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

Dungeons & Dragons offers a distinctive imaginative arena. In theory, it acts as a empty slate where the imagination of Dungeon Masters and participants can craft countless scenarios. However, D&D also carries a 50-year legacy of campaign settings, monsters, spellcasting rules, well-known NPCs, and general lore. Even the best creative minds find it difficult to completely free themselves from this vast landscape of references, so that a lot of “fresh” content for D&D is a reiteration of familiar ideas. At times you encounter things that sound as good as “a classic hit,” other times you cringe like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (created by Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He really hates the deities!), episode 2 impressed me because of a truly original interpretation on a traditional D&D creature type: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Demons and devils (often called evil outsiders) have been part of D&D since the mid-70s, but it took a while longer for their angelic equivalents to show up. A few unique “angels” with individual titles appeared in Dragon magazine issues #12 (Feb. 1978) and #17 (August 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would appear in 1983’s Monster Manual 2. That’s when the deva, the planetar, and the solar angel first appeared, initiating a lineage of creatures known as celestials that is still present in the most recent version of the game.

In D&D, celestial beings are the servants of benevolent gods, made by their creators to act as soldiers, leaders, messengers, intermediaries for humans, and overall to populate their realms in the Heavenly Realms. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and support the belief of their god on the Material Plane. Despite their direct relationship with the divine beings, celestials are unique individuals with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is markedly underdeveloped compared to demonic entities. The Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gathered in an hour of online research.

It’s understandable that creatures who look like angels from the Bible received less attention. Rumor has it that Gary Gygax felt uneasy about providing gamers game statistics for angels they could murder in their games, and although celestials were subsequently developed with a broader spectrum of looks and roles, that problematic origin hindered their growth. There’s also only so much what you can do with creatures that are designed to be divine minions. Sure, they have independent thought, but their narrative potential is restricted. From that perspective, the antagonists have much more freedom: They have defined superiors (Demon Lords, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Reimagines Heavenly Beings

To be frank, I get it: Celestials are just not that interesting. Holy warriors of good that strike down wickedness in every manifestation can be cool, but they also get cheesy very fast. That general lack of interest implies we still don’t know that much about celestials. As an illustration, we have yet to learn what occurs once the deity who created them perishes. There is no official explanation, and every DM is able to come up with their own interpretation. Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, a place where the gods have all been slain by mortals in a massive war that concluded seven decades prior to the beginning of the story. So what happened to the followers of these gods?

Mulligan’s answer is straightforward, horrifying, and very interesting: They went crazy and turned into a plague that destroyed entire countries. A great deal about the history of Aramán, the divine conflict, and its aftermath in the present has yet to be disclosed, but it appears that after the deities died, the celestial beings went “feral”. They became monsters that could annihilate entire regions if left unchecked. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a massive coffin.

It is no accident that the most compelling celestial beings in Dungeons & Dragons, story-wise, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose obsession with concluding the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the insanity permeating the location.

The corruption seen in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or fixations. They are victims; one more terrible consequence of the Shapers’ War. As the new campaign continues, I hope the DM focuses on the notion that, no matter how “just” that war was, the humans who won it may nonetheless lament the outcome. Their realm has been wounded, their link to the hereafter has been cut off, and the beings that were once their protectors, guiding their spirits to security following death, are now frightening disasters.

Certainly, this might simply be a practical method to solve the original creator’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane entity with multiple fangs, but I am also very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for gods in his stories, but I still prefer these horrific heavenly beings to the flat {

Christina Wilson
Christina Wilson

Lena is a passionate gamer and tech enthusiast, known for her in-depth game analysis and engaging community content.