Dungeon Tyrant Falmat Paharo
What happens when a Dungeon Champion runs afoul of its patron dungeon, and the dungeon loses the confrontation?
What is a Dungeon Tyrant?
Dungeon Tyrants are very rare, almost singular in their existence. A regular being who fights their way through a dungeon and then faces the core's avatar becomes a Dungeon Lord, especially in Terrasquestone. Sometimes a Dungeon Champion becomes at odds with its patron dungeon and there is a clash of wills. This is a rare thing because most if not all cores are strong enough to disincorporate anything in their domain, including their champions. Most unruly champions are either brought to heel through displays of power, or they are destroyed outright for their impudence and then remade. Rarely, however, a champion doesn't fall.
The champion either destroys the core's avatar or dominates it. The balance of power shifts, and the core becomes the servant of the new Dungeon Tyrant, no longer able to force its will over the wayward former champion.
Falmat Paharo
Young Falmat was a Gulerodian ranger who wanted more from life than to be a mounting block for his tribe. After escaping the horny clutches of his home tribe, Falmat struck out to explore the greater world, see what there was to see, and know a greater life. He succeeded for several years, becoming an accomplished ranger of middle rank. This would go off the rails when he fell afoul of the Stelantha Sommanium. This dungeon was born inside the caldera of a blasted-apart volcano, where it started building a new cone, filling it with its chambers, tunnels, traps, and monsters. Falmat and a group of unaligned adventurers plunged into the Stelantha Somma, defeated several of the monsters, beat several of the traps, and then fell afoul of the dungeon's avatar, as it had no champions yet. The party was destroyed, and Falmat was spared at the last minute, reduced to a broken cripple. The dungeon found his form interesting and made him into its new champion. The Sommanium was a feminine-aspected dungeon, and the newly minted champion found himself in a familiar situation, being a mounting block now for the female avatar of the dungeon, Stelantha Blazehart, a humanoid oried (stone nymph).
For years the dungeon slowly grew, expanding itself through a mixture of dungeon essence manipulation, and regular eruptions of the volcano to build the cone. The core used mating practices with Falmat to trigger eruptions, a magic practice that the rabbitkin champion found spiritually exhausting, and sometimes degrading. After several decades, the Sommanium was a ranked dungeon and not just a hole in the ground, and the core had not just him, but several more champions. Where most dungeons collect champions of an opposite gender alignment, the Sommanium collected several female champions, and then Falmat was back where he started. A plaything.
He hated it.
Loathed it.
He tried to escape twice, and the dungeon brought him back. This kicked off cycles of Falmat being kept in bondage as nothing more than a piece of entertaining furniture for the core and its champions. The friction grew, Falmat's discontent grew, and he secretly started plotting against the core and its champions. Being fire elemental in nature, they had very specific weaknesses, but there was no way for him to gain ice magic or powers inside the dungeon, the Sommanium wouldn't tolerate it. So he waited, he bided his time, and waited.
The Final Eruption of Selantha Somma
Selantha Somma made three serious mistakes with Falmat.
First was to allow him to remain a free and sentient being, instead of making him a reincarnated dungeon monster at an elite level. This was the easiest way to avoid all of the problems. Somma just happened to enjoy his free-spirited writhing in a perverse way, how much he disliked the constant copulation despite his rabbitkin body being geared very specifically for this biological activity. It was like having a painter who hated painting but couldn't stop.
Second, Falmat figured out how to cultivate his own essence and act on the flow of essence through the dungeon. Any core that realizes one of its monsters or champions can cultivate without its express permission or control will destroy said being, then reincarnate them as a reduced-level version of themselves. Cultivation is the power of the dungeon, and the magi, and forbidden to dungeon monsters and champions, unless specifically allowed. The Gygaxian Gyre has a dozen champions, the Other council, and the elders of Understone who are active cultivators, but these individuals are slavishly devoted to the core and were taught how by the core, for its advantage. Yet another area where the Gyre differs from most dungeons.
Finally, Somma didn't keep close attention to what its champions did, learned, or collected.
When the betrayal came, it came quickly. Literally.
