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

D&D offers a distinctive imaginative arena. In theory, it serves as a empty slate where the creativity of Dungeon Masters and players can craft countless scenarios. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the best creative minds struggle to completely free themselves from this vast universe of existing content, meaning that a lot of “new” material for D&D is a reworking of familiar ideas. Sometimes you get elements that are as brilliant as “a classic hit,” other times you wince as if hearing “All Summer Long.”

Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: celestials.

A Brief History of Heavenly Beings in D&D

Demons and devils (often called evil outsiders) have been included in D&D 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 (August 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Monster Spotlight” article in Dragon, where he presented fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva angel, the planetar, 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 Dungeons & Dragons, celestial beings are the agents of good-aligned deities, made by their masters to serve as warriors, leaders, emissaries, liaisons with mortals, and overall to inhabit their realms in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Infernal Realms and support the faith of their god on the Material Plane. Despite their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is notably underdeveloped compared to fiends. The Abyss has 99 layers of ever-growing disorder and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging side stories. And that’s not even mentioning the Yugoloth. In the meantime, all the essential information about celestials can be gleaned in an short time of wiki reading.

It’s understandable that creatures who look like biblical angels received less attention. Rumor has it that Gygax was uncomfortable about giving players game statistics for divine beings they could murder in their sessions, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that controversial beginning hindered their growth. There is also a limit to what you can do with creatures that are created to be divine minions. Certainly, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Archdevils, and so on) but they’re ultimately unpredictable and disorderly creatures that can spin in a many ways without losing their unique nature.

How Critical Role Campaign 4 Reimagines Celestials

Honestly, I get it: Celestial beings are just not that interesting. Divine champions of good that smite evil in all its forms can be cool, but they also get cheesy quickly. That general lack of interest implies we remain unaware of a great deal about celestials. For example, we still don’t know what occurs after the deity who created them perishes. There is no official explanation, and each Dungeon Master is able to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the world of Aramán, a place where the deities have all been slain by mortals in a massive war that ended seven decades before the beginning of the story. So what became of the servants of these gods?

Brennan’s solution is straightforward, terrifying, and very interesting: They became insane and turned into a plague that devastated whole nations. A great deal about the past of Aramán, the war against the gods, and its aftermath in the current era has still to be revealed, but it seems that when the gods died, the celestial beings became “wild”. They transformed into creatures that could annihilate entire regions if left unchecked. The audience got a glimpse of how scary one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a massive coffin.

It is no accident that the most interesting celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose obsession with ending the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was summoned by a priest inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the massive dungeon, gradually yielding to the madness infusing the location.

The taint seen in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or fixations. They are victims; one more dreadful result of the Shapers’ War. As Campaign 4 continues, I hope the DM focuses on the notion that, no matter how “just” that conflict was, the humans who won it may still regret the outcome. Their realm has been wounded, their connection to the afterlife has been cut off, and the creatures that were once their protectors, shepherding their souls to security following death, are currently terrifying calamities.

Certainly, this might simply be a practical method to address the original creator’s initial quandary. It is simple to rationalize slaying an angel when it’s a screaming, insane creature with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for gods in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Darryl Vang
Darryl Vang

A passionate gamer and tech writer with over a decade of experience covering the gaming industry and its trends.