D&D provides a unique imaginative arena. In theory, it serves as a blank canvas where the creativity of DMs and participants can paint countless scenarios. However, Dungeons & Dragons also carries a 50-year legacy of worlds, creatures, spellcasting rules, established non-player characters, and rich mythology. Even the most talented creative minds find it difficult to completely free themselves from this vast landscape of references, so that a great deal of “new” material for D&D is a reworking of sampled tracks. At times you encounter elements that are as brilliant as “a classic hit,” on other occasions you cringe like when listening to “All Summer Long.”
Critical Role has gotten plenty creative in the past due to the unique worlds of Exandria (created by the DM Matt Mercer) and now the new world Aramán (the setting created by DM Brennan Lee Mulligan for its fourth campaign). While devoted followers of Mulligan and his Dimension 20 work may identify some of his recurring motifs (Brennan strongly dislikes the gods!), episode 2 impressed me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: celestials.
Demons and devils (collectively known as evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A few unique “divine messengers” with specific names appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (August 1978). These were essentially riffs on the celestial figures from biblical religious lore; for truly unique interpretations, we had to hold out for the early 80s and Gary Gygax’s “Monster Spotlight” article in Dragon magazine, where he presented new monsters that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar first appeared, initiating a tradition of beings known as celestial entities that is continues to exist in the latest edition of the game.
In Dungeons & Dragons, celestials are the agents of good-aligned deities, created by their creators to act as soldiers, leaders, messengers, intermediaries for humans, and in general to inhabit their realms in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Lower Planes and help uphold the belief of their god on the mortal world. Despite their close connection with the gods, celestials are unique individuals with individual traits. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is notably underdeveloped in contrast to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with more bloodshed and more interesting side stories. And that’s not even mentioning the Yugoloth. Meanwhile, everything you need to know about celestial beings can be gathered in an short time of online research.
It’s understandable that beings who resemble angels from the Bible received less attention. There are stories that Gygax felt uneasy about providing gamers game statistics for divine beings they could murder in their sessions, and although celestials were subsequently developed with a broader spectrum of appearances and roles, that controversial beginning hindered their growth. 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 restricted. From that perspective, the bad guys have far greater liberty: They have defined superiors (Lords of Demons, Infernal Dukes, and etc.) but they’re in the end fickle and chaotic entities that can spin in a many ways without sacrificing their unique nature.
Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of good that strike down wickedness in all its forms can be impressive, but they also get cheesy very fast. That widespread disinterest means we remain unaware of that much about celestials. As an illustration, we have yet to learn what happens after the deity who created them dies. There is no canonical answer, and each Dungeon Master is able to come up with their own spin. Brennan Lee Mulligan decided to make this question central to the setting of Aramán, one where the deities have all been killed by mortals in a great conflict that concluded 70 years prior to the start of the campaign. So what became of the followers of these divine beings?
Mulligan’s answer is straightforward, terrifying, and highly intriguing: They became insane and turned into a plague that destroyed whole nations. A lot about the past of this world, the war against the gods, and its consequences in the current era has yet to be disclosed, but it appears that when the deities were slain, the celestial beings went “feral”. They transformed into monsters 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) encountered his “grandfather,” a terrifying celestial entity held bound in a enormous casket.
It is no accident that the most compelling celestials in D&D, narratively, are those who have fallen from grace. The angel Zariel, for example, was a mighty Solar angel whose obsession with ending the Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil of Hell. The planetar Fazrian is a little-known Planetar angel who was called forth by a cleric inside Undermountain and became obsessed with “cleaning” the evil in the Terminus level of the massive dungeon, gradually yielding to the madness infusing the location.
The taint observed in the fourth campaign of Critical Role takes a different shape. These celestials didn’t fall from grace. They weren’t tricked, nor led astray by their own arrogance or obsessions. They are casualties; one more dreadful consequence of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan focuses on the idea that, regardless of how “righteous” that conflict was, the humans who emerged victorious may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been severed, and the beings that were formerly their protectors, guiding their spirits to security after death, are now frightening disasters.
Certainly, this may just be a convenient way to address the original creator’s initial quandary. It’s easy 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 D&D. I don’t necessarily agree with the DM’s loathing for divine beings in his stories, but I nonetheless favor these monstrous celestials to the flat {
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