Falmat had spent several years cultivating his essence, becoming dramatically stronger than Somma realized. He played the part of unwilling toy for a long time, keeping his power concealed. The turning point came when he was able to learn a forbidden magic technique from a human martial adept who sought to plumb the dungeon, but failed. He concealed the woman, learned some of her martial arts, and in exchange returned her to the surface and safety.
As per the usual, Falmat mounted Stelantha for a volcanic eruption ritual. He concentrated his essence while the avatar was distracted in pleasure. At the moment of climax, as the volcano began to erupt with greater than usual force, he struck. His Forbidden Stunning Ice Fist landed forty-three times before the avatar Stelantha shattered and crumbled into pumice. The north flank of the volcano disintegrated into a massive pyroclastic flow. The other champions were less prepared than Stelantha and in quick order he left them disabled, or disincorporated. Before the stunned core could respond to this unexpected treachery, Falmat had broken the doors of the alcazar with powerful Forbidden Stunning Ice Kick attacks, and ripped the core free from its plinth.
Equipment
Freed from Stelantha Somma, Falmat has gained some special equipment.
Epic Diamond Amulet of Stelantha Somma (as per Rosy Amulet) - 100% essence regeneration from defeating an equal or more powerful foe
Epic Diamond Earrings of Defense - foes attacking Falmat gain 5 extra damage dice, and the lowest scoring dice are picked, dealing damage to him is difficult.
Epic Diamond Gorget of Resilience - +12 Dexterity, +4 Strength, +2 to all other stats, 100% immunity to non-magical damage, 50% resistance to elemental damage, 25% resistance to magical damage.
Good Eye of Ymir - ability to convert any low to mid-level spell or spell-like ability to have the Ice type. Falmat used the concealed Eye of Ymir to grant his melee abilities the Ice ability.
Superior Diamond Chatelaine - Can cast Mage Armor at will, can cast Reflect Damage 3x/day, can cast Diamond Skin 1x/day
Superior Diamond Talisman of Falmat - made specifically for him by the Core, the Diamond Talisman of Falmat is a set of Stelathaian glittersteel chains that are a torso decoration for the rabbitkin, including nipple piercings, a belly button piercing, and an attached cock ring. To equip this item, Falmat cannot wear clothing other than bracers, greaves, and so forth. It grants +5 to Charisma and Intelligence, and a 50% speed bonus to spells and spell like abilities.
Legendary Dungeon Soul of Stelantha Somma - the literal dungeon core from the dungeon, Falmat has fashioned the core into a necklace he wears constantly. The core grants him 100% resistance to heat, fire, magma, etc, and the ability to Control Fire at will, and can summon fire elementals as a spell-like ability. They are immediately hostile, and he has to make charisma checks to keep control over them.
Abilities
Falmat has put most of his time and training as a dungeon champion into unarmed combat, cultivation, and monk skills, the most dangerous being his ability to create Great Martial Combo, mixing Stunning Kick, Stunning Fist, Flurry of Blows, and Rabbit Kicks into an almost unstoppable barrage of damage. He has the ability to add the elements of fire, ice, stone, and storm to these strikes.
Meditation and Cultivation are high-level, allowing him to center himself and control his entire body.
Intimidation, as a natural ability. Falmat is a tall, broad, attractive rabbitkin. His charisma is high, even high with his special equipment, and a potential Social Stun effect for when he makes his first appearance. Few people are prepared to face a rabbitkin tyrant with his johnson out, equipped with a diamond-studded cock ring and body harness of piercings, jewels, and lots of dazzle.
Prejudices
Falmat hates dungeons, slavery, and the sex trade.
Allies
Few, the Dungeon Tyrant intimidates most folk, and even seasoned adventurers are often intimidated by the lapin warrior. He is known in Terrasquestone though he has never been there.
Purpose
Falmat is a nomad. He uses his Dungeon Soul to create what he needs as he needs it. He wanders Cridhedun looking for weak dungeons to destroy, slave organizations to trash, and he is a bane to powerful witches, dark queens, and other high-level female villains who are used to using their high charisma, feminine wiles, and other advantages without concern of the cost to others.
Eventually he will find his way to Terrasquestone, and then there will be terrible violence. The core's harem of powerful female figures, its emphasis for women at the cost of men, and the dungeon's reckless disregard for the balance of the DungeonVerse deeply offends Falmat.
There will be a reckoning.
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