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

Dungeons & Dragons presents a unique imaginative arena. Theoretically, it serves as a empty slate where the creativity of Dungeon Masters and participants can craft any kind of picture. However, Dungeons & Dragons also carries a five-decade history of worlds, monsters, magic systems, established non-player characters, and general lore. Even the best creative minds struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “fresh” material for D&D is a reiteration of familiar ideas. At times you get things that sound as good as “Gangsta’s Paradise,” other times you wince like when listening to “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the original settings of its first setting (created by Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (He really hates the deities!), the second episode stood out to me because of a truly original interpretation on a classic Dungeons & Dragons monster category: angelic beings.

The Historical Background of Celestials in D&D

Fiendish creatures (collectively known as evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with individual titles appeared in Dragon magazine editions #12 (February 1978) and 17 (August 1978). These were essentially riffs on the angels from biblical religious lore; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented new monsters that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar angel made their debut, starting a lineage of creatures called celestial entities that is continues to exist in the most recent version of the role-playing game.

In D&D, celestials are the servants of good-aligned deities, created by their creators to act as soldiers, commanders, messengers, liaisons with mortals, and overall to populate 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 support the belief of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even 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 expanding chaos and lords of demons warring amongst themselves. The 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 Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of wiki reading.

It’s not surprising that creatures who look like angels from the Bible went underdeveloped. Rumor has it that Gygax felt uneasy about giving players game statistics for angels they could kill in their games, and although celestials were later expanded with a broader spectrum of appearances and purposes, that controversial beginning 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. In that sense, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re in the end unpredictable and disorderly creatures that can evolve in a lot of directions without losing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I get it: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be cool, but they also become clichéd quickly. That widespread disinterest means we still don’t know that much 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. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, a place where the gods have all been slain by humans in a great conflict that ended 70 years before the beginning of the campaign. So what happened to the followers of these divine beings?

Brennan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and became a blight that destroyed whole nations. A lot about the past of Aramán, the war against the gods, and its consequences in the current era has yet to be disclosed, but it appears that after the deities were slain, the celestials went “feral”. They became monsters that could annihilate large areas if left unchecked. Viewers got a glimpse of how scary one of these creatures can be at the end of episode 2, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial kept chained in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War resulted in her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, gradually yielding to the madness infusing the location.

The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, or misled by their own pride or obsessions. They are casualties; another dreadful result of the Shapers’ War. As Campaign 4 progresses, I hope the DM concentrates on the notion that, no matter how “righteous” that war was, the mortals who emerged victorious may still regret the outcome. Their world has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, shepherding their souls to safety following death, are currently frightening disasters.

Sure, this may just be a convenient way to address Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a shrieking, insane entity with multiple fangs, but I am also very intrigued by this new declination 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 nonetheless favor these monstrous celestials to the one-dimensional {

Justin Manning
Justin Manning

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