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

Dungeons & Dragons offers a unique creative space. In theory, it acts as a empty slate where the creativity of DMs and players can craft any kind of picture. Yet, D&D also bears a 50-year legacy of worlds, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds find it difficult to entirely detach themselves from this vast landscape of references, meaning that a great deal of “fresh” content for D&D is a reworking of sampled tracks. Sometimes you get elements that sound as good as “a classic hit,” other times you wince as if hearing “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by the DM Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (Brennan really hates the gods!), episode 2 stood out to me because of a highly innovative take on a traditional D&D creature type: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (often called fiends) have been part of Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon editions 12 (February 1978) and 17 (August 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced fresh creatures that would be included in 1983’s Monster Manual II. That’s when the deva angel, the planetar angel, and the solar made their debut, initiating a tradition of creatures known as celestials that is continues to exist in the latest edition of the role-playing game.

In D&D, celestials are the servants of benevolent gods, made by their masters to act as warriors, commanders, emissaries, intermediaries for humans, and overall to populate their domains in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and help uphold the belief of their deity on the mortal world. Despite their close connection with the divine beings, celestials are unique individuals with individual traits. Famous examples include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is markedly less fleshed out in contrast 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 interpretation of the series Game of Thrones with more bloodshed and more interesting side stories. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestial beings can be gleaned in an short time of online research.

It’s understandable that beings who resemble biblical angels went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players game statistics for angels they could kill in their games, and even if celestials were subsequently developed with a bigger range of looks and purposes, 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. Certainly, they have independent thought, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and so on) but they’re ultimately fickle and chaotic creatures that can spin in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

To be frank, I get it: Celestial beings 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. For example, we still don’t know what occurs once the deity who made them perishes. There is no official explanation, and every DM is free to devise their own spin. 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 massive war that ended 70 years before the start of the campaign. So what became of the servants of these divine beings?

Mulligan’s solution is straightforward, horrifying, and highly intriguing: They became insane and became a blight that devastated entire countries. A great deal about the history of this world, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that after the gods were slain, the celestial beings became “wild”. They became creatures that could annihilate large areas if left unchecked. Viewers caught a sight of how frightening such a being can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “grandfather,” a terrifying celestial kept chained in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was called forth by a cleric inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the huge labyrinth, gradually yielding to the madness infusing the place.

The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or fixations. They are victims; another dreadful result of the War of the Shapers. As the new campaign continues, I hope the DM focuses on the notion that, regardless of how “just” that conflict was, the humans who won it may nonetheless lament the outcome. Their realm has been harmed, their connection to the afterlife has been severed, and the beings that were formerly their protectors, shepherding their souls to safety after death, are now frightening disasters.

Sure, this might simply be a convenient way to solve Gygax’s initial quandary. It is simple to justify killing an divine being when it’s a screaming, mad creature with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I am not entirely in accord with Brennan’s loathing for gods in his campaigns, but I still prefer these horrific heavenly beings to the flat {

Christopher West
Christopher West

A seasoned gambling analyst with over a decade of experience in online casino reviews and player strategy development.