🔗 Share this article Critical Role Season Four May Have Fixed My Least Favorite Dungeons & Dragons Creature Dungeons & Dragons provides a unique imaginative arena. In theory, it acts as a empty slate where the imagination of DMs and participants can craft any kind of picture. Yet, D&D also bears a 50-year legacy of campaign settings, creatures, spellcasting rules, well-known NPCs, and general lore. Even the best imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, meaning that a great deal of “new” material for Dungeons & Dragons is a reworking of familiar ideas. At times you encounter things that sound as good as “a classic hit,” other times you cringe as if hearing “All Summer Long.” The show Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan really hates the deities!), the second episode stood out to me because of a truly original take on a classic D&D creature type: celestials. The Historical Background of Celestials in D&D Fiendish creatures (often called fiends) have been included in Dungeons & Dragons since 1976, but it took a while longer for their heavenly counterparts to show up. A handful of distinct “divine messengers” with individual titles were featured in the publication Dragon editions 12 (February 1978) and 17 (August 1978). These were little more than variations of 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 “Featured Creatures” article in Dragon magazine, where he presented new monsters that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar, and the solar first appeared, initiating a lineage of creatures known as celestials that is continues to exist in the most recent version of the role-playing game. In D&D, celestial beings are the agents of benevolent gods, made by their creators to serve as warriors, leaders, emissaries, liaisons with mortals, and in general to inhabit their realms in the Heavenly Realms. 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. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Well-known instances encompass Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3. The mythology of celestials is markedly underdeveloped compared to demonic entities. The Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an short time of wiki reading. It’s understandable that creatures who look like angels from the Bible received less attention. There are stories that Gygax was uncomfortable about providing gamers stat blocks for divine beings they could murder in their sessions, and even if celestials were later expanded with a broader spectrum of appearances 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 free will, but their storytelling range is restricted. In that sense, the antagonists have much more freedom: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re in the end 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: Celestials are just not that interesting. Divine champions of good that strike down wickedness in every manifestation can be cool, but they also get cheesy very fast. That widespread disinterest implies we remain unaware of that much about celestials. As an illustration, we still don’t know what occurs once the deity who created them dies. There is no official explanation, and each Dungeon Master is free to devise 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 humans in a great conflict that concluded seven decades before the beginning of the campaign. So what became of the servants of these divine beings? Brennan’s solution is simple, terrifying, and very interesting: They went crazy and became a blight that destroyed entire countries. A great deal about the history of this world, the divine conflict, and its consequences in the present has still to be revealed, but it seems that when the gods died, the celestial beings became “wild”. They transformed into monsters that could annihilate entire regions if left unchecked. The audience caught a sight of how frightening one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial entity kept chained in a enormous casket. It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with ending the Blood War led to her being tainted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the insanity infusing the location. The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, or led astray by their own arrogance or obsessions. They are casualties; one more terrible result of the War of the Shapers. As the new campaign continues, it is hoped the DM focuses on the idea that, regardless of how “just” that conflict was, the humans who emerged victorious may still regret the outcome. Their world has been wounded, their link to the hereafter has been cut off, and the creatures that were formerly their protectors, guiding their spirits to security after death, are now terrifying calamities. Certainly, this might simply be a practical method to solve the original creator’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, insane entity with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with the DM’s aversion for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {