2015-10-29

Grammar, spelling, general minor fixes.

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Revision as of 07:47, 29 October 2015

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==Creation and personality==

==Creation and personality==



Inevitables are made in great crèche-forges located in several
places
throughout Mechanus. Here they are built through unknown ways and given intelligence. While they are technically Constructs they are capable of learning and gaining a personality, though the process is slow.

+

Inevitables are made in great crèche-forges located in several
locations
throughout Mechanus. Here they are built through unknown ways and given intelligence. While they are technically Constructs
,
they are capable of learning and gaining a personality, though the process is slow.



After its creation an Inevitable is given a target by a special set of Inevitables who divine the cosmos for any lawbreakers and is
set
out to
find it and mettle
out justice. Upon their creation they know nothing but how to use their abilities and their target. Given their lack of social skills, asking people for directions towards its target can be a very awkward affair. From its interactions with the world an Inevitable begins to foster a personality, though as a being of Law this makes it at best a little unhinged and detached. They often get these personalities from hunting down several targets: the more they find the less of an
automation
they become.
But
the more they become
independent
the more they long to return to their crèche-forge
, and when
they do so they have their personalities wiped and are given a
next
target.

+

After its creation
,
an Inevitable is given a target by a special set of Inevitables who divine the cosmos for any lawbreakers and is
sent
out to
mete
out justice. Upon their creation
,
they know nothing but how to use their abilities and their target. Given their lack of social skills, asking people for directions towards its target can be a very awkward affair. From its interactions with the world
,
an Inevitable begins to foster a personality, though as a being of Law this makes it at best a little unhinged and detached. They often get these personalities from hunting down several targets: the more they find the less of an
automaton
they become.
However,
the more
independent
they become
,
the more they long to return to their crèche-forge
. When
they do so
,
they have their personalities wiped and are given a
new
target.

==Models==

==Models==



Inevitables exist in several different kinds of models, each with their own
"
specialty
" so to say
. It is not known if each individual crèche-forge makes only one model, or if several are made within the same facility.

+

Inevitables exist in several different kinds of models, each with their own specialty. It is not known if each individual crèche-forge makes only one model, or if several are made within the same facility.

===Kolyarut===

===Kolyarut===



Kolyarut are designed to uphold oaths both spoken and written. They appear like humanoid constructs made of black metal: they often have a half-finished look with many exposed parts jutting out here and there. Their heads often have their back exposed, and two glowing red eyes look forward from
its
skull.

+

Kolyarut are designed to uphold oaths both spoken and written. They appear like humanoid constructs made of black metal: they often have a half-finished look with many exposed parts jutting out here and there. Their heads often have their back exposed, and two glowing red eyes look forward from
the
skull
(unless you were to consult the picture provided
.
)



Kolyarut track down oathbreakers and use intimidation, magic, or outright force to
force
someone
to uphold
their bargain. They only kill if it is part of the bargain in question: otherwise they use
things
like Suggestion or Geas in order to get the job done. Kolyarut hold all bargains to be equal in their importance: from
a
repayment of a monetary debt to [[Lawful Stupid|the promise of an extradimensional horror to destroy the gods
, effectively destroyig the world
]]. They are the most
talktive
kind: they often speak with people in places where oaths are normally sworn, such as courts of royalty or law, temples and other such places. As such they return back to their crèche-forges
the most often
.

+

Kolyarut track down oathbreakers and use intimidation, magic, or outright force to
browbeat
someone
into upholding
their bargain. They only kill if it is part of the bargain in question: otherwise they use
spells
like Suggestion or Geas in order to get the job done. Kolyarut hold all bargains to be equal in their importance: from
the
repayment of a monetary debt to [[Lawful Stupid|the promise of an extradimensional horror to destroy the gods]]. They are the most
talkative
kind
of Inevitable
: they often speak with people in places where oaths are normally sworn, such as courts of royalty or law, temples and other such places. As such
,
they return back to their crèche-forges
regularly
.



They do not differentiate between those who have no intent on upholding their oaths, those who unwillingly broke their oaths or those who are not able to uphold their oaths for some reason. If possible they first inform their targets of them being in breach: if they are willing to uphold their parts of the oath the Kolyarut will make sure they do so. Those less willing are made to uphold their bargain through force or magic. But if the Kolyarut discovers that both parties do not keep their ends of a bargain it treats the bargain as void and
walks away
.

+

They do not differentiate between those who have no intent on upholding their oaths, those who unwillingly broke their oaths or those who are not able to uphold their oaths for some reason. If possible
,
they first inform their targets of them being in breach: if they are willing to uphold their parts of the oath the Kolyarut will make sure they do so. Those less willing are made to uphold their bargain through force or magic. But if the Kolyarut discovers that both parties do not keep their ends of a bargain
,
it treats the bargain as void and
dismisses it
.

