Critical Role Campaign 4 Could Have Fixed My Least Favorite Dungeons & Dragons Creature

Dungeons & Dragons provides a unique imaginative arena. Theoretically, it serves as a empty slate where the creativity of Dungeon Masters and players can craft countless scenarios. However, D&D also bears a five-decade history of campaign settings, creatures, spellcasting rules, well-known NPCs, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this vast landscape of references, meaning that a great deal of “fresh” content for D&D is a reworking of sampled tracks. At times you get elements that sound as good as “Gangsta’s Paradise,” other times you cringe like when listening to “All Summer Long.”

Critical Role has been highly inventive in the past thanks to the original settings of Exandria (designed by the DM Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). While devoted followers of Brennan and his Dimension 20 work may recognize some of his common themes (He strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative take on a classic D&D creature type: celestials.

The Historical Background of Celestials in D&D

Demons and devils (collectively known as fiends) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to show up. A handful of distinct “angels” with specific names were featured in the publication Dragon issues 12 (February 1978) and #17 (August 1978). These were little more than variations of the celestial figures from biblical religious lore; for truly unique interpretations, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva angel, the planetar, and the solar made their debut, initiating a tradition of beings called celestials that is continues to exist in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, made by their masters to act as soldiers, leaders, messengers, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their deity on the mortal world. In spite of their close connection with the gods, celestials are distinct persons with specific personalities. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is notably less fleshed out in contrast to demonic entities. The Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with greater violence and more engaging subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an short time of online research.

It’s not surprising 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 kill in their games, and although celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin hindered their growth. There is also a limit to what you can do with beings that are created to be divine minions. Sure, they have independent thought, but their storytelling range is restricted. In that sense, the antagonists have far greater liberty: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re in the end fickle and chaotic entities that can spin in a lot of directions without losing their unique nature.

The Way Campaign 4 of Critical Role Reimagines Heavenly Beings

To be frank, I get it: Celestials are just not that interesting. Divine champions of good that smite evil in all its forms can be cool, but they also get cheesy very fast. That widespread disinterest implies we still don’t know that much about celestials. As an illustration, we still don’t know what occurs once the deity who created them dies. There is no official explanation, and every DM is free to devise their own spin. Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, a place where the gods have all been killed by humans in a great conflict that ended 70 years prior to the beginning of the story. So what happened to the servants of these gods?

Brennan’s solution is straightforward, horrifying, and highly intriguing: They went crazy and turned into a blight that devastated entire countries. A great deal about the past of Aramán, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that when the deities died, the celestials went “feral”. They became creatures that could annihilate entire regions if left unchecked. Viewers caught a sight of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity held bound in a enormous casket.

It’s not a coincidence 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 mighty Solar angel whose fixation with concluding the eternal Blood War led to her being corrupted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was summoned by a cleric inside Undermountain and developed a fixation on “purging” the evil in the Terminus level of the massive dungeon, slowly succumbing to the madness infusing the location.

The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, or misled by their own pride or fixations. They are casualties; another terrible consequence of the War of the Shapers. As the new campaign continues, I hope Mulligan concentrates on the notion that, no matter how “just” that conflict was, the humans who won it may still regret the consequences. Their realm has been wounded, their link to the hereafter has been cut off, and the creatures that were once their protectors, shepherding their souls to safety following death, are now frightening disasters.

Sure, this might simply be a convenient way to solve Gygax’s original dilemma. It is simple to rationalize slaying an angel when it’s a screaming, insane creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythology in D&D. I don’t necessarily agree with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the flat {

Jonathan Lawrence
Jonathan Lawrence

Elara Vance is an industrial engineer and sustainability advocate with over a decade of experience in optimizing manufacturing processes.