Dungeons & Dragons provides a distinctive creative space. In theory, it serves as a empty slate where the imagination of DMs and participants can paint countless scenarios. However, Dungeons & Dragons also carries a 50-year legacy of campaign settings, creatures, magic systems, established non-player characters, and general lore. Even the most talented creative minds find it difficult to completely free themselves from this extensive landscape of references, so that a lot of “fresh” material for Dungeons & Dragons is a reworking of sampled tracks. At times you encounter elements that are as brilliant as “a classic hit,” other times you cringe as if hearing “All Summer Long.”
Critical Role has been highly inventive in the past thanks to the unique worlds of Exandria (designed by Matt Mercer) and now Aramán (the setting created by Brennan Lee Mulligan for its fourth campaign). While longtime fans of Brennan and his other series Dimension 20 work may identify some of his common themes (He really hates the deities!), the second episode stood out to me because of a truly original take on a traditional D&D creature type: angelic beings.
Demons and devils (collectively known as fiends) have been part of D&D since 1976, but it required more time for their heavenly counterparts to show up. A few unique “angels” with individual titles appeared in the publication Dragon issues 12 (Feb. 1978) and 17 (Aug. 1978). These were essentially variations of the angels from Hebrew and Christian religious lore; for more original versions, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon, where he presented new monsters that would be included in 1983’s Monster Manual 2. That’s where the deva, the planetar angel, and the solar first appeared, starting a tradition of beings called celestial entities that is still present in the most recent version of the game.
In D&D, celestials are the servants of good-aligned deities, created by their masters to serve as warriors, commanders, messengers, liaisons with mortals, and in general to populate their realms in the Upper Planes. They are paragons of virtue who battle the agents of disorder and wickedness from the Infernal Realms and support the belief of their god on the Material Plane. Despite their direct relationship with the gods, celestials are unique individuals with specific personalities. Well-known instances include Lumalia and the fallen Zariel from the Forgotten Realms world, the mysterious Lady of the Lake from the Greyhawk setting, and even Dame Aylin from the game Baldur’s Gate 3.
Celestial lore is notably underdeveloped compared to fiends. The Abyss has ninety-nine levels of expanding chaos and demon lords tearing each other apart. The Nine Hells are a version of the series Game of Thrones with greater violence and more engaging side stories. And don’t get me started the mysterious Yugoloth. Meanwhile, all the essential information about celestials can be gleaned in an short time of online research.
It’s not surprising that creatures who look like biblical angels received less attention. There are stories that Gary Gygax was uncomfortable about providing gamers stat blocks for angels they could kill in their sessions, and even if celestials were subsequently developed with a broader spectrum of looks and purposes, that problematic origin hindered their growth. There’s also only so much what you can create for creatures that are designed to be servants of a god. Certainly, they have free will, but their storytelling range is limited. In that sense, the bad guys have far greater liberty: They have defined superiors (Demon Lords, Archdevils, and etc.) but they’re in the end unpredictable and disorderly creatures that can spin in a many ways without sacrificing their unique nature.
To be frank, I get it: Celestials are just not that interesting. Holy warriors of good that strike down wickedness in all its forms can be impressive, but they also get cheesy quickly. That general lack of interest implies we remain unaware of a great deal about celestials. As an illustration, we still don’t know what happens after the god who created them dies. There is no official explanation, and every DM is free to come up with their own interpretation. The DM Brennan Lee Mulligan chose to center this issue central to the world of Aramán, one where the deities have all been killed by humans in a great conflict that concluded 70 years before the start of the story. So what became of the followers of these gods?
Mulligan’s solution is simple, terrifying, and highly intriguing: They became insane and became a plague that devastated whole nations. A great deal about the past of Aramán, the divine conflict, and its consequences in the current era has yet to be disclosed, but it appears that after the gods died, the celestials became “wild”. They became monsters that could destroy entire regions if left unchecked. The audience caught a sight of how scary one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his “ancestor,” a terrifying celestial held bound in a enormous casket.
It is no accident that the most interesting celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. Zariel, for example, was a mighty Solar angel whose fixation with concluding 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 who was called forth by a priest inside Undermountain and became obsessed with “cleaning” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the insanity infusing the location.
The taint seen in Campaign 4 of Critical Role takes a different shape. These celestials did not lose their virtue. They weren’t tricked, nor led astray by their own pride or obsessions. They are victims; another dreadful result of the Shapers’ War. As Campaign 4 continues, it is hoped the DM concentrates on the notion that, no matter how “righteous” that war was, the mortals who emerged victorious may nonetheless lament the outcome. Their realm has been harmed, their link to the hereafter has been cut off, and the creatures that were formerly their guardians, shepherding their souls to safety following death, are currently terrifying calamities.
Sure, this might simply be a practical method to solve the original creator’s original dilemma. It’s easy to rationalize slaying an divine being when it’s a shrieking, insane creature with multiple fangs, but I also feel very intrigued by this new declination of the celestial mythos in D&D. I am not entirely in accord with the DM’s aversion for gods in his campaigns, but I still prefer these monstrous celestials to the one-dimensional {
Elara Vance is a seasoned gaming analyst with over a decade of experience in slot machine strategies and casino industry trends.