The Latest Critical Role Campaign 4 May Have Fixed My Least Favorite Dungeons & Dragons Creature

Dungeons & Dragons presents a distinctive creative space. In theory, it serves as a empty slate where the imagination of DMs and participants can craft any kind of picture. However, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to entirely detach themselves from this extensive landscape of references, meaning that a great deal of “new” material for D&D is a reworking of sampled tracks. Sometimes you encounter elements that sound as good 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 original settings of Exandria (created by Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Brennan and his Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the gods!), the second episode impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings.

The Historical Background of Celestials in Dungeons & Dragons

Demons and devils (often called fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to show up. A handful of distinct “divine messengers” with individual titles appeared in the publication Dragon issues #12 (February 1978) and #17 (August 1978). These were essentially riffs on the angels from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar angel made their debut, initiating a tradition of beings known as celestial entities that is continues to exist in the latest edition of the role-playing game.

In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, created by their creators to act as warriors, commanders, emissaries, liaisons with mortals, and overall to populate their realms in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Lower Planes and support the faith of their deity on the Material Plane. Despite their close connection with the divine beings, celestials are unique individuals with specific personalities. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly less fleshed out in contrast to demonic entities. The Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an short time of wiki reading.

It’s understandable that creatures who look like biblical angels received less attention. Rumor has it that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could murder in their games, and although celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin hindered their growth. There’s also only so much what you can create for creatures that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly entities that can spin in a lot of directions without losing their distinct identity.

The Way Campaign 4 of Critical Role Reimagines Celestials

To be frank, I get it: Celestial beings are just not that interesting. Holy warriors of virtue that smite evil in all its forms can be impressive, but they also become clichéd very fast. That general lack of interest implies we still don’t know a great deal about celestials. As an illustration, we have yet to learn what happens after the god who created them dies. There is no canonical answer, and each Dungeon Master is able to devise their own spin. The DM Brennan Lee Mulligan chose to center this issue at the heart of the setting of Aramán, a place where the deities have all been slain by humans in a massive war that ended 70 years prior to the beginning of the story. So what happened to the servants of these gods?

Brennan’s solution is straightforward, terrifying, and very interesting: They went crazy and became a blight that destroyed entire countries. A great deal about the past of this world, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it seems that after the gods were slain, the celestial beings became “wild”. They transformed into monsters 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 Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial kept chained in a massive coffin.

It’s not a coincidence that the most interesting celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with ending the Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the huge labyrinth, gradually yielding to the madness infusing the location.

The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, nor led astray by their own arrogance or obsessions. They are casualties; one more dreadful consequence of the Shapers’ War. As the new campaign progresses, I hope the DM concentrates on the idea that, no matter how “righteous” that war was, the mortals who won it may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were once their protectors, guiding their spirits to safety following death, are now terrifying calamities.

Certainly, this may just be a practical method to address the original creator’s original dilemma. It is simple to justify killing 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 mythos in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for gods in his stories, but I nonetheless favor these horrific heavenly beings to the one-dimensional {

John Hudson
John Hudson

A digital strategist with over 8 years of experience in web development and content marketing, passionate about simplifying tech for businesses.