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

Dungeons & Dragons offers a distinctive imaginative arena. Theoretically, it acts as a blank canvas where the creativity of Dungeon Masters and players can craft any kind of picture. Yet, D&D also carries a five-decade history of worlds, creatures, magic systems, well-known NPCs, and general lore. Even the best creative minds find it difficult to entirely detach themselves from this vast universe of existing content, so that a lot of “new” material for D&D is a reworking of sampled tracks. Sometimes you encounter things that sound as good as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “a derivative tune.”

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 Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He really hates the gods!), the second episode stood out to me because of a highly innovative take on a traditional Dungeons & Dragons monster category: celestials.

The Historical Background of Celestials in D&D

Fiendish creatures (collectively known as 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 “angels” with individual titles were featured in Dragon magazine editions 12 (February 1978) and 17 (Aug. 1978). These were essentially riffs on the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced fresh creatures that would appear in the 1983 Monster Manual 2. That’s where the deva, the planetar, and the solar made their debut, starting a tradition of creatures known as celestials that is continues to exist in the latest edition of the game.

In D&D, celestial beings are the agents of benevolent gods, created by their creators to serve as soldiers, commanders, emissaries, intermediaries for humans, and overall to populate their domains in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Lower Planes and help uphold the belief of their god on the mortal world. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably less fleshed out compared to demonic entities. The Abyss has 99 layers 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 that’s not even mentioning the Yugoloth. In the meantime, everything you need to know about celestials can be gathered in an hour of wiki reading.

It’s not surprising that beings who look like biblical angels went underdeveloped. Rumor has it that Gary Gygax felt uneasy about giving players stat blocks for divine beings they could kill in their sessions, and even if 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 do with beings that are created to be servants of a god. Certainly, they have independent thought, but their storytelling range is limited. In that sense, the bad guys have far greater liberty: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly entities that can spin in a lot of directions without losing their distinct identity.

How Critical Role Campaign 4 Reimagines Heavenly Beings

Honestly, 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 get cheesy quickly. That widespread disinterest implies we remain unaware of that much about celestials. As an illustration, we have yet to learn what happens after the god who created them perishes. There is no official explanation, and each Dungeon Master is able to come up with their own interpretation. Brennan Lee Mulligan chose to center this issue at the heart of the setting of Aramán, a place where the gods have all been slain by mortals in a massive war that ended seven decades before the beginning of the campaign. So what became of the servants of these gods?

Mulligan’s answer is simple, terrifying, and highly intriguing: They went crazy and turned into a blight that devastated entire countries. A lot about the history of Aramán, the divine conflict, and its aftermath in the current era has still to be revealed, but it appears that when the gods were slain, the celestials went “feral”. They became monsters that could annihilate entire regions if left unchecked. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a fearsome celestial held bound in a enormous casket.

It is no accident that the most interesting celestials in D&D, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the eternal Blood War led to her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the madness infusing the location.

The corruption seen in the fourth campaign of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They weren’t tricked, or misled by their own arrogance or fixations. They are victims; one more terrible consequence of the War of the Shapers. As the new campaign continues, it is hoped the DM concentrates on the notion that, no matter how “just” that conflict was, the humans who emerged victorious may still regret the consequences. Their realm has been wounded, their link to the hereafter has been cut off, and the beings that were once their protectors, shepherding their souls to safety following death, are now frightening disasters.

Sure, this may just be a convenient way to address the original creator’s initial quandary. It’s easy to justify killing an divine being when it’s a screaming, mad creature with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {

Valerie Ballard
Valerie Ballard

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot machine reviews and player strategy optimization.