===Marut===

===Marut===



The most recognizable of the bunch (and the one who has existed the longest, dating back to the original [[Manual of the Planes]]), the Marut, is tasked with hunting down those who cheat undeath and grant them the death they escaped.
Given that
the enemies of the Marut are beings like [[lich]]es, [[necromancer]]s, cult leaders, extremely long-lived [[wizard]]s, those who restore the dead back to live over and over (either willing like with [[adventurers]] or on a mass-scale on the unwilling, like [[necromancer]]s).

+

The most recognizable of the bunch (and the one who has existed the longest, dating back to the original [[Manual of the Planes]]), the Marut, is tasked with hunting down those who cheat undeath and grant them the death they escaped.
As such,
the enemies of the Marut are beings like [[lich]]es, [[necromancer]]s, cult leaders, extremely long-lived [[wizard]]s, those who restore the dead back to live over and over (either willing like with [[adventurers]] or on a mass-scale on the unwilling, like [[necromancer]]s).



Maruts are patient in their hunts,
taking
their time
and do not rush
until they are ready to strike, where they
hit
targets with
their thunderous and
lightning fists
to destroy them
. Because of the solitary nature of many of their targets, Maruts have little opportunity to practice their social interaction, and as such are the slowest
do
develop personalities.

+

Maruts are patient in their hunts,
biding
their time until they are ready to strike, where they
strike
targets with lightning
-charged
fists. Because of the solitary nature of many of their targets, Maruts have little opportunity to practice their social interaction, and as such are the slowest
to
develop personalities.



Maruts are large and broad, with heavy frames and strong limbs to better fight for justice with their bare hands. They have
a srange kind of greek
-inspired armor with huge axe-helmets that look like low tier Warrior armor from [[World of Warcraft]].

+

Maruts are large and broad, with heavy frames and strong limbs to better fight for justice with their bare hands. They have
what looks like Greco
-
Roman
inspired armor with huge axe-helmets that look like low tier Warrior armor from [[World of Warcraft]].



In 4e,
inevitables
as whole were swept away; only Maruts remained, and they were initially given a backstory as astral mercenaries, before the Astral Sea sourcebook clarified that they were originally created at the dawn of creation by the gods to serve as the ultimate impartial arbitrators and enforcers. Dedicated exclusively to the promotion of law and order, Maruts in the Astral Sea serve as mercenaries to promote their vision, with the theory that they seek payment in reciprocal favors because they hope to eventually hold the entire multiverse in their debt, allowing them to reshape existence into something much more orderly.

+

In 4e,
Inevitables
as
a
whole were swept away; only Maruts remained, and they were initially given a backstory as astral mercenaries, before the Astral Sea sourcebook clarified that they were originally created at the dawn of creation by the gods to serve as the ultimate impartial arbitrators and enforcers. Dedicated exclusively to the promotion of law and order, Maruts in the Astral Sea serve as mercenaries to promote their vision, with the theory that they seek payment in reciprocal favors because they hope to eventually hold the entire multiverse in their debt, allowing them to reshape existence into something much more orderly.

[[File:Inevitables Powerful.jpg|400px|thumb|A Varakhut and a Quarut, the more potent and rare variants of Inevitables.]]

[[File:Inevitables Powerful.jpg|400px|thumb|A Varakhut and a Quarut, the more potent and rare variants of Inevitables.]]

===Quarut===

===Quarut===



The Quarut are tasked with delivering justice to those who meddle with time and relative dimensions in space, causing rippling effects and distort space and all kinds of other magibabble stuff you normally see on [[Doctor Who]]. The foes of the Quarut are potent indeed, and as such they keep their distance until they
know more about
their
foes
. They often engage their foes by matter of proxies, interrogate associates and minions and seek weaknesses in their foes. While the Quarut are
formiddable
in battle, the
most easy
way to deal with them is
see
what they want and fix the damage you've done. This is often easier said than done, and may require anything
upto
and including
timet
travel to
fix the damage you're caused
.

+

The Quarut are tasked with delivering justice to those who meddle with time and relative dimensions in space, causing rippling effects and distort space and all kinds of other magibabble stuff you normally see on [[Doctor Who]]. The foes of the Quarut are potent indeed, and as such they keep their distance until they
better understand
their
quarry
. They often engage their foes by matter of proxies, interrogate associates and minions and seek weaknesses in their foes. While the Quarut are
formidable
in battle, the
easiest
way to deal with them is
to determine
what they want and fix the damage you've done. This is often easier said than done, and may require anything
up to
and including
time
travel to
undo some calamity
.



Quarut look like warped marionettes with slender brown
flames with
green-
golden
plating
over it to make them bulkier
. They tend to employ magic in order to gain the upper hand in battle, even
using stuff
like Wish and Time Stop in order to seize their targets.
That this means that they break
the
laws on
the use of
such
spells
themselves
is
a fact
they
are blind
to.

