🔗 Share this article The Latest Critical Role Campaign 4 May Have Resolved The Most Problematic D&D Monster D&D provides a distinctive creative space. Theoretically, it serves as a empty slate where the imagination of DMs and participants can paint any kind of picture. However, D&D also carries a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. 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 familiar ideas. Sometimes you encounter elements that sound as good as “a classic hit,” on other occasions you wince like when listening to “All Summer Long.” The show Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his Dimension 20 work may identify some of his common themes (Brennan really hates the gods!), the second episode impressed me because of a truly original take on a traditional Dungeons & Dragons monster category: angelic beings. A Brief History of Celestials in D&D Demons and devils (often called fiends) have been part of D&D since the mid-70s, but it required more time for their heavenly counterparts to show up. A few unique “divine messengers” with specific names were featured in Dragon magazine issues 12 (Feb. 1978) and #17 (August 1978). These were little more than variations of the celestial figures from biblical sacred texts; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented fresh creatures that would be included in the 1983 Monster Manual II. That’s when the deva angel, the planetar, and the solar made their debut, initiating a tradition of beings called celestials that is still present in the latest edition of the role-playing game. In Dungeons & Dragons, celestial beings are the servants of benevolent gods, created by their creators to serve as soldiers, leaders, emissaries, intermediaries for humans, and in general to inhabit their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and support the faith of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with individual traits. Well-known instances encompass Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3. The mythology of celestials is markedly underdeveloped compared to fiends. The chaotic Abyss has 99 layers of expanding chaos and demon lords tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestial beings can be gleaned in an short time of online research. It’s not surprising that beings who resemble angels from the Bible received less attention. Rumor has it that Gygax was uncomfortable about giving players game statistics for angels they could murder in their sessions, and even if celestials were subsequently developed with a bigger range of looks and roles, that problematic origin hindered their growth. There is also a limit to what you can create for beings that are designed to be divine minions. Sure, they have independent thought, but their narrative potential is limited. From that perspective, the bad guys have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re in the end fickle and chaotic creatures that can spin in a many ways without sacrificing their distinct identity. The Way Campaign 4 of Critical Role Reimagines Heavenly Beings To be frank, I understand: Celestial beings are simply not very compelling. Holy warriors of good that smite evil in all its forms can be cool, but they also get cheesy quickly. That general lack of interest means we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs once the god who created them dies. There is no canonical answer, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the world of Aramán, a place where the gods have all been slain by mortals in a massive war that ended 70 years prior to the start of the story. So what became of the servants of these gods? Brennan’s solution is simple, terrifying, and highly intriguing: They became insane and became a plague that devastated whole nations. 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 gods died, the celestials went “feral”. They transformed into creatures that could destroy large areas if left unchecked. Viewers caught a sight of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “grandfather,” a terrifying celestial kept chained in a enormous casket. It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose obsession with concluding the Blood War resulted in her being tainted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the massive dungeon, slowly succumbing to the madness permeating the location. The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They weren’t tricked, nor misled by their own arrogance or fixations. They are casualties; another terrible consequence of the War of the Shapers. As Campaign 4 continues, I hope Mulligan focuses on the notion that, no matter how “righteous” that conflict was, the mortals who emerged victorious may still regret the consequences. Their world has been harmed, their connection to the afterlife has been severed, and the beings that were once their guardians, shepherding their souls to security after death, are currently frightening disasters. Sure, this might simply be a practical method to solve the original creator’s initial quandary. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with multiple fangs, but I am also very intrigued by this new declination 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 nonetheless favor these monstrous celestials to the flat {