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#inevitable
seaa-lavenderr · 2 days
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Got any OC Lores?
Actually yes!
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I present to your attention Sea Lavender - my character, who will soon be one and a half years old. This is my main character. You can read all the information about him above.
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Sea Lavender has a friend! The friend's name is INEVITABLE. This is the character of another person, with whom now... Unfortunately, I cannot contact (I am still trying). But INEVITABLE still remains an integral part of the lore. INEVITABLE has secrets he doesn't want to talk about. However, Sea Lavender values ​​his only friend very much and... I think there is nothing that their friendship cannot withstand.
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iliketodrawig · 6 months
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Now that Hatchetfield is trending again, I have to confess that when I invite a friend over to watch tgwdlm I pause the video when Paul and Emma are hugging (just before Inevitable) and ask them what they thought about it.
We talk for a while about their opinion of the musical and all that jazz and then I say "great" and press play again.
I love to see how their faces drop
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chaoscomeswithin · 3 months
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I'm still not over the fact that when Paul re-enters in NPMD after If I Loved You, Inevitable stars playing. The leitmotif of Paul Matthews The Guy who didn't like musicals, it's his final solo, the song of his defeat. His leitmotif is a love song that ended up with his soulmate's life. His leitmotif is of the song where he's happier in the musical, but he's also dead.
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blondephenobarbitol · 3 months
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I'm anticipating this with the same energy that swifties anticipate vault tracks. Anyway can't wait for Let It Out (Jon's Version)
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the-cheese-slut · 3 months
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pictures of Aziraphale that I think are meme worthy:
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strawberryxaus · 1 month
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INEVITABLE <3
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jonmattdaily · 1 month
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jon doing his little head squiggly thing in inevitable (full clip under the cut because i cannot capture his magnificence in one photo)
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"Emma, I'm sorry, you lost... Emma, I'm sorry you lost your way" are still the rawest opening lines to a finale in all of musical theatre, change my mind.
The gut punch of Paul singing right after the fake-out that he survived. The realization that it was all for nothing and the entire world, including Emma, is doomed at his hands. THE WAY THE MEANING OF WHAT HE'S SAYING COMPLETELY CHANGES WHEN HE FINISHES THE THOUGHT.
I know Paul's been Apotheosised for quite a while by that time, but it almost feels like the first few words are what remains of the actual Paul communicating his final thoughts to Emma, his sorrow that he failed her. And then he's gone for as good Apotheosis Paul takes the reigns and sets out, ever so inevitably, to get what he wants and save Emma Perkins.
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15 days till more Wilmon moments to make us scream.. ❤️❤️
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pratchettquotes · 6 months
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"Sooner or later, it's all about the soul."
Terry Pratchett, I Shall Wear Midnight
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teranobriss · 2 months
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"Made in America" gave us motifs from "America is Great Again", "Inevitable", and "Nightmare Time" all in the span of like 10 seconds and I'm eating that shit up so much
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dailyadventureprompts · 7 months
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Villain: Finality 9, Arbiter of the End
For hours you and your allies have sheltered in place as the astral warships bombarded the city, feeling each impact as another block was levelled. Now you watch as the Flagship touches down, scarab like legs taller than spires unfolding from it's hull. It's going to be a bloody, brutal struggle fighting your way through the rubble and the burning streets up to the control deck, but It's your only hope of ending things without your home being razed to the ground.
The embodiment of a death sentence passed long before any of the heroes were ever born, the Marut Finality 9 and the Inevitable armada it commands serve only one purpose: to deliver violent and irrevocable endings to entities that should have died long ago.
Unfortunately for the party, whatever being(s) Finality 9 is hunting happen to reside on the same landmass as they do, and the Inevitable has no qualms levelling anything that gets in its way until the destruction of its target is confirmed. Like many creatures born from the shattered plane of order, Finality 9 and its construct legion have a very narrow set of operational directives, and "preserving life" ends up being the preview of a different order of celestial machines.
Finality 9's operations always follow the same protocol: After using divination to determine the vague location of their target Modron scouts will be sent to investigate, sending a transmission back to the ship to begin the invasion the moment they've determined the enemy's presence and threat level. After that it's bombardment and battalions in specified areas to soften up their target's defences before Finality 9 itself descends to finish the job.
Hooks:
One of Finality 9's scouts becomes attached to the party early in their adventures, following along and providing typical mascot antics until they stumble across evidence of the big bad. This starts a ticking clock for the party to find and oust this evil before the Inevitables arrive... a task the galactic forces of order were failing at for decades.
Every year the realm celebrates the festival of St. Altrin's Star, held on a night when a particular comet is viable to venerate the figure's many beneficent acts. This year however the comet is unusually bright, heralding the fact that it is not a star, but Finality 9's ship which has been circling the world for decades or even centuries waiting for the reemergence of a long dormant demi-lich which the party awoke earlier in their adventures.
The Inevitable does not warn or negotiate, and likely does not even speak the language of the lands it is razing but with some telepathy or a background in obscure astral dialects they might be able to get it to stop by presenting evidence that its target is already dead ( forcing them to do all the work) or that its actions are unlawful (which requires iron clad litigation skills and knowledge of multiple celestial law systems). If the heroes happen to have any favours with infernal deal makers or underworld bureaucrats, now would be the time to call them in.
In a desperate hour, the party must seek out finality 9's armada hovering dormant in wildspace in hopes of gaining their aid against a greater foe. Delving through the flagship in its hibernation mode will not be easy as not only are there defence systems to worry about but astral wildlife that have nested in the interior while the constructs within were in standby mode.
Art 1, Art 2
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soggedboytroutanti · 2 months
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Let it out!!
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vices-n-virtues · 1 year
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The moon affects the sea as it does a woman - E Hemingway
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irish-trish · 2 months
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Ziva: The two of them alone, in another world…
Tony: Putting their lives in each others hands, every day.
Ziva: Not to mention the long nights…
Tony: It was inevitable.
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thirdtofifth · 10 months
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Quarut Medium construct (inevitable), lawful neutral Armor Class 18 (plate) Hit Points 189 (18d8 + 108) Speed 50 ft. Str 20, Dex 13, Con 23, Int 14, Wis 17, Cha 20 Saving Throws Dex +7, Int +8, Wis +9 Skills Perception +9 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses truesight 120 ft., passive Perception 19 Languages all Challenge 17 (18000 XP) Magic Resistance. The quarut has advantage on saving throws against spells and other magical effects. Rapid Reconstruction. At the beginning of each of the quarut's turns, if it has at least 1 hit point, it regains 15 hit points. Immutable Form. The quarut is immune to any spell or effect that would alter its form. Innate Spellcasting. The quarut's spellcasting ability is Charisma (spell save DC 19). The quarut can innately cast the following spells, requiring no material components: At will: dimension door, dispel magic, dominate person, haste, hold monster, locate creature 1/day each: forcecage, teleport, time stop Actions Multiattack. The quarut makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 31 (7d8) force damage.
Quaruts are inevitables tasked with preserving the integrity of time and space. They usually target wizards who make excessive use of time stop and wish spells; however, the quaruts have no qualms about using such spells themselves. Their bodies are covered in finely-etched plates, beneath which are various intricate mechanical time pieces. Their head contains an hourglass whose glowing sands constantly flow upward for some inexplicable reason. Quaruts mercilessly hunt down spellcasters who flagrantly violate the laws of time and space, always working alone to bring down their quarry.
Originally from the Fiend Folio.
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