🔗 Share this article Critical Role Campaign 4 May Have Resolved My Least Favorite D&D Monster Dungeons & Dragons offers a distinctive creative space. In theory, it serves as a blank canvas where the imagination of Dungeon Masters and players can craft countless scenarios. Yet, D&D also bears a 50-year legacy of worlds, monsters, magic systems, well-known NPCs, and general lore. Even the best creative minds struggle to entirely detach themselves from this extensive landscape of references, so that a great deal of “new” material for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you get things that sound as good as “Gangsta’s Paradise,” on other occasions you cringe as if hearing “a derivative tune.” Critical Role has gotten plenty creative in the past thanks to the original settings of Exandria (designed by Matt Mercer) and now Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his other series Dimension 20 work may recognize some of his common themes (He really hates the deities!), episode 2 impressed me because of a highly innovative take on a classic Dungeons & Dragons monster category: angelic beings. The Historical Background of Celestials in D&D Demons and devils (often called evil outsiders) have been included in D&D since 1976, but it took a while longer for their angelic equivalents to appear. A few unique “angels” with specific names were featured in the publication Dragon issues 12 (February 1978) and #17 (Aug. 1978). These were essentially variations of the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he presented new monsters that would appear in the 1983 Monster Manual 2. That’s when the deva, the planetar angel, and the solar first appeared, initiating a tradition of beings called celestials that is continues to exist in the most recent version of the game. In D&D, celestials are the agents of good-aligned deities, made by their masters to act as warriors, leaders, emissaries, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. 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 mortal world. 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 notably less fleshed out in contrast to fiends. The chaotic Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a version of Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an hour of online research. It’s not surprising that beings who resemble biblical angels went underdeveloped. There are stories that Gary Gygax was uncomfortable about giving players stat blocks for divine beings they could murder in their sessions, and although celestials were subsequently developed with a bigger range of looks and roles, that controversial beginning hindered their growth. There is also a limit to what you can do with beings that are designed to be servants of a god. Sure, they have independent thought, but their storytelling range is limited. From that perspective, the bad guys have much more freedom: They have defined superiors (Lords of Demons, Archdevils, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their unique nature. The Way Campaign 4 of Critical Role Redefines Heavenly Beings Honestly, I get it: Celestials are just not that interesting. Divine champions of good 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 once the deity who made them perishes. There is no official explanation, and every DM is able to devise their own spin. Brennan Lee Mulligan decided to center this issue at the heart of the setting of Aramán, one where the gods have all been slain by humans in a massive war that concluded 70 years prior to the start of the campaign. So what became of the followers of these divine beings? Mulligan’s solution is straightforward, terrifying, and highly intriguing: They became insane and turned into a blight that devastated entire countries. A lot about the history of this world, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that when the deities were slain, the celestial beings became “wild”. They transformed into creatures that could annihilate large areas if left unchecked. Viewers got a glimpse of how scary such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a fearsome celestial entity kept chained in a enormous casket. It’s not a coincidence 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 fixation with ending the eternal Blood War resulted in her being corrupted by the devil Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “purging” the evil in the Terminus area of the massive dungeon, gradually yielding to the madness permeating the location. The taint seen in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, nor led astray by their own arrogance or fixations. They are casualties; one more dreadful consequence of the War of the Shapers. As Campaign 4 continues, I hope the DM concentrates on the idea that, no matter how “just” that conflict was, the mortals who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their connection to the afterlife has been severed, and the beings that were once their protectors, guiding their spirits to security after death, are currently terrifying calamities. Sure, this might simply be a convenient way to solve the original creator’s initial quandary. It is simple to rationalize slaying an divine being when it’s a screaming, insane creature with multiple fangs, but I also feel highly fascinated by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with Brennan’s aversion for divine beings in his stories, but I nonetheless favor these horrific heavenly beings to the flat {