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

D&D offers a unique imaginative arena. In theory, it acts as a empty slate where the creativity of Dungeon Masters and participants can paint countless scenarios. However, D&D also bears a 50-year legacy of worlds, monsters, spellcasting rules, established non-player characters, and general lore. Even the most talented imaginative thinkers struggle to entirely detach themselves from this vast landscape of references, so that a great deal of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. At times you encounter elements that are as brilliant as “Gangsta’s Paradise,” other times you wince as if hearing “a derivative tune.”

Critical Role has gotten plenty creative in the past due to the original settings of its first setting (created by the DM Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (often called evil outsiders) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to appear. A handful of distinct “divine messengers” with specific names appeared in the publication Dragon issues 12 (February 1978) and 17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian sacred texts; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual 2. That’s where the deva, the planetar angel, and the solar angel first appeared, initiating a lineage of creatures called celestial entities that is continues to exist in the latest edition of the game.

In D&D, celestials are the agents of benevolent gods, created by their creators to act as soldiers, leaders, emissaries, intermediaries for humans, and in general to populate their realms in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and support the faith of their god on the mortal world. Despite their close connection with the divine beings, celestials are unique individuals with individual traits. Well-known instances encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

The mythology of celestials is markedly underdeveloped in contrast to demonic entities. The Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an short time of online research.

It’s understandable that creatures who look like biblical angels received less attention. Rumor has it that Gary Gygax was uncomfortable about giving players game statistics for angels they could murder in their games, and even if celestials were later expanded with a broader spectrum of appearances and purposes, that problematic origin hindered their growth. There is also a limit to what you can create for creatures that are created to be divine minions. Certainly, they have independent thought, but their narrative potential is restricted. In that sense, 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 creatures that can evolve in a lot of directions without losing their unique nature.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I understand: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in all its forms can be impressive, but they also get cheesy very fast. That widespread disinterest implies we remain unaware of that much about celestials. As an illustration, we still don’t know what happens after the deity who created them dies. There is no official explanation, and each Dungeon Master is able to devise their own spin. Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, one where the gods have all been slain by mortals in a massive war that ended 70 years prior to the start of the story. So what became of the followers of these divine beings?

Mulligan’s answer is simple, horrifying, and very interesting: They became insane and became a blight that devastated entire countries. A lot about the history of this world, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that after the deities were slain, the celestials became “wild”. They became monsters that could annihilate large areas if left unchecked. Viewers 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) encountered his “grandfather,” a terrifying celestial entity 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, for example, was a powerful Solar whose obsession with ending the Blood War resulted in 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 priest inside the dungeon Undermountain and developed a fixation on “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness infusing the place.

The taint observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They were not deceived, nor misled by their own arrogance or obsessions. They are victims; another dreadful result of the Shapers’ War. As the new campaign continues, I hope Mulligan focuses on the notion that, regardless of how “just” that conflict was, the mortals who won it may nonetheless lament the outcome. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were formerly their protectors, shepherding their souls to security after death, are currently frightening disasters.

Certainly, this might simply be a convenient way to solve Gygax’s original dilemma. It is simple to rationalize slaying an divine being when it’s a screaming, insane entity with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for gods in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {

Sabrina Anderson
Sabrina Anderson

A passionate writer and life coach dedicated to empowering others through motivational content and practical advice.