Dungeons & Dragons provides a distinctive imaginative arena. In theory, it serves as a empty slate where the imagination of DMs and players can craft countless scenarios. However, D&D also carries a five-decade history of worlds, creatures, magic systems, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers struggle to completely free themselves from this extensive landscape of references, so that a great deal of âfreshâ content for Dungeons & Dragons is a reiteration of familiar ideas. Sometimes you get elements that are as brilliant as âGangstaâs Paradise,â other times you wince like when listening to âAll Summer Long.â
Critical Role has been highly inventive in the past thanks to the unique worlds of its first setting (designed by Matt Mercer) and now the new world AramĂĄn (the setting crafted 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 common themes (Brennan really hates the gods!), the second episode impressed me because of a truly original interpretation on a traditional Dungeons & Dragons monster category: celestials.
Fiendish creatures (often called fiends) have been included in D&D since the mid-70s, but it took a while longer for their angelic equivalents to show up. A few unique âdivine messengersâ with specific names were featured in Dragon magazine issues 12 (Feb. 1978) and #17 (Aug. 1978). These were little more than riffs on the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygaxâs âMonster Spotlightâ article in Dragon, where he introduced new monsters that would appear in the 1983 Monster Manual II. Thatâs where the deva angel, the planetar, and the solar angel made their debut, initiating a tradition of beings known as celestials that is continues to exist in the most recent version of the game.
In D&D, celestials are the servants of good-aligned deities, made by their masters to act as soldiers, commanders, emissaries, liaisons with mortals, and overall to inhabit their domains in the Upper Planes. They are paragons of virtue who fight against the forces of chaos and evil from the Infernal Realms and help uphold the belief of their god on the Material Plane. In spite of their direct relationship with the gods, celestials are unique individuals with individual traits. Famous examples encompass the angel Lumalia and the fallen Zariel from the Forgotten Realms setting, the mysterious Lady of the Lake from Greyhawk, and even Dame Aylin from the game Baldurâs Gate 3.
The mythology of celestials is notably underdeveloped compared to demonic entities. The chaotic Abyss has ninety-nine levels of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a version of the series Game of Thrones with more bloodshed and more interesting subplots. And thatâs not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gathered in an hour of wiki reading.
Itâs understandable that beings who look like angels from the Bible received less attention. There are stories that Gygax felt uneasy about giving players stat blocks for divine beings they could murder in their games, and although celestials were later expanded with a broader spectrum of appearances and roles, that controversial beginning hindered their growth. Thereâs also only so much what you can do with creatures that are designed to be divine minions. Certainly, they have free will, but their storytelling range is restricted. From that perspective, the antagonists have much more freedom: They have established masters (Demon Lords, Archdevils, and etc.) but theyâre ultimately fickle and chaotic creatures that can evolve in a many ways without sacrificing their distinct identity.
To be frank, I understand: Celestials are just not that interesting. Holy warriors of good that smite evil in all its forms can be impressive, but they also get cheesy quickly. That general lack of interest means we remain unaware of a great deal about celestials. For example, we still donât know what occurs once the god who created them dies. There is no canonical answer, and each Dungeon Master is free to come up with their own interpretation. Brennan Lee Mulligan chose to center this issue central to the setting of AramĂĄn, one where the deities have all been killed by humans in a massive war that ended seven decades before the beginning of the story. So what happened to the followers of these gods?
Brennanâs answer is straightforward, horrifying, and very interesting: They went crazy and turned into a plague that destroyed entire countries. A lot about the history of AramĂĄn, the divine conflict, and its aftermath in the current era has yet to be disclosed, but it appears that when the gods were slain, the celestial beings went âferalâ. They became monsters that could annihilate large areas if left unchecked. Viewers got a glimpse of how frightening such a being can be at the end of episode 2, as Wicander (player Sam Riegel) got to meet his âancestor,â a terrifying celestial entity held bound in a enormous casket.
It is no accident that the most interesting celestial beings in Dungeons & Dragons, story-wise, are those who have fallen from grace. Zariel, as an instance, was a powerful Solar whose obsession with ending the eternal Blood War led to her being corrupted by the devil 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 became obsessed with âpurgingâ the wickedness in the Terminus area of the massive dungeon, gradually yielding to the madness infusing the location.
The corruption observed in the fourth campaign of Critical Role assumes a distinct form. These celestial beings didnât fall from grace. They were not deceived, nor led astray by their own arrogance or fixations. They are casualties; another dreadful consequence of the Shapersâ War. As the new campaign progresses, I hope the DM focuses on the notion that, no matter how âjustâ that conflict was, the humans who won it may still regret the consequences. Their realm has been wounded, their connection to the afterlife has been severed, and the creatures that were formerly their guardians, guiding their spirits to safety following death, are now frightening disasters.
Sure, this may just be a practical method to address Gygaxâs original dilemma. Itâs easy to justify killing an angel when itâs a shrieking, insane entity with multiple fangs, but I also feel highly fascinated by this fresh variation of the celestial mythology in D&D. I am not entirely in accord with the DMâs aversion for divine beings in his campaigns, but I still prefer these horrific heavenly beings to the one-dimensional {