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

D&D provides a unique creative space. Theoretically, it acts as a empty slate where the imagination of Dungeon Masters and participants can paint countless scenarios. However, D&D also carries a 50-year legacy of worlds, monsters, spellcasting rules, established non-player characters, and general lore. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this vast universe of existing content, so that a great deal of “new” material for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter things that sound as good as “a classic hit,” on other occasions you wince like when listening to “a derivative tune.”

Critical Role has gotten plenty creative in the past thanks to the unique worlds of Exandria (created by the DM Matt Mercer) and now Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans 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 interpretation on a traditional Dungeons & Dragons monster category: celestials.

The Historical Background of Heavenly Beings in D&D

Demons and devils (often called evil outsiders) have been included in D&D since 1976, but it required more time for their heavenly counterparts to appear. A few unique “divine messengers” with individual titles appeared in Dragon magazine editions 12 (February 1978) and 17 (Aug. 1978). These were little more than riffs on the angels 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, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar angel, and the solar angel first appeared, starting a lineage of creatures called celestial entities that is continues to exist in the most recent version of the game.

In D&D, celestial beings are the agents of good-aligned deities, made by their creators to act as soldiers, commanders, 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 Lower Planes and help uphold the faith of their deity on the Material Plane. In spite of their direct relationship with the gods, celestials are distinct persons with specific personalities. Well-known instances include the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is notably less fleshed out compared to fiends. The Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging subplots. And don’t get me started the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an short time of wiki reading.

It’s understandable that beings who look like angels from the Bible received less attention. Rumor has it that Gary Gygax was uncomfortable about giving players stat blocks for angels they could kill in their games, and although celestials were later expanded with a broader spectrum of looks and roles, that controversial beginning hindered their growth. There is also a limit to what you can do with beings that are designed to be divine minions. Sure, they have free will, but their narrative potential is restricted. From that perspective, the bad guys have much more freedom: They have defined superiors (Demon Lords, Infernal Dukes, and etc.) but they’re in the end unpredictable and disorderly entities that can evolve in a lot of directions without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Celestials

Honestly, I understand: Celestial beings are just not that interesting. Divine champions of good that strike down wickedness in every manifestation can be cool, but they also become clichéd quickly. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we have yet to learn what occurs once the god who made them perishes. There is no official explanation, and every DM is free to devise their own interpretation. The DM Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, a place where the deities have all been killed by humans in a massive war that ended 70 years prior to the start of the campaign. So what happened to the followers of these gods?

Mulligan’s answer is simple, horrifying, and highly intriguing: They became insane and became a blight that devastated entire countries. A great deal about the history of this world, the divine conflict, and its consequences in the current era has yet to be disclosed, but it seems that when the deities were slain, the celestial beings went “feral”. They became monsters that could destroy large areas if left unchecked. 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) encountered his “grandfather,” a fearsome celestial kept chained in a massive coffin.

It is no accident that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a powerful Solar whose obsession with concluding the eternal Blood War resulted in her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the location.

The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They were not deceived, nor misled by their own pride or obsessions. They are victims; one more dreadful result of the War of the Shapers. As Campaign 4 continues, it is hoped Mulligan focuses on the idea that, no matter how “just” that war was, the humans who won it may still regret the consequences. Their world has been harmed, their link to the hereafter has been severed, and the creatures that were once their guardians, guiding their spirits to safety following death, are currently terrifying calamities.

Sure, this might simply be a practical method to address the original creator’s initial quandary. It’s easy to rationalize slaying an divine being when it’s a screaming, mad entity with rows of teeth, but I am also highly fascinated by this new declination of the celestial mythos in D&D. I am not entirely in accord with Brennan’s aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Amanda Mccarthy
Amanda Mccarthy

A seasoned gaming enthusiast with over a decade of experience in casino analytics and slot machine strategy development.