 layers of expanding chaos and demon lords tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more interesting side stories. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an hour of online research.

It’s understandable that creatures who resemble biblical angels received less attention. There are stories that Gary Gygax felt uneasy about giving players stat blocks for divine beings they could kill in their games, and although celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can do with beings that are created to be servants of a god. Sure, they have free will, but their storytelling range is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can evolve in a many ways without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I understand: Celestials are simply not very compelling. Holy warriors of good that smite evil in all its forms can be impressive, but they also become clichéd very fast. That widespread disinterest implies we still don’t know a great deal about celestials. As an illustration, we have yet to learn what happens after the god who created them perishes. There is no canonical answer, 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 great conflict that ended 70 years before the start of the story. So what became of the followers of these divine beings?

Brennan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a plague that destroyed whole nations. A great deal about the history of Aramán, the war against the gods, and its consequences in the present has yet to be disclosed, but it seems that when the deities were slain, the celestials became “wild”. They became creatures that could annihilate entire regions if left unchecked. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial kept chained in a massive coffin.

It is no accident that the most compelling celestials in D&D, narratively, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose fixation with ending the eternal Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar angel who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the madness permeating the place.

The corruption seen in the fourth campaign of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or fixations. They are casualties; another dreadful result of the Shapers’ War. As Campaign 4 continues, I hope the DM focuses on the notion that, regardless of how “just” that conflict was, the mortals who won it may nonetheless lament the outcome. Their world has been wounded, their link to the hereafter has been severed, and the beings that were once their protectors, shepherding their souls to safety after death, are currently frightening disasters.

Certainly, this might simply be a convenient way to address Gygax’s initial quandary. It is simple to rationalize slaying an angel when it’s a screaming, insane entity with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythology 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 horrific heavenly beings to the flat {

Anna Mcknight
Anna Mcknight

A seasoned sports analyst with over a decade of experience in betting markets, specializing in data-driven predictions and strategy development.