Critical Role Campaign 4 May Have Resolved The Most Problematic Dungeons & Dragons Creature

D&D provides a unique creative space. In theory, it acts as a empty slate where the imagination of Dungeon Masters and participants can paint any kind of picture. However, Dungeons & Dragons also carries a five-decade history of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the most talented creative minds find it difficult to completely free themselves from this vast universe of existing content, so that a lot of “fresh” material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince as if hearing “All Summer Long.”

The show Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (created by Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a classic Dungeons & Dragons monster category: celestials.

The Historical Background of Heavenly Beings in D&D

Fiendish creatures (often called fiends) have been included in D&D since 1976, but it required more time for their heavenly counterparts to appear. A few unique “divine messengers” with individual titles were featured in Dragon magazine editions #12 (Feb. 1978) and #17 (Aug. 1978). These were essentially variations of the celestial figures from biblical religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” column in Dragon, where he presented new monsters that would be included in 1983’s Monster Manual 2. That’s when the deva, the planetar angel, and the solar angel first appeared, initiating a lineage of creatures called celestial entities that is continues to exist in the latest edition of the game.

In D&D, celestial beings are the servants of good-aligned deities, created by their masters to act as warriors, commanders, emissaries, liaisons with mortals, and in general to inhabit their domains in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their god on the mortal world. In spite of their direct relationship with the divine beings, celestials are distinct persons with individual traits. Well-known instances include the angel Lumalia and the fallen 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 demonic entities. The chaotic Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning 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 resemble biblical angels received less attention. Rumor has it that Gygax was uncomfortable about giving players stat blocks for divine beings they could murder in their games, and even if celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning stunted their development. There’s also only so much what you can create for beings that are created to be divine minions. Certainly, they have free will, but their narrative potential is restricted. In that sense, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a lot of directions without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Celestials

To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of good that smite evil in all its forms can be impressive, but they also become clichéd quickly. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we still don’t know what occurs once the deity who made 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, one where the deities have all been slain by humans in a massive war that concluded 70 years before the start of the campaign. So what became of the followers of these divine beings?

Brennan’s solution is simple, terrifying, and very interesting: They became insane and became a plague that destroyed entire countries. A great deal about the history of this world, the war against the gods, and its aftermath in the present has yet to be disclosed, but it seems that when the deities were slain, the celestials became “wild”. They transformed into creatures that could annihilate large areas if not contained. Viewers caught a sight of how scary such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a massive coffin.

It’s not a coincidence that the most compelling celestials in D&D, narratively, are those who have fallen from grace. Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness permeating the place.

The corruption seen in Campaign 4 of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or fixations. They are casualties; one more dreadful result of the Shapers’ War. As Campaign 4 progresses, it is hoped the DM concentrates on the idea that, no matter how “righteous” that conflict was, the mortals who won it may still regret the consequences. Their world has been wounded, their connection to the afterlife has been cut off, and the beings that were once their protectors, guiding their spirits to safety after death, are now terrifying calamities.

Certainly, this may just be a practical method to address the original creator’s original dilemma. It’s easy to rationalize slaying an divine being when it’s a screaming, insane creature with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for gods in his campaigns, but I still prefer these horrific heavenly beings to the flat {

Robert Lynch
Robert Lynch

A passionate web developer and designer with over a decade of experience in creating user-friendly digital experiences.