Critical Role Campaign 4 May Have Resolved My Least Favorite Dungeons & Dragons Creature

Dungeons & Dragons offers a unique imaginative arena. In theory, it acts as a blank canvas where the creativity of Dungeon Masters and players can craft any kind of picture. However, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and general lore. Even the best imaginative thinkers find it difficult to entirely detach themselves from this extensive universe of existing content, so that a great deal of “new” content for D&D is a reworking of familiar ideas. At times you encounter elements that sound as good as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “a derivative tune.”

The show Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his other series Dimension 20 work may identify some of his common themes (He really hates the gods!), episode 2 stood out to me because of a truly original interpretation on a traditional D&D creature type: celestials.

A Brief History of Celestials in Dungeons & Dragons

Fiendish creatures (collectively known as fiends) have been included in D&D since 1976, but it required more time for their heavenly counterparts to appear. A few unique “angels” with individual titles appeared in the publication Dragon issues 12 (February 1978) and #17 (Aug. 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon, where he introduced fresh creatures that would appear in the 1983 Monster Manual II. That’s where the deva angel, the planetar, and the solar made their debut, starting a tradition of beings called celestials that is continues to exist in the latest edition of the game.

In D&D, celestial beings are the servants of good-aligned deities, made by their creators to serve as warriors, leaders, emissaries, liaisons with mortals, and in general to populate their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and help uphold the belief of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are distinct persons with individual traits. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious 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 markedly less fleshed out in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The Nine Hells are a version of Game of Thrones with greater violence and more engaging subplots. And don’t get me started the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gleaned in an short time of online research.

It’s understandable that beings who resemble biblical angels went underdeveloped. There are stories that Gygax felt uneasy about providing gamers game statistics for angels they could murder in their sessions, and even if celestials were later expanded with a bigger range of looks and purposes, that controversial beginning stunted their development. There is also a limit to what you can do with creatures that are created to be servants of a god. Sure, they have independent thought, but their storytelling range is limited. From that perspective, the antagonists have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re ultimately unpredictable and disorderly creatures that can evolve in a lot of directions without sacrificing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Celestials

To be frank, I get it: Celestials are simply not very compelling. Divine champions of good that smite evil in every manifestation can be impressive, but they also get cheesy very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what happens after the deity who created them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan decided to make this question central to the setting of Aramán, a place where the gods have all been slain by mortals in a great conflict that ended 70 years prior to the beginning of the campaign. So what became of the followers of these gods?

Brennan’s answer is simple, terrifying, and very interesting: They went crazy and turned into a plague that destroyed whole nations. A lot about the history of Aramán, the war against the gods, and its aftermath in the present has yet to be disclosed, but it appears that when the deities died, the celestials became “wild”. They transformed into creatures that could annihilate 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 (Sam Riegel) got to meet his “grandfather,” a fearsome celestial held bound in a enormous casket.

It is no accident that the most interesting celestial beings in D&D, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose obsession with concluding the eternal Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus level of the huge labyrinth, slowly succumbing to the madness infusing the location.

The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings didn’t fall from grace. They weren’t tricked, nor misled by their own arrogance or fixations. They are victims; another dreadful consequence of the Shapers’ War. As Campaign 4 continues, I hope the DM focuses on the notion that, no matter how “just” that war was, the mortals who won it may nonetheless lament the outcome. Their realm has been wounded, their link to the hereafter has been severed, and the beings that were formerly their guardians, shepherding their souls to security after death, are currently frightening disasters.

Certainly, this might simply be a practical method to address Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a screaming, mad entity with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for gods in his stories, but I still prefer these horrific heavenly beings to the one-dimensional {

Randall Cooke
Randall Cooke

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