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

Dungeons & Dragons provides a unique imaginative arena. In theory, it serves as a blank canvas where the creativity of Dungeon Masters and players can paint any kind of picture. However, D&D also bears a 50-year legacy of worlds, creatures, magic systems, established non-player characters, and rich mythology. Even the best creative minds find it difficult to entirely detach themselves from this extensive universe of existing content, so that a great deal of “new” material for D&D is a reiteration of sampled tracks. At times you get elements that are as brilliant as “a classic hit,” on other occasions you cringe as if hearing “a derivative tune.”

The show Critical Role has gotten plenty creative in the past due to the original settings of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Mulligan and his Dimension 20 work may recognize some of his common themes (He strongly dislikes the gods!), the second episode impressed me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: celestials.

A Brief History of Heavenly Beings in Dungeons & Dragons

Fiendish creatures (often called evil outsiders) have been included in D&D since the mid-70s, but it required more time for their heavenly counterparts to appear. A few unique “angels” with individual titles appeared in Dragon magazine editions #12 (February 1978) and 17 (August 1978). These were essentially riffs on the angels from biblical religious lore; for more original versions, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva angel, the planetar, and the solar angel made their debut, starting a lineage of creatures called celestial entities that is continues to exist in the latest edition of the game.

In Dungeons & Dragons, celestial beings are the agents of benevolent gods, made by their creators to serve as soldiers, leaders, messengers, intermediaries for humans, and overall to inhabit their domains in the Upper Planes. They are champions of good who battle the forces of chaos and evil from the Lower Planes and support the belief of their god on the Material Plane. In spite of their direct relationship with the gods, celestials are unique individuals with specific personalities. Famous examples include Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out compared to fiends. The Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a version of Game of Thrones with greater violence and more interesting subplots. And don’t get me started the Yugoloth. In the meantime, 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 look like angels from the Bible received less attention. Rumor has it that Gary Gygax felt uneasy about providing gamers game statistics for divine beings they could kill in their sessions, and even if celestials were later expanded with a bigger range of appearances and purposes, that problematic origin stunted their development. There is also a limit to what you can do with beings that are designed to be divine minions. Sure, they have independent thought, but their narrative potential is restricted. From that perspective, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately fickle and chaotic entities that can evolve in a many ways without losing their distinct identity.

The Way Campaign 4 of Critical Role Redefines Heavenly Beings

Honestly, I understand: Celestials are simply not very compelling. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also get cheesy very fast. That general lack of interest means we remain unaware of a great deal about celestials. For example, we still don’t know what happens after the god who made them perishes. There is no official explanation, and every DM is able to devise their own interpretation. Brennan Lee Mulligan chose to center this issue central to the setting of Aramán, a place where the gods have all been slain by mortals in a great conflict that concluded 70 years before the start of the campaign. So what became of the servants of these gods?

Mulligan’s answer is straightforward, horrifying, and very interesting: They went crazy and turned into a plague that devastated whole nations. A great deal about the past of Aramán, the divine conflict, and its consequences in the current era has still to be revealed, but it appears that after the deities were slain, the celestials became “wild”. They transformed into creatures that could destroy large areas if not contained. 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) encountered his “ancestor,” a fearsome celestial entity held bound in a enormous casket.

It is no accident that the most interesting celestial beings in D&D, narratively, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose obsession with concluding the Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil. Fazrian is a obscure Planetar who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the insanity permeating the place.

The corruption seen in the fourth campaign of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own arrogance or fixations. They are casualties; one more dreadful consequence of the Shapers’ War. As Campaign 4 progresses, I hope the DM concentrates on the idea that, no matter how “righteous” that conflict was, the mortals who emerged victorious may nonetheless lament the outcome. Their realm has been wounded, their link to the hereafter has been severed, and the creatures that were formerly their protectors, guiding their spirits to security following death, are now frightening disasters.

Certainly, this may just be a convenient way to address Gygax’s initial quandary. It is simple to rationalize slaying an divine being when it’s a screaming, insane creature with rows of teeth, but I also feel highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for divine beings in his campaigns, but I still prefer these monstrous celestials to the flat {

John Oliver
John Oliver

A seasoned digital artist and project lead with over a decade of experience in vector design and creative direction.