Critical Role Campaign 4 Could Have Fixed My Least Favorite Dungeons & Dragons Creature

Dungeons & Dragons offers a unique imaginative arena. Theoretically, it serves as a blank canvas where the imagination of Dungeon Masters and players can craft any kind of picture. However, Dungeons & Dragons also carries a five-decade history of campaign settings, creatures, spellcasting rules, well-known NPCs, and general lore. Even the best imaginative thinkers struggle to completely free themselves from this extensive landscape of references, so that a lot of “fresh” material for D&D is a reworking of sampled tracks. Sometimes you encounter elements that are as brilliant as “Gangsta’s Paradise,” on other occasions you wince as if hearing “a derivative tune.”

Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (created by the DM Matt Mercer) and now AramĂĄn (the setting created by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his other series Dimension 20 work may identify some of his common themes (He strongly dislikes the deities!), the second episode impressed me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their heavenly counterparts to appear. A handful of distinct “divine messengers” with specific names appeared in Dragon magazine issues #12 (February 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from biblical religious lore; for truly unique interpretations, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced new monsters that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar, and the solar angel first appeared, initiating a lineage of beings known as celestials that is continues to exist in the latest edition of the game.

In D&D, celestial beings are the agents of good-aligned deities, created by their masters to act as soldiers, leaders, emissaries, liaisons with mortals, and overall to inhabit their realms in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Infernal Realms and support the belief of their god on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with individual traits. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly less fleshed out in contrast to fiends. The Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a version of the series Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning the Yugoloth. In the meantime, all the essential information about celestial beings can be gleaned in an hour of online research.

It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about giving players stat blocks for angels they could kill in their sessions, and although celestials were later expanded with a bigger range of appearances and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for creatures that are designed to be servants of a god. Sure, they have independent thought, but their storytelling range is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly entities that can evolve in a many ways without losing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichĂ©d quickly. That general lack of interest means we remain unaware of that much about celestials. For example, we still don’t know what happens after the deity who created them dies. There is no official explanation, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the world of AramĂĄn, a place where the deities have all been slain by humans in a massive war that ended seven decades before the beginning of the story. So what became of the followers of these gods?

Mulligan’s answer is simple, horrifying, and highly intriguing: They went crazy and turned into a plague that destroyed entire countries. A lot about the past of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that when the gods were slain, the celestials went “feral”. They became creatures that could destroy large areas if left unchecked. Viewers caught a sight of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial kept chained in a enormous casket.

It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar angel who was called forth by a cleric inside Undermountain and developed a fixation on “purging” the evil in the Terminus area of the huge labyrinth, gradually yielding to the insanity infusing the place.

The taint observed in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, nor misled by their own pride or fixations. They are victims; one more terrible result of the Shapers’ War. As Campaign 4 progresses, I hope the DM focuses on the idea that, regardless of how “just” that war was, the mortals who won it may still regret the outcome. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were once their guardians, shepherding their souls to safety following death, are now terrifying calamities.

Sure, this may just be a convenient way to address Gygax’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, mad creature with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Kimberly Ortiz
Kimberly Ortiz

Mikael is a certified automotive engineer with over 15 years of experience in performance tuning and custom car modifications across Europe.