đ Share this article Critical Role Campaign 4 May Have Resolved The Most Problematic Dungeons & Dragons Creature D&D provides a distinctive creative space. In theory, it acts as a blank canvas where the imagination of Dungeon Masters and players can craft any kind of picture. Yet, D&D also carries a 50-year legacy of campaign settings, monsters, magic systems, established non-player characters, and general lore. Even the most talented creative minds struggle to completely free themselves from this extensive universe of existing content, meaning that a lot of ânewâ material for D&D is a reworking of sampled tracks. Sometimes you encounter things that sound as good as âGangstaâs Paradise,â on other occasions you wince like when listening to âAll Summer Long.â Critical Role has gotten plenty creative in the past thanks to the unique worlds of its first setting (designed by Matt Mercer) and now AramĂĄn (the setting created by Brennan Lee Mulligan for Campaign 4). While longtime fans of Mulligan and his other series Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the gods!), episode 2 stood out to me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: celestials. The Historical Background of Heavenly Beings in Dungeons & Dragons Fiendish creatures (often called evil outsiders) have been part of Dungeons & Dragons since 1976, but it required more time for their heavenly counterparts to appear. A few unique âangelsâ with specific names were featured in Dragon magazine issues 12 (Feb. 1978) and #17 (Aug. 1978). These were essentially variations of the celestial figures from Hebrew and Christian sacred texts; for truly unique interpretations, we had to wait until the early 80s and Gary Gygaxâs âFeatured Creaturesâ article in Dragon magazine, where he introduced fresh creatures that would appear in 1983âs Monster Manual 2. Thatâs when the deva angel, the planetar angel, and the solar angel first appeared, initiating a tradition of creatures called celestial entities that is continues to exist in the latest edition of the role-playing game. In Dungeons & Dragons, celestials are the agents of good-aligned deities, made by their masters to act as soldiers, commanders, emissaries, liaisons with mortals, and overall to populate their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and help uphold the belief of their deity on the Material Plane. Despite their close connection with the gods, celestials are unique individuals with specific personalities. Famous examples include the angel 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 Baldurâs Gate 3. Celestial lore is markedly underdeveloped in contrast to demonic entities. The 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 greater violence and more engaging subplots. And thatâs not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gathered in an short time of wiki reading. Itâs not surprising that beings who resemble angels from the Bible went underdeveloped. Rumor has it that Gary Gygax felt uneasy about providing gamers stat blocks for divine beings they could kill in their sessions, and even if celestials were subsequently developed with a broader spectrum of appearances and purposes, that controversial beginning stunted their development. Thereâs also only so much what you can do with creatures that are created to be servants of a god. Sure, they have independent thought, but their narrative potential is restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but theyâre ultimately fickle and chaotic entities that can spin in a many ways without losing their distinct identity. The Way Campaign 4 of Critical Role Redefines Celestials Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of virtue that strike down wickedness in every manifestation can be cool, but they also get cheesy very fast. That general lack of interest implies we remain unaware of a great deal about celestials. As an illustration, we still donât know what occurs after the god who created them dies. There is no official explanation, and each Dungeon Master is free to devise their own interpretation. Brennan Lee Mulligan decided to make this question central to the world of AramĂĄn, a place where the deities have all been killed by mortals in a great conflict that concluded seven decades prior to the beginning of the story. So what became of the servants of these gods? Brennanâs answer is straightforward, terrifying, and very interesting: They went crazy and became a blight that destroyed whole nations. A great deal about the past of AramĂĄn, the war against the gods, and its consequences in the present has still to be revealed, but it seems that when the deities died, the celestial beings went âferalâ. They became creatures that could destroy large areas if not contained. The audience 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 âgrandfather,â a terrifying celestial held bound in a enormous casket. Itâs not a coincidence that the most interesting celestials in D&D, story-wise, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose obsession with ending the eternal Blood War led to her being tainted by Asmodeus and transformed into an Archdevil of Hell. Fazrian is a little-known Planetar angel who was summoned by a priest inside the dungeon Undermountain and developed a fixation on âcleaningâ the evil in the Terminus level of the huge labyrinth, gradually yielding to the insanity infusing the location. The taint seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didnât fall from grace. They were not deceived, nor misled by their own arrogance or obsessions. They are victims; another dreadful result of the Shapersâ War. As the new campaign progresses, I hope the DM focuses on the idea that, no matter how âjustâ that war was, the humans who emerged victorious may nonetheless lament the consequences. Their world has been harmed, their connection to the afterlife has been severed, and the creatures that were once their guardians, guiding their spirits to safety after death, are now terrifying calamities. Certainly, this may just be a practical method to address Gygaxâs initial quandary. Itâs easy to rationalize slaying an angel when itâs a screaming, mad creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with Brennanâs aversion for divine beings in his stories, but I nonetheless favor these monstrous celestials to the one-dimensional {