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

D&D presents a unique imaginative arena. Theoretically, it serves as a empty slate where the creativity of DMs and participants can craft any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, monsters, magic systems, well-known NPCs, and general lore. Even the most talented creative minds find it difficult to entirely detach themselves from this vast universe of existing content, so that a lot of “fresh” material for D&D is a reiteration of sampled tracks. At times you get elements that sound as good as “a classic hit,” on other occasions you cringe like when listening to “a derivative tune.”

Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (Brennan really hates the gods!), the second episode impressed me because of a truly original interpretation on a classic D&D creature type: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to show up. A handful of distinct “divine messengers” with specific names appeared in the publication Dragon editions #12 (Feb. 1978) and #17 (Aug. 1978). These were essentially riffs on the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced new monsters that would appear in the 1983 Monster Manual II. That’s where the deva angel, the planetar angel, and the solar made their debut, initiating a lineage of creatures called celestial entities that is still present in the most recent version of the game.

In D&D, celestials are the servants of good-aligned deities, made by their masters to act as warriors, leaders, emissaries, intermediaries for humans, and overall to inhabit their domains in the Upper Planes. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and help uphold the belief of their god on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with specific personalities. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is notably underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of online research.

It’s not surprising that beings who look like biblical angels received less attention. There are stories 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 broader spectrum of looks and purposes, that controversial beginning stunted their development. There is also a limit to what you can do with creatures that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re in the end fickle and chaotic entities that can spin in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Redefines Heavenly Beings

Honestly, I understand: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also get cheesy quickly. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we still don’t know what occurs after the deity who made them dies. There is no canonical answer, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the world of Aramán, one where the deities have all been killed by mortals in a great conflict that concluded seven decades prior to the beginning of the story. So what became of the servants of these gods?

Mulligan’s answer is straightforward, terrifying, and highly intriguing: They went crazy and turned into a blight that destroyed whole nations. A lot about the history of this world, the divine conflict, and its consequences in the current era has yet to be disclosed, but it appears that when the deities died, the celestials became “wild”. They transformed into creatures that could destroy entire regions if not contained. Viewers caught a sight of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a fearsome celestial kept chained in a massive coffin.

It is no accident that the most compelling celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose obsession with ending the Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the madness infusing the place.

The taint observed in Campaign 4 of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, nor led astray by their own pride or fixations. They are victims; another terrible consequence of the War of the Shapers. As the new campaign progresses, it is hoped the DM focuses on the idea that, regardless of how “just” that war was, the humans who won it may nonetheless lament the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their guardians, shepherding their souls to safety after death, are now terrifying calamities.

Sure, this might simply be a practical method to address the original creator’s original dilemma. It’s easy to justify killing an angel when it’s a shrieking, insane entity with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythology in D&D. I don’t necessarily agree with the DM’s loathing for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Jessica Andrade
Jessica Andrade

A seasoned gaming analyst with over a decade of experience in online casino strategies and player psychology.