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

Dungeons & Dragons presents a unique creative space. In theory, it serves as a blank canvas where the creativity of Dungeon Masters and participants can paint any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, monsters, magic systems, well-known NPCs, and rich mythology. Even the best imaginative thinkers struggle to entirely detach themselves from this extensive universe of existing content, meaning that a great deal of “new” material for D&D is a reiteration of familiar ideas. 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 thanks to the unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan really hates the gods!), episode 2 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 evil outsiders) have been part of Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to show up. A few unique “divine messengers” with specific names were featured 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 Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar angel, and the solar first appeared, initiating a tradition of beings known as celestials that is continues to exist in the latest edition of the game.

In Dungeons & Dragons, celestial beings are the servants of benevolent gods, created by their masters to serve as soldiers, commanders, messengers, liaisons with mortals, and in general to inhabit their realms in the Upper Planes. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and support the belief of their god on the Material Plane. In spite of their direct relationship with the divine beings, celestials are unique individuals with individual traits. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is notably underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting side stories. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an short time of wiki reading.

It’s understandable that creatures who resemble biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers stat blocks for divine beings they could murder in their sessions, and although celestials were later expanded with a bigger range of appearances and purposes, that problematic origin hindered their growth. There’s also only so much what you can do with beings that are created to be divine minions. Sure, they have free will, but their storytelling range is limited. From that perspective, the bad guys have much more freedom: They have established masters (Demon Lords, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can spin in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I get it: Celestials are simply not very compelling. Holy warriors of good that smite evil in all its forms can be cool, but they also get cheesy quickly. That general lack of interest means we remain unaware of that much about celestials. For example, we still don’t know what happens after the deity who created them dies. There is no canonical answer, and every DM is free to come up with their own interpretation. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, a place where the deities have all been killed by mortals in a massive war that ended 70 years before the beginning of the campaign. So what became of the followers of these gods?

Brennan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a blight that devastated whole nations. A lot about the past of Aramán, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it seems that when the deities were slain, the celestial beings became “wild”. They transformed into monsters that could destroy large areas if not contained. The audience caught a sight of how frightening one of these creatures can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his “grandfather,” a fearsome celestial kept chained in a massive coffin.

It is no accident that the most interesting celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, as an instance, was a powerful Solar whose obsession with concluding the Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar who was called forth by a cleric inside Undermountain and developed a fixation on “purging” the evil in the Terminus area of the massive dungeon, gradually yielding to the insanity infusing the place.

The taint seen in the fourth campaign 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 terrible consequence of the War of the Shapers. As Campaign 4 progresses, it is hoped Mulligan concentrates on the idea that, no matter how “just” that war was, the mortals who won it may still regret the consequences. Their realm has been wounded, their link to the hereafter has been severed, and the beings that were formerly their guardians, guiding their spirits to safety following death, are now terrifying calamities.

Certainly, this might simply be a practical method to solve Gygax’s original dilemma. It’s easy to justify killing an divine being when it’s a screaming, mad creature with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for gods in his stories, but I nonetheless favor these horrific heavenly beings to the flat {

Craig Clark
Craig Clark

A seasoned betting analyst with over a decade of experience in sports statistics and risk assessment, specializing in European football markets.