Maruts were one of the types of inevitables, lawful intelligent constructs native to the Clockwork Nirvana of Mechanus[3][4] and the plane of Dweomerheart, where they were created by and served Mystra in her role of guardian of magic.[8]

Personality[edit | edit source]

Maruts cared about little beyond their tasks or the letter of the contracts they were bound to enforce.[1]

Combat[edit | edit source]

Maruts only entered combat to resolve a dispute or in self-defense, and only used lethal force when a contract called for it or if necessary to ensure their own survival. Empowered with the certainty of law, they were terrifying opponents whose strikes always connected, invariably dealing devastating damage. In addition, they could emanate a blaze of arcane energy from their chests, stunning every creature within a cubic volume 60 feet (18 meters) on a side.[1]

They were immune to any magical effect that attempted to change their form and were exceptionally resistant to magic. In addition, they were innately capable of plane shifting themselves at will, and occasionally could take up to two creatures with them.[1]

Society[edit | edit source]

Maruts tasked with ensuring the fulfillment of contracts were known to inhabit the Hall of Concordance in Sigil. There, the kolyarut engraved a contract between two agreeing parties onto a gold plaque and installed it on the chest of a marut, who then became bound to ensure that contract's fulfillment, as well as to punish any party who broke it.[1]

If called upon to resolve such a dispute, a marut's primary mission was to bring the disagreeing parties back to Sigil, where they could resolve their differences before the kolyarut.[1]

Relationships[edit | edit source]

The deities Gorm Gulthyn,[9] Gond, Helm, Hoar and the Red Knight were also known to employ maruts in their service.[10][11]

History[edit | edit source]

The original goddess of magic, Mystryl, also utilized maruts, sending them to the Material Plane to do her bidding.[12]

Primus, the One and the Prime, was also known for creating maruts and other inevitables, with the purpose of establishing order in the dealings between inhabitants of the planes.[1]

Appendix[edit | edit source]

Gallery[edit | edit source]

References[edit | edit source]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Mike Mearls, Jeremy Crawford (May 29, 2018). Mordenkainen's Tome of Foes. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 213. ISBN 978-0786966240.
  2. Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 158. ISBN 978-0-7869-4852-9.
  3. 3.0 3.1 3.2 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), pp. 176–179. ISBN 0-7869-1850-8.
  4. 4.0 4.1 4.2 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 158–160. ISBN 0-7869-2893-X.
  5. J. Paul LaFountain (1991). Monstrous Compendium: Outer Planes Appendix. Edited by Timothy B. Brown. (TSR, Inc.). ISBN 1-56076-055-9.
  6. 6.0 6.1 6.2 Allen Varney, ed. (June 1994). Planescape Monstrous Compendium Appendix. (TSR, Inc.), pp. 66–67. ISBN 978-1560768623.
  7. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 72. ISBN 0-935696-22-9.
  8. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 152. ISBN 0-7869-3134-5.
  9. Eric L. Boyd (1998). Demihuman Deities. (Wizards of the Coast), p. 65. ISBN 0-7869-1239-1.
  10. Eric L. Boyd (1997). Powers and Pantheons. (TSR, Inc), pp. 29, 45. ISBN 0-7869-0657-X.
  11. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), pp. 62, 69. ISBN 978-0786903849.
  12. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.). ISBN 0-7869-0437-2.

Connections[edit | edit source]

Clockwork Guardians of Law
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