+

Quarut look like warped marionettes with slender brown
frames and complex,
green-
gold
plating. They tend to employ magic in order to gain the upper hand in battle, even
spells
like Wish and Time Stop in order to seize their targets.
They seem to conveniently ignore
the
fact that
the use of
these
spells is
what
they
're created
to
combat
.

===Varakhut===

===Varakhut===



The most potent and rare kind of Inevitable, the Varakhut are meant to uphold the divine order. All those who would seek to destroy the gods or become one themselves will eventually get into conflict with these potent beings. They are the most lethal of their kind, employing
potent
magic and
strong bodies
in order to destroy their enemies. Those with a legitimate bid for godhood eventually come to blows with a Varakhut, but beings who only think they do are safe.
And while
a Varakhut is powerful it is no match for a
pretender
god
in one
-
on
-
one
combat
, facing wannabe gods is a bit too much for these creatures
. Instead they aim at artifacts, followers and other sources of power or reverence for the wannabe-god.

+

The most potent and rare kind of Inevitable, the Varakhut are meant to uphold the divine order. All those who would seek to destroy the gods
,
or become one themselves
,
will eventually get into conflict with these potent beings. They are the most lethal of their kind, employing
powerful
magic and
physical prowess
in order to destroy their enemies. Those with a legitimate bid for godhood eventually come to blows with a Varakhut, but beings who only think they do are safe.
While
a Varakhut is powerful
,
it is
likely
no match for a god-
to
-
be in single
combat. Instead they aim at artifacts, followers and other sources of power or reverence for the wannabe-god.



There are only a few ways to stop a Varakhut: by destroying it, to ensure that you no longer have a bid for godhood, or by actually becoming a god. If one were to become a demigod or more, you become part of the order the Varakhut is sworn to protect, and as such are no longer a valid target. Varakhut look the most alien of the bunch: their bodies have sharp geometric shapes with elongated
pyramid shapes
for arms
and replacement for
legs
(they can float
, the
only ones of their kind), and heads sticking out from under
a flat disc
only clearing their bodies just
a
bit
.

+

There are only a few ways to stop a Varakhut: by destroying it, to ensure that you no longer have a bid for godhood, or by actually becoming a god. If one were to become a demigod or more, you become part of the order the Varakhut is sworn to protect, and as such are no longer a valid target. Varakhut look the most alien of the bunch: their bodies have sharp geometric shapes with elongated
pyramids
for arms
. Instead of
legs, the
torso terminates into a single geometric point. The head is
a flat disc
on top of
a
slightly raised tube, giving an alien and inorganic appearance
.

===Zelekhut===

===Zelekhut===



Zelekhut are
centaurs
with porcelain skin, golden clockwork,
big bladed
wings and long
whip-like blades sticking
from
its
forearms. They are tasked with hunting down fugitives of the law, to either bring them in for their proper punishment or, if
it is the case
, carry out the death sentence they escaped. For this they employ their long chains
hanging from their arms: they
disarm
their foes
and incapacitate
them
, then either use spells like Mark of Justice or Geas to ensure compliance.
Or
they
just
kill
them
. They are the fastest Inevitables as well: their legs and wings allowing them superior speed to chase those who would deny justice.

+

Zelekhut are
centaur-shaped beings
with porcelain skin, golden clockwork,
mechanical
wings and long
, bladed chains that can extend
from
their
forearms. They are tasked with hunting down fugitives of the law, to either bring them in for their proper punishment or, if
deemed necessary
, carry out the death sentence they escaped. For this they employ their long chains
to
disarm and incapacitate
foes
, then either use spells like Mark of Justice or Geas to ensure compliance.
Failing that,
they
simply
kill
their quarry
. They are the fastest Inevitables as well: their legs and wings allowing them superior speed to chase those who would deny justice.



Zelekhut take a more intense approach to their searches: they question
passerbys
with impunity and will resort to violence if they think they are being held out on. More experienced Zelekhut
resort
to
observing the ones they question for information about their targets, figuring out
if they
are
being lied to. Because of their frequent and intense interactions with people they develop personalities the fastest of all Inevitables, and as such visit their crèche-forges
the most often
.

+

Zelekhut take a more intense approach to their searches: they question
passersby
with impunity and will resort to violence if they think they are being held out on. More experienced Zelekhut
observe those they have interrogated
to
determine
if they
were
being lied to. Because of their frequent and intense interactions with people
,
they develop personalities the fastest of all Inevitables, and as such visit their crèche-forges
very regularly
.

[[Category:Dungeons & Dragons]][[Category:Monsters]]

[[Category:Dungeons & Dragons]][[Category:Monsters]]

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