Dungeons & Dragons offers a distinctive imaginative arena. Theoretically, it acts as a blank canvas where the imagination of DMs and participants can craft countless scenarios. Yet, D&D also carries a 50-year legacy of campaign settings, creatures, spellcasting rules, well-known NPCs, and general lore. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this extensive universe of existing content, so that a great deal of “new” material for D&D is a reworking of familiar ideas. Sometimes you encounter things that sound as good as “Gangsta’s Paradise,” other times you cringe as if hearing “All Summer Long.”
The show Critical Role has been highly inventive in the past due to the original settings of Exandria (designed by Matt Mercer) and now Aramán (the world created by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Brennan and his other series Dimension 20 work may identify some of his recurring motifs (Brennan really hates the deities!), the second episode stood out to me because of a truly original take on a classic D&D creature type: celestials.
Fiendish creatures (collectively known as fiends) have been included in D&D since the mid-70s, but it required more time for their angelic equivalents to show up. A handful of distinct “angels” with specific names were featured in Dragon magazine editions #12 (February 1978) and #17 (August 1978). These were little more than variations of the celestial figures from Hebrew and Christian sacred texts; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced fresh creatures that would be included in 1983’s Monster Manual 2. That’s where the deva angel, the planetar angel, and the solar made their debut, starting a lineage of creatures called celestials that is continues to exist in the most recent version of the role-playing game.
In D&D, celestials are the servants of good-aligned deities, created by their masters to act as warriors, leaders, emissaries, liaisons with mortals, and overall to populate their realms in the Heavenly Realms. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and help uphold the faith of their god on the mortal world. Despite their close connection with the divine beings, celestials are unique individuals with individual traits. Well-known instances encompass Lumalia and Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from Baldur’s Gate 3.
The mythology of celestials is markedly underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a interpretation of Game of Thrones with more bloodshed and more interesting subplots. And that’s not even mentioning the Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of online research.
It’s understandable that beings 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 roles, that controversial beginning stunted their development. There’s 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 storytelling range is restricted. In that sense, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re ultimately unpredictable and disorderly creatures that can spin in a lot of directions without sacrificing their distinct identity.
To be frank, I get it: Celestials are just not that interesting. Holy warriors of good that smite evil in all its forms can be impressive, but they also become clichéd quickly. That general lack of interest means we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what occurs once the deity who created them perishes. There is no canonical answer, and every DM is free to devise their own spin. Brennan Lee Mulligan decided to center this issue central to the setting of Aramán, a place where the deities have all been slain by mortals in a massive war that ended seven decades prior to the beginning of the campaign. So what became of the servants of these gods?
Brennan’s solution is simple, terrifying, and very interesting: They became insane and became a plague that destroyed entire countries. A lot about the past of this world, the war against the gods, and its consequences in the current era has still to be revealed, but it appears that when the deities were slain, the celestials went “feral”. They transformed into creatures that could annihilate entire regions if left unchecked. Viewers got a glimpse of how frightening such a being can be at the end of episode 2, as the character Wicander (Sam Riegel) got to meet his “grandfather,” a fearsome celestial entity held bound in a enormous casket.
It’s not a coincidence that the most interesting celestials in D&D, story-wise, are those who have lost their divinity. Zariel, as an instance, was a mighty Solar angel whose fixation with concluding the eternal Blood War resulted in her being corrupted by Asmodeus and transformed into an Archdevil. The planetar Fazrian is a little-known Planetar angel who was summoned by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, gradually yielding to the insanity infusing the location.
The taint observed in the fourth campaign of Critical Role assumes a distinct form. These celestials did not lose their virtue. They weren’t tricked, or misled by their own pride or fixations. They are casualties; one more terrible result of the Shapers’ War. As the new campaign progresses, I hope the DM focuses on the idea that, no matter how “righteous” that war was, the humans who won it may still regret the outcome. Their realm has been wounded, their link to the hereafter has been cut off, and the beings that were formerly their protectors, shepherding their souls to safety following death, are now frightening disasters.
Certainly, this may just be a convenient way to solve the original creator’s original dilemma. It is simple to justify killing an angel when it’s a screaming, insane entity with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythology in Dungeons & Dragons. 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 flat {
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