🔗 Share this article The Latest Critical Role Season Four Could Have Resolved My Least Favorite D&D Monster D&D provides a unique creative space. Theoretically, it acts as a blank canvas where the creativity of DMs and participants can paint any kind of picture. However, Dungeons & Dragons also carries a five-decade history of campaign settings, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented creative minds struggle to completely free themselves from this extensive universe of existing content, so that a lot of “fresh” content for D&D is a reiteration of sampled tracks. At times you encounter elements that are as brilliant as “a classic hit,” on other occasions you wince like when listening to “All Summer Long.” 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 Mulligan and his Dimension 20 work may identify some of his common themes (He strongly dislikes the gods!), episode 2 impressed me because of a truly original interpretation on a traditional D&D creature type: angelic beings. The Historical Background of Celestials in Dungeons & Dragons Demons and devils (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their angelic equivalents to appear. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon editions #12 (Feb. 1978) and #17 (Aug. 1978). These were little more than riffs on the celestial figures from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced fresh creatures that would appear in 1983’s Monster Manual II. That’s when the deva, the planetar, and the solar made their debut, starting a lineage of creatures called celestials that is still present in the latest edition of the game. In D&D, celestial beings are the agents of benevolent gods, created by their creators to act as soldiers, commanders, messengers, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are champions of good who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the belief of their god on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3. Celestial lore is notably underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed 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 creatures 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 purposes, that controversial beginning hindered their growth. There is also a limit to what you can do with creatures that are designed to be servants of a god. Sure, they have independent thought, but their narrative potential is limited. From that perspective, the antagonists have much more freedom: They have established masters (Demon Lords, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic creatures that can evolve in a lot of directions without sacrificing their distinct identity. The Way Campaign 4 of Critical Role Redefines Heavenly Beings Honestly, I understand: Celestial beings are simply not very compelling. Holy warriors of virtue that smite evil in all its forms can be impressive, but they also become clichéd quickly. That widespread disinterest means we still don’t know a great deal about celestials. For example, we have yet to learn what occurs after the god who created them perishes. There is no official explanation, and every DM is able to devise their own interpretation. Brennan Lee Mulligan decided to center this issue central to the world of Aramán, one where the gods have all been slain by mortals in a massive war that ended 70 years prior to the start of the campaign. So what became of the followers of these gods? Mulligan’s solution is straightforward, terrifying, and highly intriguing: They became insane and turned into a plague that destroyed entire countries. A lot about the past of this world, the war against the gods, and its aftermath in the present has still to be revealed, but it seems that when the deities died, the celestial beings became “wild”. They became creatures that could destroy large areas if left unchecked. The audience caught a sight of how frightening such a being can be at the end of episode 2, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial kept chained in a enormous casket. It’s not a coincidence that the most compelling celestial beings in D&D, story-wise, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being tainted by the devil Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar angel who was called forth by a priest inside Undermountain and developed a fixation on “cleaning” the evil in the Terminus area of the huge labyrinth, gradually yielding to the insanity permeating the place. The corruption seen in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, nor misled by their own pride or obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As the new campaign progresses, I hope the DM concentrates on the idea that, no matter how “just” that conflict was, the mortals who won it may nonetheless lament the consequences. Their world has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their protectors, shepherding their souls to security following death, are currently frightening disasters. Sure, this might simply be a practical method to address the original creator’s original dilemma. It is simple to justify killing an angel when it’s a shrieking, mad 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 Brennan’s loathing for gods in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {