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 empty slate where the creativity of Dungeon Masters and participants can craft any kind of picture. However, D&D also carries a five-decade history of campaign settings, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to completely free themselves from this vast universe of existing content, so that a lot of “new” material for D&D is a reiteration of familiar ideas. At times you get things that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “a derivative tune.”

The show Critical Role has been highly inventive in the past thanks to the original settings of its first setting (designed by the DM Matt Mercer) and now Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He really hates the gods!), episode 2 stood out to me because of a highly innovative take on a classic Dungeons & Dragons monster category: angelic beings.

The Historical Background of Heavenly Beings in D&D

Fiendish creatures (collectively known as fiends) have been included in D&D since 1976, but it took a while longer for their heavenly counterparts to appear. A few unique “angels” with specific names appeared in the publication Dragon editions 12 (February 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from biblical religious lore; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he presented fresh creatures that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar made their debut, starting a lineage of creatures known as celestial entities 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 creators to serve as soldiers, commanders, messengers, liaisons with mortals, and in general to inhabit their domains in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Lower Planes and help uphold the faith of their god on the Material Plane. In spite of their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly underdeveloped compared to demonic entities. The chaotic Abyss has 99 layers of expanding chaos and demon lords warring amongst themselves. 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, everything you need to know about celestials can be gleaned in an hour of online research.

It’s understandable that creatures who resemble biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers game statistics for angels they could murder in their games, and even if celestials were later expanded with a broader spectrum of appearances and purposes, that controversial beginning stunted their development. There is also a limit to what you can create for beings that are designed to be servants of a god. Certainly, they have free will, but their narrative potential is restricted. From that perspective, the antagonists have far greater liberty: They have established masters (Demon Lords, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can spin in a lot of directions without sacrificing their distinct identity.

How Critical Role Campaign 4 Reimagines Celestials

To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in all its forms can be impressive, but they also get cheesy quickly. That general lack of interest implies we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs after the god who made them dies. There is no official explanation, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan decided to center this issue central to the world of Aramán, one where the deities have all been slain by mortals in a great conflict that ended seven decades before the start of the campaign. So what happened to the servants of these gods?

Brennan’s solution is straightforward, horrifying, and highly intriguing: They became insane and became a blight that destroyed whole nations. A great deal about the history of this world, the divine conflict, and its aftermath in the present has still to be revealed, but it seems that after the deities were slain, the celestial beings became “wild”. They transformed into creatures that could annihilate entire regions if left unchecked. Viewers got a glimpse of how scary such a being can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial kept chained in a enormous casket.

It’s not a coincidence that the most compelling celestials in D&D, narratively, are those who have lost their divinity. Zariel, for example, was a powerful Solar whose fixation with concluding the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar angel who was summoned by a priest inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the massive dungeon, gradually yielding to the insanity permeating 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, nor misled by their own pride or obsessions. They are casualties; another terrible result of the War of the Shapers. As Campaign 4 continues, it is hoped the DM focuses on the idea that, no matter how “righteous” that war was, the humans who won it may still regret the consequences. Their world has been harmed, their link to the hereafter has been cut off, and the creatures that were formerly their protectors, guiding their spirits to safety following death, are now frightening disasters.

Sure, this may just be a practical method to address the original creator’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, insane entity with rows of teeth, but I also feel very intrigued by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s aversion for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {

Lori Espinoza
Lori Espinoza

A tech enthusiast and writer passionate about digital trends and community building.

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