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

Dungeons & Dragons provides a distinctive creative space. Theoretically, it acts as a empty slate where the creativity of Dungeon Masters and participants can paint countless scenarios. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and general lore. Even the most talented creative minds find it difficult to completely free themselves from this vast universe of existing content, meaning that a great deal of “fresh” material for D&D is a reiteration of sampled tracks. Sometimes you get things that are as brilliant as “a classic hit,” other times you cringe like when listening to “a derivative tune.”

Critical Role has been highly inventive in the past due to the unique worlds of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Brennan and his Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the gods!), the second episode impressed me because of a highly innovative interpretation on a classic D&D creature type: celestials.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (often called fiends) 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 specific names were featured in Dragon magazine editions #12 (February 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” column in Dragon magazine, where he introduced fresh creatures that would appear in 1983’s Monster Manual 2. That’s where the deva angel, the planetar, and the solar made their debut, initiating a lineage of beings called celestials that is still present in the most recent version of the game.

In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, made by their masters to act as soldiers, commanders, messengers, intermediaries for humans, and in general to populate 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 belief of their god on the mortal world. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly less fleshed out compared to fiends. The Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestials can be gathered in an hour of online research.

It’s understandable that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax felt uneasy about giving players stat blocks for divine beings they could murder in their sessions, and although celestials were later expanded with a broader spectrum of appearances and roles, that problematic origin hindered their growth. There’s also only so much what you can create for creatures that are created to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly creatures that can spin in a many ways without sacrificing their unique nature.

The Way Campaign 4 of Critical Role Redefines Celestials

Honestly, I understand: Celestial beings are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be cool, but they also get cheesy quickly. That general lack of interest implies we remain unaware of that much about celestials. For example, we still don’t know what occurs once the god who made them perishes. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, one where the gods have all been slain by mortals in a massive war that ended 70 years before the start of the campaign. So what became of the followers of these gods?

Brennan’s solution is simple, horrifying, and very interesting: They became insane and turned into a plague that destroyed entire countries. A lot about the past of this world, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that after the deities died, the celestial beings went “feral”. They transformed into creatures that could destroy large areas if not contained. 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 “grandfather,” a terrifying celestial entity held bound in a enormous casket.

It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being tainted by Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar angel who was summoned by a cleric inside Undermountain and developed a fixation on “purging” the evil in the Terminus level of the huge labyrinth, gradually yielding to the insanity infusing the place.

The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, or led astray by their own pride or fixations. They are victims; another dreadful result of the War of the Shapers. As the new campaign progresses, I hope the DM concentrates on the notion that, no matter how “righteous” that conflict was, the humans who won it may still regret the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the beings that were once their guardians, shepherding their souls to safety following death, are now frightening disasters.

Sure, this might simply be a practical method to address Gygax’s original dilemma. It’s easy to rationalize slaying an angel when it’s a shrieking, insane creature with multiple fangs, but I am also highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the flat {

Madison Adams
Madison Adams

A passionate writer and artist who shares insights on creativity and mindful living, drawing from years of experience in various creative fields.