đ Share this article The Latest Critical Role Campaign 4 May Have Fixed My Least Favorite Dungeons & Dragons Creature Dungeons & Dragons offers a distinctive imaginative arena. In theory, it serves as a blank canvas where the creativity of DMs and players can craft countless scenarios. However, D&D also bears a five-decade history of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the most talented creative minds struggle to completely free themselves from this extensive landscape of references, so that a lot of ânewâ material for Dungeons & Dragons is a reworking of familiar ideas. Sometimes you get things that sound as good as âGangstaâs Paradise,â on other occasions you cringe as if hearing âa derivative tune.â Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (created by Matt Mercer) and now the new world AramĂĄn (the setting created by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the deities!), the second episode stood out to me because of a truly original interpretation on a classic Dungeons & Dragons monster category: celestials. A Brief History of Heavenly Beings in Dungeons & Dragons Fiendish creatures (often called evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to show up. A handful of distinct âdivine messengersâ with specific names appeared in Dragon magazine editions #12 (February 1978) and 17 (Aug. 1978). These were essentially variations of the celestial figures from biblical religious lore; for truly unique interpretations, we had to wait until 1982 and Gary Gygaxâs âFeatured Creaturesâ column in Dragon, where he introduced fresh creatures that would be included in 1983âs Monster Manual 2. Thatâs where the deva, the planetar angel, and the solar first appeared, initiating a tradition of beings called celestial entities that is continues to exist in the most recent version of the role-playing game. In Dungeons & Dragons, celestial beings are the servants of benevolent gods, made by their creators to act as warriors, commanders, messengers, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Infernal Realms and support the faith of their deity on the mortal world. Despite their close connection with the divine beings, celestials are unique individuals with specific personalities. Well-known instances encompass the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldurâs Gate 3. Celestial lore is notably underdeveloped in contrast to fiends. The Abyss has ninety-nine levels of ever-growing disorder and lords of demons tearing each other apart. The infernal Nine Hells are a version of Game of Thrones with more bloodshed and more engaging side stories. And thatâs not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestials can be gleaned in an short time of wiki reading. Itâs understandable that beings who look like angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about providing gamers stat blocks for divine beings they could murder in their games, and even if celestials were subsequently developed with a broader spectrum of looks and roles, that controversial beginning stunted their development. There is also a limit to what you can create for creatures that are created to be servants of a god. Certainly, they have independent thought, but their narrative potential is limited. In that sense, the bad guys have much more freedom: They have defined superiors (Demon Lords, Archdevils, and etc.) but theyâre ultimately fickle and chaotic entities that can evolve in a many ways without losing their unique nature. How Critical Role Campaign 4 Reimagines Celestials To be frank, I get it: Celestials are simply not very compelling. Divine champions of virtue that strike down wickedness in all its forms can be cool, but they also become clichĂ©d very fast. That general lack of interest implies we still donât know that much about celestials. As an illustration, we have yet to learn what happens after the god who created them perishes. There is no canonical answer, and every DM is free to come up with their own interpretation. Brennan Lee Mulligan decided to make this question at the heart of the world of AramĂĄn, a place where the deities have all been killed by humans in a great conflict that concluded seven decades before the start of the campaign. So what became of the followers of these gods? Mulliganâs solution is simple, terrifying, and very interesting: They went crazy and became a plague that devastated whole nations. A lot about the history of this world, the war against the gods, and its aftermath in the current era has yet to be disclosed, but it appears that when the deities died, the celestial beings went âferalâ. They became creatures that could annihilate entire regions if left unchecked. The audience got a glimpse of how frightening such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) got to meet his âancestor,â a terrifying celestial held bound in a enormous casket. Itâs not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, as an instance, was a mighty Solar angel whose fixation with ending the Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar who was summoned by a cleric inside the dungeon Undermountain and developed a fixation on âpurgingâ the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the insanity infusing the location. The corruption observed in Campaign 4 of Critical Role takes a different shape. These celestial beings did not lose their virtue. They were not deceived, or led astray by their own pride or fixations. They are victims; another terrible result of the Shapersâ War. As the new campaign continues, it is hoped Mulligan focuses on the idea that, no matter how âjustâ that war was, the humans who emerged victorious may still regret the outcome. Their world has been harmed, their link to the hereafter has been cut off, and the creatures that were once their protectors, shepherding their souls to safety after death, are currently terrifying calamities. Sure, this might simply be a practical method to solve the original creatorâs initial quandary. It is simple to rationalize slaying an angel when itâs a screaming, insane creature with multiple fangs, but I am also highly fascinated by this new declination of the celestial mythology in D&D. I donât necessarily agree with Brennanâs aversion for gods in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {