🔗 Share this article The Latest Critical Role Season Four Could Have Resolved The Most Problematic Dungeons & Dragons Creature Dungeons & Dragons presents a distinctive creative space. In theory, it serves as a empty slate where the imagination of Dungeon Masters and players can paint any kind of picture. However, Dungeons & Dragons also bears a five-decade history of worlds, creatures, spellcasting rules, established non-player characters, and general lore. Even the best imaginative thinkers struggle to completely free themselves from this vast universe of existing content, so that a great deal of “fresh” content for Dungeons & Dragons is a reiteration of sampled tracks. Sometimes you encounter things that sound as good as “a classic hit,” other times you wince like when listening to “a derivative tune.” Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by the DM Matt Mercer) and now the new world Aramán (the world created by Brennan Lee Mulligan for Campaign 4). While devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his common themes (Brennan really hates the gods!), the second episode impressed me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: angelic beings. The Historical Background of Heavenly Beings in D&D Demons and devils (collectively known as evil outsiders) have been included in D&D since 1976, but it took a while longer for their heavenly counterparts to appear. A handful of distinct “divine messengers” with individual titles were featured in Dragon magazine issues #12 (Feb. 1978) and #17 (August 1978). These were little more than riffs on the angels from biblical religious lore; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Featured Creatures” article in Dragon, where he introduced fresh creatures that would be included in 1983’s Monster Manual II. That’s where the deva, the planetar, and the solar angel first appeared, starting a lineage of beings called celestial entities that is continues to exist in the most recent version of the game. In D&D, celestials are the servants of benevolent gods, created by their masters to serve as soldiers, commanders, messengers, intermediaries for humans, and overall to populate their realms in the Upper Planes. They are champions of good who battle the agents of disorder and wickedness from the Infernal Realms and support the belief of their god on the Material Plane. Despite their direct relationship with the divine beings, celestials are unique individuals with specific personalities. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms setting, 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 markedly less fleshed out in contrast to demonic entities. The Abyss has 99 layers of expanding chaos and demon lords tearing each other apart. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging subplots. And don’t get me started 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 beings who resemble angels from the Bible received less attention. Rumor has it that Gygax was uncomfortable about providing gamers game statistics for angels 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 divine minions. Sure, they have independent thought, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their unique nature. The Way Campaign 4 of Critical Role Redefines Celestials To be frank, I understand: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichéd quickly. That general lack of interest means we remain unaware of that much about celestials. As an illustration, we have yet to learn what occurs once the god who made them perishes. There is no official explanation, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan decided to make this question at the heart of the setting of Aramán, a place where the gods have all been killed by humans in a great conflict that concluded seven decades before the beginning of the story. So what became of the followers of these gods? Brennan’s solution is simple, terrifying, and very interesting: They went crazy and turned into a blight that devastated whole nations. A lot about the history of this world, the divine conflict, and its consequences in the current era has still to be revealed, but it seems that when the gods died, the celestials became “wild”. They became monsters that could destroy large areas if left unchecked. The audience got a glimpse of how frightening one of these creatures can be at the end of episode 2, as Wicander (Sam Riegel) got to meet his “ancestor,” a fearsome celestial entity kept chained in a massive coffin. It’s not a coincidence that the most interesting celestials in D&D, story-wise, are those who have fallen from grace. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War resulted in her being corrupted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a obscure Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on “purging” the evil in the Terminus level of the huge labyrinth, gradually yielding to the madness permeating the location. The corruption seen in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, or misled by their own pride or fixations. They are victims; another dreadful result of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan focuses on the idea that, no matter how “just” that conflict was, the mortals who won it may nonetheless lament the outcome. Their world has been harmed, their link to the hereafter has been cut off, and the beings that were once their guardians, shepherding their souls to safety following death, are currently terrifying calamities. Certainly, this might simply be a practical method to solve Gygax’s initial quandary. It is simple to justify killing an angel when it’s a shrieking, mad entity with multiple fangs, but I also feel very intrigued by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s loathing for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the flat {