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

D&D provides a unique imaginative arena. In theory, it serves as a empty slate where the imagination of Dungeon Masters and participants can paint any kind of picture. Yet, D&D also bears a five-decade history of worlds, monsters, magic systems, established non-player characters, and rich mythology. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this vast universe of existing content, meaning that a great deal of “new” content for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you get elements that are as brilliant as “a classic hit,” other times you wince like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (designed by the DM Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the deities!), episode 2 impressed me because of a highly innovative interpretation on a classic D&D creature type: celestials.

The Historical Background of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (often called fiends) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to appear. A handful of distinct “angels” with specific names appeared in the publication Dragon editions 12 (Feb. 1978) and #17 (August 1978). These were essentially riffs on the celestial figures from biblical religious lore; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would appear in the 1983 Monster Manual II. That’s when the deva, the planetar, and the solar made their debut, starting a tradition of creatures called celestial entities that is still present in the latest edition of the game.

In D&D, celestials are the agents of good-aligned deities, made by their masters to act as warriors, leaders, emissaries, liaisons with mortals, and in general to inhabit their domains in the Heavenly Realms. They are champions of good who battle the forces of chaos and evil from the Lower Planes and help uphold the faith of their deity on the mortal world. In spite of their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is notably underdeveloped in contrast to demonic entities. The Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a version of Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an short time of wiki reading.

It’s understandable that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their games, and even if celestials were later expanded with a broader spectrum of looks and roles, that problematic origin hindered their growth. There is also a limit to what you can create for creatures that are designed to be servants of a god. Certainly, they have independent thought, but their narrative potential is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their distinct identity.

How Critical Role Campaign 4 Reimagines Heavenly Beings

Honestly, I understand: Celestials are just not that interesting. Divine champions of good that smite evil in all its forms can be impressive, but they also become clichéd very fast. That general lack of interest 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 dies. There is no official explanation, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, one where the gods have all been killed by humans in a great conflict that concluded seven decades before the start of the campaign. So what became of the followers of these divine beings?

Mulligan’s solution is simple, horrifying, and highly intriguing: They went crazy and became a plague that destroyed entire countries. A lot about the history of Aramán, the divine conflict, and its consequences in the present has still to be revealed, but it seems that when the gods died, the celestials went “feral”. They transformed into creatures that could annihilate 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 terrifying celestial held bound in a massive coffin.

It’s not a coincidence that the most compelling celestials in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the eternal Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was called forth by a cleric inside Undermountain and developed a fixation on “purging” the evil in the Terminus area of the massive dungeon, gradually yielding to the madness permeating the place.

The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or fixations. They are casualties; one more terrible result of the Shapers’ War. As the new campaign progresses, I hope the DM concentrates on the idea that, no matter how “righteous” that war was, the mortals who won it may nonetheless lament the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were once their guardians, shepherding their souls to safety after death, are now terrifying calamities.

Certainly, this may just be a convenient way to solve the original creator’s original dilemma. It is simple to justify killing an divine being when it’s a shrieking, mad entity with rows of teeth, but I am also very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {

Nicole Ramirez
Nicole Ramirez

Elara Vance is an astrophysicist and science writer with a passion for making space exploration accessible to everyone.