Dungeons & Dragons offers a distinctive creative space. Theoretically, it acts as a blank canvas where the imagination of Dungeon Masters and players can craft any kind of picture. Yet, D&D also bears a five-decade history of worlds, monsters, magic systems, 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, meaning that a great deal of ânewâ content for Dungeons & Dragons is a reworking of sampled tracks. At times you encounter things that are as brilliant as âGangstaâs Paradise,â other times you cringe as if hearing âa derivative tune.â
The show Critical Role has gotten plenty creative in the past thanks to the original settings of its first setting (designed by the DM Matt Mercer) and now AramĂĄn (the setting created by Brennan Lee Mulligan for its fourth campaign). Although devoted followers of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (Brennan strongly dislikes the gods!), the second episode impressed me because of a highly innovative take on a classic D&D creature type: angelic beings.
Demons and devils (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 few unique âangelsâ with individual titles were featured in Dragon magazine editions #12 (Feb. 1978) and #17 (August 1978). These were little more than variations of the angels from Hebrew and Christian religious lore; for truly unique interpretations, we had to wait until 1982 and Gary Gygaxâs âFeatured Creaturesâ column in Dragon, where he introduced new monsters that would appear in 1983âs Monster Manual II. Thatâs where the deva, the planetar, and the solar made their debut, initiating a tradition of creatures called celestials that is continues to exist in the latest edition of the role-playing game.
In D&D, celestials are the servants of good-aligned deities, made by their creators to act as warriors, commanders, messengers, intermediaries for humans, and overall to populate their domains in the Upper Planes. They are paragons of virtue who fight against the agents of disorder and wickedness from the Lower Planes and help uphold the faith of their deity on the Material Plane. Despite their direct relationship with the gods, celestials are distinct persons with specific personalities. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even the iconic Dame Aylin from the game Baldurâs Gate 3.
The mythology of celestials is notably less fleshed out compared to fiends. The chaotic Abyss has 99 layers of ever-growing disorder and demon lords warring amongst themselves. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging side stories. And thatâs not even mentioning the Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an short time of online research.
Itâs not surprising that creatures who look like angels from the Bible went underdeveloped. Rumor has it that Gary Gygax was uncomfortable about providing gamers game statistics for divine beings they could murder in their games, and although celestials were subsequently developed with a broader spectrum of appearances and purposes, that controversial beginning stunted their development. Thereâs also only so much what you can create for beings that are created to be servants of a god. Sure, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have far greater liberty: They have defined superiors (Demon Lords, Infernal Dukes, and etc.) but theyâre in the end fickle and chaotic creatures that can evolve in a lot of directions without sacrificing their unique nature.
Honestly, I get it: Celestials are just not that interesting. Holy warriors of virtue that strike down wickedness in every manifestation can be impressive, but they also become clichĂ©d very fast. That general lack of interest means we remain unaware of a great deal about celestials. For example, we still donât know what happens once the god who made them dies. There is no canonical answer, and every DM is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to make this question central to the world of AramĂĄn, one where the deities have all been killed by mortals in a massive war that concluded 70 years prior to the beginning of the story. So what happened to the followers of these gods?
Mulliganâs answer is straightforward, horrifying, and highly intriguing: They became insane and became a blight that destroyed whole nations. A great deal about the history of AramĂĄn, the war against the gods, and its aftermath in the current era has still to be revealed, but it appears that after the gods died, the celestials became âwildâ. They transformed into monsters that could destroy entire regions if left unchecked. Viewers got a glimpse of how frightening one of these creatures can be at the end of episode 2, as the character Wicander (Sam Riegel) encountered his âgrandfather,â a fearsome celestial entity kept chained in a massive coffin.
It is no accident that the most compelling celestial beings in Dungeons & Dragons, narratively, are those who have lost their divinity. The angel Zariel, as an instance, was a mighty Solar angel whose obsession with concluding the eternal Blood War led to her being corrupted by Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar who was summoned by a cleric inside the dungeon Undermountain and became obsessed with âpurgingâ the evil in the Terminus area of the massive dungeon, gradually yielding to the madness permeating the location.
The taint observed in the fourth campaign of Critical Role takes a different shape. These celestials did not lose their virtue. They were not deceived, nor led astray by their own arrogance or fixations. They are victims; one more terrible consequence of the War of the Shapers. As Campaign 4 continues, it is hoped the DM focuses on the notion that, regardless of how ârighteousâ that conflict was, the humans who won it may still regret the outcome. Their realm has been wounded, their link to the hereafter has been severed, and the beings that were once their protectors, shepherding their souls to safety following death, are currently terrifying calamities.
Sure, this may just be a practical method to solve the original creatorâs initial quandary. Itâs easy to justify killing an angel when itâs a shrieking, mad creature with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythology in Dungeons & Dragons. I am not entirely in accord with the DMâs aversion for divine beings in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {