🔗 Share this article Critical Role Campaign 4 May Have Resolved My Least Favorite D&D Monster Dungeons & Dragons presents a unique creative space. Theoretically, it serves as a blank canvas where the creativity of Dungeon Masters and players can paint any kind of picture. Yet, D&D also carries a 50-year legacy of campaign settings, monsters, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to completely free themselves from this extensive universe of existing content, meaning that a lot of “new” material for Dungeons & Dragons is a reworking of sampled tracks. Sometimes you encounter things that are as brilliant as “a classic hit,” on other occasions you wince as if hearing “All Summer Long.” Critical Role has gotten plenty creative in the past due to the original settings of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Brennan and his other series Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the deities!), episode 2 stood out to me because of a highly innovative take on a traditional D&D creature type: angelic beings. A Brief History of Celestials in Dungeons & Dragons Fiendish creatures (collectively known as fiends) have been part of D&D since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A few unique “divine messengers” with specific names appeared in the publication Dragon editions 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 Gary Gygax’s “Monster Spotlight” column in Dragon magazine, where he introduced new monsters that would appear in the 1983 Monster Manual 2. That’s when the deva angel, the planetar angel, and the solar angel made their debut, starting a tradition of creatures known as celestial entities that is still present in the most recent version of the game. In Dungeons & Dragons, celestials are the servants of good-aligned deities, created by their creators to serve as warriors, leaders, messengers, intermediaries for humans, and in general to populate their realms in the Heavenly Realms. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and support the faith of their deity on the Material Plane. In spite of their direct relationship with the gods, celestials are distinct persons with specific personalities. Famous examples encompass the angel Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3. Celestial lore is notably less fleshed out in contrast to demonic entities. The chaotic Abyss has ninety-nine levels of ever-growing disorder and lords of demons warring amongst themselves. The Nine Hells are a version of Game of Thrones with greater violence and more engaging side stories. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an hour of wiki reading. It’s not surprising that creatures who look like biblical angels received less attention. Rumor has it that Gygax was uncomfortable about providing gamers stat blocks for angels they could murder in their sessions, and although celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning hindered their growth. There is also a limit to what you can do with beings that are created to be divine minions. Sure, they have independent thought, but their narrative potential is limited. In that sense, the bad guys have far greater liberty: They have established masters (Lords of Demons, Archdevils, and so on) but they’re ultimately unpredictable and disorderly entities that can evolve in a lot of directions without sacrificing their distinct identity. How Critical Role Campaign 4 Redefines Heavenly Beings To be frank, I get it: Celestials are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be impressive, but they also get cheesy quickly. That widespread disinterest implies we still don’t know a great deal about celestials. For example, we have yet to learn what occurs once the god who created them dies. There is no official explanation, and every DM is able to devise their own spin. Brennan Lee Mulligan decided to make this question central to the world of Aramán, a place where the deities have all been slain by mortals in a massive war that concluded 70 years before the beginning of the story. So what happened to the servants of these divine beings? Mulligan’s answer is straightforward, horrifying, and very interesting: They became insane and turned into a blight that devastated whole nations. A great deal about the past of Aramán, the divine conflict, and its aftermath in the present has still to be revealed, but it seems that after the gods died, the celestials became “wild”. They became creatures that could annihilate entire regions if left unchecked. The audience caught a sight of how scary such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) got to meet his “grandfather,” a terrifying celestial held bound in a massive coffin. It is no accident that the most interesting celestials in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a powerful Solar whose fixation with concluding the Blood War resulted in her being tainted by the devil Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar angel who was summoned by a priest inside Undermountain and became obsessed with “purging” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the insanity infusing the location. The taint observed in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They were not deceived, nor led astray by their own arrogance or obsessions. They are casualties; another terrible consequence of the War of the Shapers. As Campaign 4 progresses, I hope Mulligan focuses on the idea that, regardless of how “just” 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 formerly their protectors, shepherding their souls to security after death, are currently frightening disasters. Sure, this might simply be a practical method to address Gygax’s original dilemma. It’s easy to justify killing an divine being when it’s a shrieking, mad entity with rows of teeth, but I also feel very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with the DM’s loathing for divine beings in his campaigns, but I still prefer these monstrous celestials to the one-dimensional {