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

D&D provides a distinctive creative space. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and players can paint countless scenarios. However, Dungeons & Dragons also carries a 50-year legacy of campaign settings, monsters, magic systems, established non-player characters, and rich mythology. Even the best creative minds struggle to completely free themselves from this vast universe of existing content, meaning that a great deal of “new” material for D&D is a reworking of sampled tracks. Sometimes you get elements that sound as good as “a classic hit,” other times you cringe as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the original settings of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his common themes (He really hates the gods!), episode 2 stood out to me because of a highly innovative 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 included in D&D since 1976, but it required more time for their heavenly counterparts to show up. A few unique “divine messengers” with specific names appeared in Dragon magazine editions 12 (Feb. 1978) and #17 (August 1978). These were essentially variations of the angels from biblical religious lore; 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 be included in 1983’s Monster Manual 2. That’s when the deva, the planetar, and the solar first appeared, starting a lineage of creatures known as celestial entities that is continues to exist in the latest edition of the role-playing game.

In Dungeons & Dragons, celestial beings are the agents of benevolent gods, created by their masters to act as warriors, commanders, messengers, liaisons with mortals, and in general to populate their realms in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their god on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly underdeveloped in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more engaging side stories. And don’t get me started 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 look like angels from the Bible went underdeveloped. There are stories that Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their games, and even if celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin hindered their growth. There is also a limit to what you can create for beings that are designed to be divine minions. Sure, they have free will, but their storytelling range is limited. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately fickle and chaotic creatures that can evolve in a many ways without sacrificing their unique nature.

The Way Campaign 4 of Critical Role Redefines Celestials

To be frank, I understand: Celestial beings are just not that interesting. Holy warriors of good that smite evil in every manifestation can be impressive, but they also become clichéd quickly. That general lack of interest means we still don’t know a great deal about celestials. As an illustration, we still don’t know what happens after the deity who made them perishes. There is no official explanation, and every DM is free to devise their own spin. Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, one where the gods have all been killed by mortals in a great conflict that concluded 70 years prior to the beginning of the campaign. So what happened to the followers of these divine beings?

Brennan’s solution is simple, horrifying, and highly intriguing: They became insane and turned into a plague that devastated whole nations. A lot about the past of Aramán, the war against the gods, and its consequences in the present has still to be revealed, but it appears that when the deities were slain, the celestial beings became “wild”. They transformed into monsters that could destroy large areas if left unchecked. Viewers caught a sight of how frightening such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial held bound in a enormous casket.

It is no accident that the most interesting celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose obsession with concluding the Blood War resulted in her being corrupted by the devil Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar who was called forth by a cleric inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the huge labyrinth, gradually yielding to the insanity permeating the location.

The corruption seen 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 pride or obsessions. They are casualties; one more dreadful consequence of the Shapers’ War. As the new campaign progresses, it is hoped the DM concentrates on the notion that, no matter how “just” that war was, the humans who emerged victorious may nonetheless lament the outcome. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were once their protectors, guiding their spirits to security after death, are now terrifying calamities.

Sure, this may just be a practical method to solve Gygax’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, mad entity with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythology in D&D. I don’t necessarily agree with the DM’s aversion for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {

Margaret Andersen MD
Margaret Andersen MD

A seasoned casino gaming analyst with over a decade of experience in slot machine mechanics and player psychology.