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==Models== 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 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 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]] (see the book [[Elder Evils]] for details on that one). 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 dismisses it. In 5e, kolyarut does not refer to a subtype of inevitables but a single mechanical engine of absolute jurisprudence located in Sigil's Hall of Concordance. The Kolyarut (with a capital K) acts as the mediator between two parties who form a contract, which is then placed in the chest of a marut that enforces the contract. ===Marut=== {{Main|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 death and granting them the end 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, 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 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 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. In 5e, Inevitables returned to their original purpose in earlier versions as Primus's enforcers. Only maruts have been shown thus far, though other inevitables are explicitly stated to exist. They behave more like kolyaruts in this edition, enforcing contracts that the Kolyarut has mediated and bringing in those who broke their oaths to the Hall of Concordance for punishment. [[File:Inevitables Powerful.jpg|400px|thumb|A Varakhut and a Quarut, the more potent and rare variants of Inevitables.]] ===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 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 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=== 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. And apparently they can't intervene in other Inevitables' contracts, leading to stupidity like [[Lawful Stupid|Obligatum]] existing. 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 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 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. ===Anhydrut=== [[File:Anhydrut.jpg|400px|thumb|right|An Anhydrut, the weirdest inevitable.]] Anhydrut, or Waste Crawlers, <s>[[Brass Scorpion|are powerful war machines of the chaos god Khorne]]</s> were a type of Inevitable in 3.5 splatbook sourcebook Sandstorm. Anhydruts are charged with the sacred duty of hunting down and killing anyone who... tries to irrigate a desert, and they named it the Un-Hydrant to make sure there was no confusion about its purpose. While this may appear surprising at first, there are two perspectives one should consider. First is just what kind of role deserts play in the earth system. While humans might really hate having to live with and deal with desert conditions, they are a natural part of the planet's biosphere and if you mess with a desert the repercussions can be planetary. Famously, the real life Sahara Desert dust is what in part feeds the biosphere of the Amazon rainforests, while at the same time deserts are fairly fragile ecosystems and can be ruined by too much human activity. But unlike forests, which can generally count on druids to protect them... well, deserts SUCK for most forms of D&D sophonts, with only select sentient species really calling it home. In this context, while it may be overkill, the Anhydrut's quest to protect the biosphere of the desert, and that of the wider planet, from short sighted mortals makes a fair bit of sense, especially considering magic in D&D that can 'green' a wasteland with ease. Which gets us to the likely actually Doylist reason for the Anhydrut's existence. It has a CR of 9, probably because by about level 12ish there is a whole host of ways a caster (arcane or divine) could potentially make the setting of Sandstorm much more pleasant and fertile, which sort of defeats the purpose of actually playing in the setting in the first place. Anhydrut then are a good way to discourage this kind of [[NobleBright]] thinking without having to re-balance half the system and spells and serve as an answer to the, excuse me, inevitable question of why no other caster before you has done anything about it. One mechanically unusual thing about the Anhydrut is that, while only [[Challenge Rating]] 9, it has an [[Epic Levels|epic spell]] as a spell-like ability. Epic spells as SLAs is uncommon on actual epic monsters, and, short of Dragonwrought [[Kobold]] cheese, otherwise non-existent. The spell, Global Warming, is actually a pretty decent one as far as premade Epic-Spells go: It will instantly increase the normal temperature of an area by several degrees and it stacks with itself. This is balanced by the creature not wanting to use it except to reverse opposite actions and (since Dominate Construct is a thing) being usable only once a century. {{D&D-Outsiders}}
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