Critical Role Season Four May Have Fixed The Most Problematic Dungeons & Dragons Creature

Dungeons & Dragons presents a unique creative space. Theoretically, it acts as a blank canvas where the imagination of DMs and participants can craft countless scenarios. Yet, Dungeons & Dragons also carries a 50-year legacy of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the best creative minds find it difficult to completely free themselves from this vast landscape of references, so that a great deal of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you encounter things that sound as good as “a classic hit,” on other occasions you wince as if hearing “All Summer Long.”

The show Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now AramĂĄn (the world created by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his Dimension 20 work may recognize some of his common themes (Brennan really hates the deities!), episode 2 stood out to me because of a truly original take on a classic D&D creature type: celestials.

The Historical Background of Celestials in D&D

Demons and devils (often called fiends) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their heavenly counterparts to show up. A few unique “angels” with individual titles appeared in Dragon magazine issues #12 (February 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from biblical religious lore; for more original versions, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual 2. That’s when the deva, the planetar, and the solar angel first appeared, initiating a tradition of creatures called celestials that is still present in the latest edition of the role-playing game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, created by their creators to act as soldiers, commanders, messengers, liaisons with mortals, and overall to inhabit their domains 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. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Well-known instances include Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out in contrast 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 interpretation of the series Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an short time of wiki reading.

It’s not surprising that beings who resemble angels from the Bible received less attention. There are stories that Gygax felt uneasy about providing gamers game statistics for divine beings they could murder in their sessions, and even if celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning stunted their development. There is also a limit to what you can create for beings that are created to be servants of a god. Sure, they have free will, but their storytelling range is limited. In that sense, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can spin in a many ways without losing their unique nature.

How Critical Role Campaign 4 Reimagines Celestials

Honestly, I get it: Celestials are simply not very compelling. Divine champions of good that strike down wickedness in every manifestation can be impressive, but they also get cheesy very fast. That widespread disinterest means we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs after the deity who made them dies. There is no official explanation, and each Dungeon Master is free to devise their own interpretation. Brennan Lee Mulligan decided to make this question central to the world of AramĂĄn, one where the gods have all been slain by humans in a great conflict that concluded seven decades before the start of the story. So what became of the followers of these divine beings?

Mulligan’s answer is simple, terrifying, and highly intriguing: They became insane and became a plague that destroyed entire countries. A lot about the past of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it seems that when the deities died, the celestial beings became “wild”. They became creatures that could annihilate large areas if left unchecked. Viewers caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “ancestor,” a fearsome celestial kept chained in a enormous casket.

It’s not a coincidence that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose obsession with concluding the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the insanity infusing the location.

The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, nor led astray by their own arrogance or fixations. They are casualties; another terrible consequence of the Shapers’ War. As the new campaign progresses, it is hoped the DM focuses on the notion that, regardless of how “righteous” that conflict was, the mortals who won it may still regret the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their protectors, shepherding their souls to safety after death, are now terrifying calamities.

Sure, this might simply be a convenient way to address the original creator’s original dilemma. It’s easy to rationalize slaying an divine being when it’s a screaming, insane creature 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 the DM’s aversion for gods in his stories, but I still prefer these monstrous celestials to the flat {

Sarah Williamson
Sarah Williamson

Elara is a passionate storyteller and writing coach with a love for crafting engaging narratives and sharing creative techniques.