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

D&D provides a unique imaginative arena. In theory, it acts as a blank canvas where the imagination of Dungeon Masters and participants can paint any kind of picture. Yet, D&D also bears a five-decade history of worlds, monsters, magic systems, established non-player characters, and general lore. Even the most talented creative minds find it difficult to entirely detach themselves from this extensive universe of existing content, meaning that a great deal of “new” content for D&D is a reiteration of sampled tracks. At times you encounter things that are as brilliant as “a classic hit,” other times you wince like when listening to “All Summer Long.”

The show Critical Role has gotten plenty creative in the past due to the original settings of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the deities!), the second episode stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: angelic beings.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as fiends) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their heavenly counterparts to show up. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon editions #12 (Feb. 1978) and #17 (Aug. 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until the early 80s and the creator Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented new monsters that would be included in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar made their debut, initiating a lineage of beings called celestial entities that is continues to exist in the latest edition of the role-playing game.

In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their masters to serve as soldiers, commanders, messengers, intermediaries for humans, and in general to inhabit their realms in the Upper Planes. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and support the belief of their deity on the mortal world. Despite their close connection with the gods, celestials are distinct persons 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 the game Baldur’s Gate 3.

The mythology of celestials is notably underdeveloped compared to fiends. The Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. The infernal 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. Meanwhile, everything you need to know about celestial beings can be gleaned in an short time of wiki reading.

It’s not surprising that beings who resemble biblical angels went underdeveloped. There are stories that Gygax felt uneasy about providing gamers game statistics for divine beings they could kill in their sessions, and although celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin stunted their development. There’s also only so much what you can do with creatures that are designed to be divine minions. Certainly, they have independent thought, but their storytelling range is restricted. In that sense, the bad guys have much more freedom: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re ultimately fickle and chaotic creatures that can spin in a many ways without losing their unique nature.

How Critical Role Campaign 4 Reimagines Heavenly Beings

Honestly, I understand: Celestial beings are just not that interesting. Divine champions of virtue that smite evil in every manifestation can be cool, but they also become clichéd quickly. That widespread disinterest means we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs after the deity who created them dies. There is no official explanation, and every DM is free to devise their own interpretation. Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, a place where the deities have all been killed by mortals in a great conflict that ended seven decades before the start of the story. So what happened to the servants of these gods?

Mulligan’s answer is simple, horrifying, and very interesting: They became insane and became a plague that destroyed whole nations. A great deal about the history of this world, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it seems that when the gods were slain, the celestial beings went “feral”. They transformed into creatures that could destroy large areas if left unchecked. The audience got a glimpse of how frightening such a being can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a massive coffin.

It’s not a coincidence that the most compelling celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the huge labyrinth, gradually yielding to the insanity infusing the location.

The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestials did not lose their virtue. They weren’t tricked, nor misled by their own pride or fixations. They are casualties; another dreadful consequence of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM focuses on the idea that, regardless of how “just” that war was, the mortals who won it may nonetheless lament the consequences. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were formerly their protectors, guiding their spirits to safety following death, are now terrifying calamities.

Certainly, this might simply be a practical method to solve the original creator’s original dilemma. It’s easy to rationalize slaying an angel when it’s a screaming, insane entity with rows of teeth, but I am also highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Donald Flores
Donald Flores

A seasoned gaming analyst with over a decade of experience in online casinos, specializing in slot machine mechanics and player psychology.