đ Share this article The Latest Critical Role Campaign 4 May Have Fixed The Most Problematic D&D Monster Dungeons & Dragons presents a distinctive imaginative arena. Theoretically, it serves as a blank canvas where the creativity of DMs and players can craft any kind of picture. Yet, D&D also carries a 50-year legacy of worlds, monsters, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers find it difficult to completely free themselves from this extensive universe of existing content, so that a great deal of âfreshâ material for D&D is a reiteration of sampled tracks. Sometimes you encounter things that sound as good as âa classic hit,â other times you wince as if hearing âa derivative tune.â The show Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (created by the DM Matt Mercer) and now the new world AramĂĄn (the setting crafted by DM Brennan Lee Mulligan for Campaign 4). Although devoted followers of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (He strongly dislikes the deities!), the second episode stood out to me because of a highly innovative take on a classic Dungeons & Dragons monster category: angelic beings. The Historical Background of Celestials in Dungeons & Dragons Fiendish creatures (often called evil outsiders) have been included in D&D since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A few unique âdivine messengersâ with individual titles appeared in Dragon magazine issues #12 (Feb. 1978) and #17 (August 1978). These were essentially riffs on the celestial figures from biblical sacred texts; for truly unique interpretations, we had to wait until 1982 and the creator Gary Gygaxâs âMonster Spotlightâ article in Dragon, where he introduced fresh creatures that would be included in the 1983 Monster Manual 2. Thatâs when the deva angel, the planetar, and the solar angel first appeared, initiating a tradition of beings called celestial entities that is still present in the most recent version of the game. In Dungeons & Dragons, celestial beings are the agents of good-aligned deities, created by their creators to serve as warriors, leaders, messengers, liaisons with mortals, and in general to populate their realms in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and support the faith of their god on the mortal world. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms world, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldurâs Gate 3. The mythology of celestials is notably underdeveloped in contrast to demonic entities. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more engaging subplots. And donât get me started the mysterious Yugoloth. Meanwhile, everything you need to know about celestials can be gathered in an short time of wiki reading. Itâs understandable that beings who look like biblical angels went underdeveloped. Rumor has it that Gygax was uncomfortable about giving players 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 problematic origin stunted their development. There is also a limit to what you can do with creatures that are created to be servants of a god. Certainly, they have free will, but their storytelling range is limited. In that sense, the antagonists have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and so on) but theyâre in the end fickle and chaotic creatures that can evolve in a lot of directions without losing their distinct identity. How Critical Role Campaign 4 Reimagines Celestials To be frank, I get it: Celestial beings are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be cool, but they also become clichĂ©d very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what happens once the deity who made them dies. There is no canonical answer, and each Dungeon Master is free to come up with their own spin. Brennan Lee Mulligan chose to center this issue at the heart of the world of AramĂĄn, a place where the gods have all been killed by humans in a great conflict that concluded seven decades prior to the beginning of the story. So what happened to the followers of these divine beings? Brennanâs answer is simple, horrifying, and very interesting: They went crazy and turned into a blight that destroyed whole nations. A lot about the past of AramĂĄn, the war against the gods, and its aftermath in the present has yet to be disclosed, but it seems that when the deities died, the celestials became âwildâ. They became monsters that could annihilate large areas if left unchecked. The audience got a glimpse of how scary such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his âancestor,â a terrifying celestial entity held bound in a enormous casket. It is no accident that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have fallen from grace. The angel Zariel, as an instance, was a mighty Solar angel whose fixation with ending the Blood War led to her being tainted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar who was called forth by a priest inside the dungeon Undermountain and developed a fixation on âcleaningâ the wickedness in the Terminus area of the massive dungeon, gradually yielding to the insanity infusing the place. The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They werenât tricked, nor misled by their own pride or fixations. They are victims; another dreadful consequence of the War of the Shapers. As Campaign 4 progresses, it is hoped the DM focuses on the idea that, regardless of how ârighteousâ that conflict was, the mortals who emerged victorious may nonetheless lament the consequences. Their world has been harmed, their link to the hereafter has been severed, and the beings that were formerly their protectors, shepherding their souls to safety following death, are currently terrifying calamities. Certainly, this may just be a practical method to solve Gygaxâs initial quandary. It is simple to rationalize slaying an angel when itâs a shrieking, insane entity with rows of teeth, but I am also very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DMâs aversion for gods in his stories, but I still prefer these monstrous celestials to the one-dimensional {