D&D provides a distinctive creative space. In theory, it serves as a blank canvas where the imagination of DMs and players can paint any kind of picture. Yet, Dungeons & Dragons also bears a five-decade history of campaign settings, creatures, magic systems, established non-player characters, and rich mythology. Even the best imaginative thinkers struggle to entirely detach themselves from this extensive landscape of references, so that a great deal of “fresh” material for Dungeons & Dragons is a reworking of sampled tracks. At times you encounter things that sound as good as “Gangsta’s Paradise,” other times you cringe like when listening to “All Summer Long.”
Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his Dimension 20 work may identify some of his recurring motifs (He 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.
Demons and devils (often called fiends) have been part of D&D since 1976, but it took a while longer for their heavenly counterparts to appear. A few unique “angels” with specific names were featured in the publication Dragon editions #12 (February 1978) and #17 (Aug. 1978). These were little more than variations of the angels from biblical sacred texts; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” column in Dragon, where he presented new monsters that would appear in the 1983 Monster Manual 2. That’s when the deva, the planetar angel, and the solar first appeared, starting a tradition of beings known as celestials that is continues to exist in the most recent version of the game.
In Dungeons & Dragons, celestials are the servants of good-aligned deities, made by their creators to act as warriors, leaders, messengers, intermediaries for humans, and in general to populate their domains in the Heavenly Realms. They are paragons of virtue who battle the agents of disorder and wickedness from the Lower Planes and support the belief of their god on the mortal world. Despite their direct relationship with the divine beings, celestials are distinct persons with specific personalities. Famous examples include the angel Lumalia and Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from Baldur’s Gate 3.
Celestial lore is markedly underdeveloped in contrast to fiends. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons warring amongst themselves. The infernal Nine Hells are a version 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 celestial beings can be gathered in an short time of wiki reading.
It’s understandable that creatures who resemble angels from the Bible received less attention. There are stories that Gygax was uncomfortable about providing gamers game statistics for angels they could kill in their games, and although celestials were subsequently developed with a broader spectrum of appearances and roles, that problematic origin stunted their development. There is also a limit to what you can create for creatures that are designed to be servants of a god. Sure, they have independent thought, but their storytelling range is restricted. From that perspective, the bad guys have much more freedom: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re ultimately unpredictable and disorderly entities that can spin in a many ways without losing their distinct identity.
Honestly, I get it: Celestial beings are simply not very compelling. Holy warriors of good that smite evil in every manifestation can be impressive, but they also become clichéd very fast. That widespread disinterest implies we remain unaware of a great deal about celestials. As an illustration, we have yet to learn what happens once the god who made them dies. There is no official explanation, and each Dungeon Master is able to devise their own interpretation. The DM Brennan Lee Mulligan decided to make this question at the heart of the world of Aramán, one where the deities have all been slain by mortals in a great conflict that ended 70 years before the start of the campaign. So what happened to the servants of these gods?
Mulligan’s solution is simple, horrifying, and very interesting: They went crazy and became a plague that devastated entire countries. A lot about the past of this world, the divine conflict, and its consequences in the present has yet to be disclosed, but it seems that after the deities were slain, the celestial beings became “wild”. They became creatures that could annihilate large areas if not contained. The audience got a glimpse of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) encountered his “ancestor,” a fearsome celestial kept chained in a enormous casket.
It is no accident that the most compelling celestials in Dungeons & Dragons, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a mighty Solar angel whose fixation with concluding the Blood War led to her being tainted by Asmodeus and turned into an Archdevil. The planetar Fazrian is a obscure Planetar angel who was summoned by a cleric inside the dungeon Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the huge labyrinth, slowly succumbing to the madness infusing the location.
The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They were not deceived, nor misled by their own pride or obsessions. They are casualties; one more terrible consequence of the War of the Shapers. As the new campaign progresses, it is hoped Mulligan concentrates on the notion that, no matter how “righteous” that conflict was, the humans who won it may nonetheless lament the consequences. Their world has been wounded, their connection to the afterlife has been cut off, and the creatures that were formerly their protectors, guiding their spirits to safety following death, are now frightening disasters.
Sure, this might simply be a practical method to address the original creator’s initial quandary. It is simple to rationalize slaying an angel when it’s a shrieking, insane creature with rows of teeth, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for gods in his stories, but I nonetheless favor these monstrous celestials to the flat {
Elara is a digital artist and designer passionate about blending technology with creativity to inspire others.