🔗 Share this article The Latest Critical Role Campaign 4 Could Have Fixed My Least Favorite Dungeons & Dragons Creature D&D presents a unique creative space. In theory, it serves as a blank canvas where the creativity of DMs and players can craft any kind of picture. However, D&D also bears a 50-year legacy of worlds, monsters, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this vast universe of existing content, so that a great deal of “fresh” material for Dungeons & Dragons is a reiteration of sampled tracks. At times you get elements that sound as good as “Gangsta’s Paradise,” 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 unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the setting crafted by DM 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 (He strongly dislikes the gods!), episode 2 stood out to me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: angelic beings. A Brief History of Celestials in Dungeons & Dragons Demons and devils (collectively known as fiends) have been included in Dungeons & Dragons since 1976, but it took a while longer for their angelic equivalents to show up. A handful of distinct “angels” with individual titles were featured in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially riffs on the angels from biblical sacred texts; for more original versions, we had to wait until the early 80s and Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he presented fresh creatures that would appear in 1983’s Monster Manual 2. That’s when the deva angel, the planetar, and the solar angel made their debut, initiating a lineage of creatures known as celestials that is still present in the most recent version of the game. In Dungeons & Dragons, celestial beings are the agents of benevolent gods, made by their masters to serve as soldiers, commanders, messengers, liaisons with mortals, and in general to populate their domains in the Upper Planes. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and support the faith of their god on the mortal world. In spite of their direct relationship with the gods, celestials are distinct persons with specific personalities. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3. Celestial lore is markedly less fleshed out in contrast to demonic entities. The chaotic Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. In the meantime, all the essential information about celestials can be gathered in an short time of online research. It’s understandable that creatures who look like angels from the Bible received less attention. There are stories that Gygax felt uneasy about providing gamers stat blocks for angels they could kill in their games, and although celestials were subsequently developed with a bigger range of appearances and roles, that problematic origin hindered their growth. There’s also only so much what you can do with creatures that are created to be divine minions. Sure, they have independent thought, but their storytelling range is restricted. In that sense, the bad guys have much more freedom: They have defined superiors (Demon Lords, Archdevils, and so on) but they’re in the end fickle and chaotic entities that can evolve in a many ways without sacrificing their unique nature. How Critical Role Campaign 4 Redefines Heavenly Beings Honestly, I understand: Celestial beings are simply not very compelling. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That general lack of interest implies we still don’t know a great deal about celestials. As an illustration, we have yet to learn what happens after the god who made them dies. There is no official explanation, and every DM is able to come up with their own spin. The DM Brennan Lee Mulligan chose to make this question central to the world of Aramán, one where the gods have all been slain by humans in a massive war that ended 70 years prior to the beginning of the story. So what became of the followers of these gods? Mulligan’s answer is straightforward, terrifying, and highly intriguing: They became insane and turned into a plague that devastated entire countries. A great deal about the past of Aramán, the divine conflict, and its consequences in the present has yet to be disclosed, but it appears that after the deities were slain, the celestial beings became “wild”. They became monsters that could destroy large areas if not contained. The audience caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a fearsome celestial kept chained in a massive coffin. It’s not a coincidence that the most compelling celestial beings in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose fixation with ending the eternal Blood War led to 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 cleric inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus area of the huge labyrinth, gradually yielding to the insanity infusing the place. The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestials didn’t fall from grace. They were not deceived, or misled by their own arrogance or fixations. They are casualties; one more dreadful consequence of the Shapers’ War. As Campaign 4 continues, I hope the DM focuses on the notion that, regardless of how “just” that conflict was, the mortals who emerged victorious may nonetheless lament the consequences. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were once their guardians, shepherding their souls to safety after death, are currently terrifying calamities. Sure, this may just be a practical method to solve Gygax’s original dilemma. It is simple to rationalize slaying an angel when it’s a screaming, mad creature with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for divine beings in his stories, but I still prefer these horrific heavenly beings to the flat {