With a name that recalls both stern angels and Hindu storm deities, you know maruts mean business. And since their business is the
slaying of those who have lived too long, PCs have a better-than-average chance
of running into them.
Of course, the question is: What makes a marut take
action? Are all the ancient
wizards and liches out there just at the back of a very long list, and the
maruts just haven’t gotten around to them yet? Or are maruts saved for particularly egregious cases—say, 10
lifetimes lived or the sacrifice of an entire town to power the magic? Or do you have to cross some
threshold—perhaps enter or leave the Outer Planes—to tweak the maruts’ alarms? And does killing a marut earn you a
pardon, or will another activate to take its place?
For the GM, what’s fun about maruts are the spell-like
abilities and the cinematics: plenty of spells to help the marut find its
quarry (true seeing, locate creature), make a grand entrance
(air walk, dimension door, plane shift),
prevent escape (wall of force), and
then fists of thunder and lightning and spells that deal a lot of collateral
damage (mass inflict light wounds, earthquake). Maruts are your chance to play the avenging angel (or
rather, inevitable) to the hilt.
Two displaced nations
divided by faith and race have squabbled over the same holy ground for
centuries. Now a peace treaty that
could end the violence is about to be signed. Neither side fully trusts the other, of course, but both
sides trust the saintly half-elven prelate overseeing the accords. Unfortunately, the prelate has cheated
death for generations in his pursuit of this very settlement A marut has arrived to slay him, and if
it succeeds the treaty will never be signed.
The rise of the
samsaran race has caused a dispute over jurisdiction in the Court of Gold
and Bone. A splinter group of
maruts has decided that the blue-skinned reincarnating people are in violation,
and their members begin to execute samsarans one by one. The Court’s remaining axiomite and
inevitable officers need mortal agents to subdue and reprogram or kill the
faulty maruts.
Fleg is a legendary
arcane trickster who once even managed to snatch and depower the phylactery
of a lich—but in doing so, tainted her own soul with the lich’s essence. Now a marut with orders to slay the
lich has both the undead and her in its sights, considering her a vessel for
the bone wizard’s evil. Fleg needs
bodyguards to shield her from both the vengeful lich and the implacable
inevitable while she pulls off one last score: rather than fight her sentence, she’s
going to solve her marut problem by stealing a little divine immortality—after
all, goddesses don’t come with an expiration date.
—Pathfinder Bestiary 2
166
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