The Latest Critical Role Campaign 4 Could Have Resolved My Least Favorite D&D Monster

D&D provides a distinctive imaginative arena. In theory, it serves as a empty slate where the imagination of Dungeon Masters and participants can craft countless scenarios. Yet, Dungeons & Dragons also carries a five-decade history of campaign settings, monsters, spellcasting rules, established non-player characters, and general lore. Even the most talented creative minds struggle to entirely detach themselves from this vast universe of existing content, so that a great deal of “fresh” material for D&D is a reiteration of sampled tracks. Sometimes you encounter elements that are as brilliant as “a classic hit,” other times you wince as if hearing “a derivative tune.”

Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (created by the DM Matt Mercer) and now Aramán (the setting crafted by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his common themes (Brennan strongly dislikes the deities!), episode 2 stood out to me because of a truly original take on a classic Dungeons & Dragons monster category: celestials.

A Brief History of Heavenly Beings in Dungeons & Dragons

Demons and devils (often called evil outsiders) have been part of Dungeons & Dragons since 1976, but it required more time for their angelic equivalents to show up. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon editions #12 (February 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian religious lore; for more original versions, we had to hold out for 1982 and Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he introduced fresh creatures that would be included in 1983’s Monster Manual II. That’s when the deva, the planetar, and the solar angel first appeared, initiating a lineage of creatures called celestial entities that is still present in the most recent version of the role-playing game.

In Dungeons & Dragons, celestials are the servants of benevolent gods, created by their masters to act as warriors, commanders, messengers, liaisons with mortals, and overall to inhabit their domains in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Infernal Realms and support the faith of their deity on the Material Plane. In spite of their direct relationship with the divine beings, celestials are unique individuals with individual traits. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3.

Celestial lore is markedly underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a version of the series Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestials can be gathered in an hour of wiki reading.

It’s understandable that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players stat blocks for divine beings they could murder in their games, and even if celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin stunted their development. There’s also only so much what you can do with creatures that are designed to be divine minions. Certainly, they have free will, but their storytelling range is limited. In that sense, the bad guys have far greater liberty: They have established masters (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly entities that can evolve in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

Honestly, I understand: Celestial beings are just not that interesting. Divine champions of good that smite evil in every manifestation can be impressive, but they also get cheesy quickly. That widespread disinterest means we remain unaware of a great deal about celestials. For example, we still don’t know what occurs after the deity who made them dies. There is no canonical answer, and every DM is able to come up with their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the world of Aramán, one where the gods have all been killed by mortals in a great conflict that ended seven decades prior to the beginning of the story. So what became of the followers of these gods?

Brennan’s answer is simple, terrifying, and very interesting: They went crazy and became a plague that devastated entire countries. A great deal about the history of Aramán, the war against the gods, and its consequences in the current era has yet to be disclosed, but it appears that after the gods died, the celestials became “wild”. They became creatures that could annihilate entire regions if left unchecked. The audience got a glimpse of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (Sam Riegel) encountered his “grandfather,” a fearsome celestial held bound in a massive coffin.

It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, as an instance, was a mighty Solar angel whose obsession with ending the Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar who was called forth by a cleric inside the dungeon Undermountain and became obsessed with “purging” the evil in the Terminus area of the huge labyrinth, slowly succumbing to the madness infusing the location.

The corruption 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 obsessions. They are casualties; another terrible consequence of the Shapers’ War. As the new campaign progresses, it is hoped Mulligan focuses on the notion that, regardless of how “righteous” that conflict was, the humans who won it may still regret the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their protectors, guiding their spirits to safety following death, are currently terrifying calamities.

Certainly, this may just be a convenient way to address the original creator’s original dilemma. It is simple to justify killing an divine being when it’s a screaming, mad entity 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 the DM’s aversion for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {

Audrey Mendoza
Audrey Mendoza

A seasoned casino enthusiast with over a decade of experience in online gaming, specializing in slot analysis and responsible gambling practices.