Critical Role Campaign 4 May Have Resolved My Least Favorite Dungeons & Dragons Creature

Dungeons & Dragons provides a distinctive imaginative arena. In theory, it acts as a empty slate where the creativity of Dungeon Masters and players can craft countless scenarios. Yet, D&D also bears a five-decade history of worlds, creatures, magic systems, established non-player characters, and general lore. Even the most talented creative minds struggle to entirely detach themselves from this extensive universe of existing content, so that a great deal of “fresh” content for D&D is a reiteration of familiar ideas. At times you encounter elements that sound as good as “a classic hit,” on other occasions you cringe like when listening to “All Summer Long.”

The show Critical Role has been highly inventive in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Brennan and his other series Dimension 20 work may recognize some of his common themes (He strongly dislikes the gods!), episode 2 stood out to me because of a truly original take on a traditional D&D creature type: celestials.

A Brief History of Heavenly Beings in Dungeons & Dragons

Demons and devils (often called evil outsiders) have been included in Dungeons & Dragons since 1976, but it required more time for their angelic equivalents to show up. A few unique “angels” with individual titles appeared in Dragon magazine editions 12 (Feb. 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to wait until 1982 and Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar angel made their debut, initiating a lineage of creatures called celestial entities that is continues to exist in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their creators to serve as soldiers, commanders, emissaries, intermediaries for humans, and overall to populate their domains in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and support the belief of their god on the Material Plane. In spite of their close connection with the divine beings, celestials are unique individuals with individual traits. Famous examples 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.

The mythology of celestials is markedly underdeveloped in contrast to demonic entities. The Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with greater violence and more interesting subplots. And don’t get me started the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gathered in an hour of online research.

It’s not surprising that creatures who look like biblical angels received less attention. There are stories that Gygax felt uneasy about giving players stat blocks for angels they could murder in their sessions, and even if celestials were later expanded with a bigger range of looks and roles, that controversial beginning hindered their growth. There is also a limit to what you can do with creatures that are designed to be servants of a god. Sure, they have free will, but their storytelling range is restricted. In that sense, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a many ways without sacrificing their distinct identity.

How Critical Role Campaign 4 Redefines Heavenly Beings

Honestly, I get it: Celestials are just not that interesting. Divine champions of good that strike down wickedness in every manifestation can be impressive, but they also get cheesy quickly. That general lack of interest implies we still don’t know that much about celestials. For example, we still don’t know what occurs after the deity who made them perishes. There is no canonical answer, and every DM is able to devise their own spin. The DM Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, one where the gods have all been killed by humans in a great conflict that concluded seven decades before the start of the story. So what happened to the followers of these divine beings?

Mulligan’s answer is straightforward, terrifying, and very interesting: They went crazy and became a blight that devastated whole nations. A great deal about the history of Aramán, the divine conflict, and its aftermath in the present has still to be revealed, but it seems that when the gods were slain, the celestials became “wild”. They became creatures that could annihilate entire regions if not contained. The audience got a glimpse 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 “grandfather,” a fearsome celestial 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 lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War led to her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar who was called forth by a priest inside Undermountain and became obsessed with “purging” the evil in the Terminus level of the huge labyrinth, gradually yielding to the madness permeating the place.

The corruption seen in the fourth campaign of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or misled by their own pride or obsessions. They are casualties; another terrible consequence of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan focuses on the notion that, no matter how “just” that war was, the mortals who won it may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been severed, and the beings that were formerly their protectors, guiding their spirits to safety following death, are currently frightening disasters.

Sure, this might simply be a practical method to solve Gygax’s original dilemma. It’s easy to justify killing an divine being when it’s a screaming, mad creature with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with the DM’s loathing for divine beings in his campaigns, but I still prefer these monstrous celestials to the flat {

Barbara Dunlap
Barbara Dunlap

Lena is a seasoned travel writer and outdoor guide with over a decade of experience exploring remote destinations and sharing practical tips.

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