Elara is a financial strategist with over a decade of experience in wealth management and entrepreneurship, dedicated to empowering others.
D&D offers a unique imaginative arena. In theory, it acts as a empty slate where the creativity of Dungeon Masters and participants can paint any kind of picture. Yet, D&D also bears a five-decade history of worlds, monsters, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to entirely detach themselves from this extensive universe of existing content, so that a lot of “new” material for Dungeons & Dragons is a reworking of sampled tracks. At times you encounter elements that sound as good as “a classic hit,” other times you cringe as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past due to the unique worlds of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world crafted by DM Brennan Lee Mulligan for Campaign 4). Although longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his common themes (Brennan strongly dislikes the gods!), the second episode stood out to me because of a highly innovative interpretation on a traditional Dungeons & Dragons monster category: celestials.
Fiendish creatures (collectively known as fiends) have been included in Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to appear. A few unique “divine messengers” with individual titles were featured in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were little more than variations of the celestial figures from biblical religious lore; for more original versions, we had to wait until 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he introduced new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva, the planetar, and the solar angel made their debut, starting a lineage of beings known as celestials that is still present in the most recent version of the role-playing game.
In Dungeons & Dragons, celestial beings are the servants of good-aligned deities, created by their masters to act as warriors, commanders, emissaries, liaisons with mortals, and in general to populate their realms in the Heavenly Realms. They are paragons of virtue who fight against the agents of disorder and wickedness from the Infernal Realms and help uphold the faith of their god on the mortal world. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Famous examples encompass Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldur’s Gate 3.
The mythology of celestials is notably underdeveloped compared to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and demon lords warring amongst themselves. The Nine Hells are a interpretation of Game of Thrones with more bloodshed and more engaging side stories. And that’s not even mentioning the mysterious Yugoloth. In the meantime, everything you need to know about celestial beings can be gleaned in an short time of wiki reading.
It’s not surprising that beings who resemble angels from the Bible went underdeveloped. There are stories that Gygax was uncomfortable about giving players game statistics for divine beings they could kill in their sessions, and although celestials were later expanded with a broader spectrum of appearances and purposes, that problematic origin stunted their development. There’s also only so much what you can create for beings that are created to be divine minions. Certainly, they have free will, but their storytelling range is restricted. In that sense, the antagonists have much more freedom: They have defined superiors (Demon Lords, Infernal Dukes, and so on) but they’re in the end unpredictable and disorderly entities that can spin in a lot of directions without sacrificing their unique nature.
To be frank, I get it: Celestial beings are just not that interesting. Divine champions of virtue that strike down wickedness in all its forms can be impressive, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of that much about celestials. For example, we have yet to learn what happens after the god who made them perishes. There is no canonical answer, and every DM is free 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 deities have all been killed by humans in a massive war that concluded seven decades prior to the start of the story. So what happened to the servants of these gods?
Brennan’s answer is straightforward, terrifying, and very interesting: They went crazy and turned into a plague that destroyed entire countries. A great deal about the past of this world, the divine conflict, and its aftermath in the present has still to be revealed, but it seems that when the gods died, the celestial beings became “wild”. They became monsters that could annihilate entire regions if left unchecked. Viewers caught a sight of how frightening such a being can be at the conclusion of the second episode, as Wicander (Sam Riegel) got to meet his “ancestor,” a terrifying celestial entity held bound in a massive coffin.
It’s not a coincidence that the most compelling celestial beings in D&D, narratively, are those who have fallen from grace. Zariel, for example, was a powerful Solar whose fixation with ending the Blood War resulted in her being tainted by Asmodeus and turned into an Archdevil of Hell. Fazrian is a little-known Planetar who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus area of the huge labyrinth, gradually yielding to the madness permeating the place.
The corruption observed in the fourth campaign of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own arrogance or fixations. They are victims; one more dreadful consequence of the Shapers’ War. As the new campaign progresses, I hope the DM concentrates on the idea that, no matter how “just” that war was, the humans who won it may nonetheless lament the outcome. Their world has been harmed, their connection to the afterlife has been severed, and the creatures that were once their protectors, shepherding their souls to security after death, are now frightening disasters.
Sure, this may just be a practical method to address Gygax’s original dilemma. It is simple to justify killing an angel when it’s a screaming, mad creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythos in D&D. I don’t necessarily agree with Brennan’s loathing for divine beings in his campaigns, but I nonetheless favor these monstrous celestials to the one-dimensional {
Elara is a financial strategist with over a decade of experience in wealth management and entrepreneurship, dedicated to empowering others.