🔗 Share this article The Latest Critical Role Season Four Could Have Resolved The Most Problematic Dungeons & Dragons Creature Dungeons & Dragons presents a distinctive imaginative arena. In theory, it serves as a blank canvas where the imagination of Dungeon Masters and players can craft any kind of picture. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the best imaginative thinkers find it difficult to entirely detach themselves from this extensive universe of existing content, meaning that a lot of “new” content for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you get elements that sound as good as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.” The show Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by the DM Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), episode 2 impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials. The Historical Background of Celestials in Dungeons & Dragons Fiendish creatures (often called evil outsiders) have been part of D&D since the mid-70s, but it required more time for their angelic equivalents to appear. A few unique “angels” with specific names appeared in Dragon magazine issues 12 (February 1978) and 17 (Aug. 1978). These were little more than riffs on the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced new monsters that would be included in 1983’s Monster Manual II. That’s where the deva angel, the planetar, and the solar made their debut, initiating a tradition of creatures known as celestial entities that is continues to exist in the most recent version of the game. In Dungeons & Dragons, celestials are the servants of good-aligned deities, created by their masters to act as warriors, commanders, messengers, intermediaries for humans, and in general to populate their realms 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 faith of their deity on the Material Plane. In spite of their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Well-known instances include Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3. Celestial lore is markedly underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with greater violence and more interesting side stories. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestials can be gleaned in an hour of online research. It’s understandable that beings who look like biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their games, and although celestials were subsequently developed with a bigger range of looks and roles, that controversial beginning stunted their development. There is also a limit to what you can do with beings that are designed to be divine minions. Sure, they have independent thought, but their narrative potential is restricted. In that sense, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a many ways without sacrificing their distinct identity. How Critical Role Campaign 4 Reimagines Heavenly Beings To be frank, I get it: Celestial beings are just not that interesting. Holy warriors of good that strike down wickedness in every manifestation can be cool, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of that much about celestials. As an illustration, we have yet to learn what happens after the deity who made them dies. There is no canonical answer, and every DM is free to devise their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, one where the gods have all been killed by humans in a massive war that concluded 70 years before the beginning of the campaign. So what happened to the followers of these gods? Brennan’s answer is simple, terrifying, and very interesting: They became insane and became a plague that devastated whole nations. A great deal about the history 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 creatures that could annihilate entire regions if left unchecked. The audience got a glimpse of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a enormous casket. It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose obsession with ending the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the madness permeating the location. The corruption seen in Campaign 4 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 casualties; one more terrible result of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan focuses on the idea that, no matter how “righteous” that war was, the humans who won it may nonetheless lament the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the beings that were once their protectors, shepherding their souls to security after death, are currently terrifying calamities. Certainly, this might simply be a convenient way to address Gygax’s initial quandary. It is simple to rationalize slaying an angel when it’s a screaming, insane entity with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his campaigns, but I still prefer these monstrous celestials to the flat {