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

D&D offers a unique imaginative arena. Theoretically, it serves as a blank canvas where the creativity of DMs and participants can paint countless scenarios. However, Dungeons & Dragons also bears a 50-year legacy of worlds, creatures, magic systems, well-known NPCs, and general lore. Even the most talented creative minds struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “new” content for Dungeons & Dragons is a reiteration of familiar ideas. At times you get things that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “All Summer Long.”

The show Critical Role has been highly inventive in the past due to the original settings of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the deities!), the second episode stood out to me because of a truly original interpretation on a traditional D&D creature type: celestials.

The Historical Background of Heavenly Beings in D&D

Fiendish creatures (often called evil outsiders) have been part of D&D since 1976, but it required more time for their heavenly counterparts to show up. A handful of distinct “divine messengers” with specific names were featured in Dragon magazine editions 12 (February 1978) and 17 (Aug. 1978). These were little more than riffs on the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” 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 angel, and the solar made their debut, starting a lineage of creatures known as celestials that is still present in the most recent version of the game.

In D&D, celestial beings are the agents of good-aligned deities, made by their masters to serve as warriors, commanders, emissaries, liaisons with mortals, and in general to inhabit their realms in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their deity on the mortal world. Despite their close connection with the gods, celestials are distinct persons with specific personalities. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably less fleshed out compared to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a version of Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gleaned in an hour of online research.

It’s understandable that creatures who resemble biblical angels went underdeveloped. There are stories that Gygax felt uneasy about giving players stat blocks for divine beings they could murder in their games, and although celestials were subsequently developed with a bigger range of looks and roles, that problematic origin stunted their development. There’s also only so much what you can create for creatures that are designed to be divine minions. Sure, they have independent thought, but their storytelling range is restricted. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, 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 Reimagines Heavenly Beings

To be frank, I get it: Celestials are just not that interesting. Divine champions of good that strike down wickedness in all its forms can be impressive, but they also become clichéd quickly. That general lack of interest implies we still don’t know that much about celestials. For example, we have yet to learn what happens after the god who made them dies. There is no canonical answer, and every DM is free to come up with their own spin. Brennan Lee Mulligan chose to center this issue central to the world of Aramán, one where the deities have all been killed by mortals in a great conflict that ended 70 years before the beginning of the campaign. So what happened to the servants of these gods?

Brennan’s answer is straightforward, terrifying, and very interesting: They went crazy and became a plague that devastated whole nations. A great deal about the past of this world, the war against the gods, and its aftermath in the present has still to be revealed, but it appears that after the gods were slain, the celestial beings became “wild”. They transformed into creatures that could destroy entire regions if not contained. The audience caught a sight of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity held bound in a massive coffin.

It is no accident that the most interesting celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a cleric inside Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the location.

The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, or misled by their own arrogance or obsessions. They are victims; another terrible consequence of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM focuses on the idea that, regardless of how “righteous” that conflict was, the humans who won it may nonetheless lament the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their guardians, guiding their spirits to security following death, are currently terrifying calamities.

Certainly, this might simply be a practical method to address Gygax’s initial quandary. It is simple to justify killing an angel when it’s a screaming, insane creature with multiple fangs, but I am also highly fascinated by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with the DM’s loathing for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {

Debra Ross
Debra Ross

A seasoned IT consultant and digital strategist with over 15 years of experience in helping enterprises leverage technology for competitive advantage.

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