🔗 Share this article Critical Role Season Four May Have Fixed The Most Problematic D&D Monster D&D presents a unique creative space. In theory, it serves as a blank canvas where the imagination of DMs and players can paint countless scenarios. Yet, Dungeons & Dragons also bears a 50-year legacy of campaign settings, monsters, spellcasting rules, established non-player characters, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this vast universe of existing content, meaning that a lot of “new” content for D&D is a reworking 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.” Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (created by Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for its fourth campaign). Although longtime fans of Brennan and his Dimension 20 work may identify some of his recurring motifs (He really hates the gods!), the second episode impressed me because of a truly original interpretation on a classic Dungeons & Dragons monster category: angelic beings. A Brief History of Heavenly Beings in Dungeons & Dragons Demons and devils (collectively known as evil outsiders) have been part of D&D since 1976, but it required more time for their heavenly counterparts to show up. A handful of distinct “angels” with individual titles were featured in Dragon magazine editions #12 (Feb. 1978) and #17 (August 1978). These were little more than variations of the angels from biblical sacred texts; for more original versions, we had to wait until 1982 and Gary Gygax’s “Featured Creatures” article in Dragon, where he presented fresh creatures that would appear in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar first appeared, initiating a tradition of creatures called celestials that is continues to exist in the latest edition of the role-playing game. In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their creators to serve as warriors, leaders, messengers, intermediaries for humans, and overall to inhabit their domains in the Heavenly Realms. They are champions of good who fight against the forces of chaos and evil from the Lower Planes and help uphold the belief of their god on the Material Plane. In spite of their close connection with the divine beings, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldur’s Gate 3. The mythology of celestials is markedly less fleshed out compared to demonic entities. The Abyss has 99 layers of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gleaned in an hour of online research. It’s not surprising that creatures who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax felt uneasy about providing gamers game statistics for angels they could murder in their sessions, and even if celestials were subsequently developed with a broader spectrum of looks and purposes, that controversial beginning hindered their growth. There’s also only so much what you can create for beings that are designed to be servants of a god. Certainly, 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, Archdevils, and etc.) but they’re in the end unpredictable and disorderly entities that can spin in a lot of directions without sacrificing their distinct identity. How Critical Role Campaign 4 Reimagines Heavenly Beings To be frank, I get it: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in all its forms can be cool, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. For example, we still don’t know what happens after the deity who made them dies. There is no canonical answer, and each Dungeon Master is free to devise their own interpretation. Brennan Lee Mulligan chose to make this question central to the setting of Aramán, one where the deities have all been slain by mortals in a massive war that ended seven decades prior to the start of the campaign. So what happened to the servants of these gods? Brennan’s solution is simple, horrifying, and highly intriguing: They became insane and turned into a blight that devastated entire countries. A lot about the past of this world, the divine conflict, and its aftermath in the present has yet to be disclosed, but it seems that when the gods were slain, the celestials became “wild”. They became creatures that could annihilate entire regions if left unchecked. The audience caught a sight of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial kept chained in a enormous casket. It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose obsession with ending the Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. The planetar Fazrian is a obscure Planetar angel who was summoned by a priest inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the madness infusing the location. The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, nor misled by their own arrogance or obsessions. They are casualties; one more terrible consequence of the Shapers’ War. As the new campaign continues, it is hoped the DM focuses on the idea that, no matter how “righteous” that war was, the humans 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 protectors, guiding their spirits to security after death, are now frightening disasters. Certainly, this may just be a convenient way to address Gygax’s initial quandary. It is simple to rationalize slaying an divine being when it’s a screaming, mad creature with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the one-dimensional {