Arkanist
2018-01-03, 01:24 AM
The Regent Dominus
https://image.ibb.co/mnuswb/Mythic_Domain.png
"This place is dangerous, twisted, and worst of all - it likes to think it has a sense of humor." - Zola, Girl Genius (http://www.girlgeniusonline.com/comic.php?date=20070725#.Wkx2pt-nE2w)
The characters featured in the banner (and their native source material) are, from left to right: The Assassin of Red (http://typemoon.wikia.com/wiki/Assassin_of_Red) (Fate/Apocrypha), Vlad Dracula Ţepeş (http://castlevania.wikia.com/wiki/Dracula/Animated_series) (Netflix's animated Castlevania), and Howl (https://en.wikipedia.org/wiki/Howl%27s_Moving_Castle_(film)) (Howl's Moving Castle.)
Before the Gods built their masterpiece of manifest creation, their great and ever-turning wheel of living stories, there were the Titans: not tale-spinners, but of the substance of legend itself, the living abstract principles of myth incarnate in the churning proto-cosmos, reaching out with tendrils of narrative thread to weave the fables that would let them truly know and perpetuate themselves. Key to this was the existence for each fully developed Titan of a "Stage," upon which their stories would be, for their pleasure, played out endlessly with a host of actors drawn from an internal library of soul-stuff welling upon within the cores of their beings. Inevitability, with Their breath of dust, would see great kingdoms and monuments rise upon a blanket of endlessly shifting sand of powdered bone and stone for the pleasure of watching them fall over untold eons into the perfection of ruination as figments born for the sake of dying toiled in vain to preserve them, while Envy's oily and gelatinous moons spun in an orrery of endless imperfect mimicry of Its fellows before being blasted to the nothingness it would ever be reshaped from in its master's endless pursuit of what It could never hope to have. A galaxy of ethereal being had taken shape, the play and interplay of fictive protomatter far more untamed than the rigid, crystallized morass of morality and mortality that the law-giving gods created. What They had was neither peaceful nor perfect, but it was a way of being - a way that no longer exists.
The Dawn War, its memory etched into the subconscious of every living being, was the end of the age of Titans and the beginning of the age of Gods. In a feast of utter brutality that no subsequent battle could ever hope to match, the divine progenitors of creation shattered the Stages of the Titans and rent their story-born flesh, grinding the once-unquestioned masters of uncreation into the clay of their own work. Trapped in a nightmare half-existence as indefinite prisoners of war, the stories that play out in the Great Wheel are the by-product of its substance, the convolution and intricacy of its dramas the result of the pollution of what was the Titans purity, the interweaving of conflicting themes to form a pattern that furthers the Gods' own arrogant lordship of matter.
However, there is a flaw in the system. Leaks have sprung in the machine of the planes, the gears have ground and a spark has flown up from them, smoke rises and threatens fire: the Anthols, Mythic heroes incarnating the stories of the Titans, empowered by their force and cast in their form in the twin forges of destiny and chance by the hammer of will. Among these beings, some have, ignorant of the nature of what they do, intertwined their being with a location. These islands in the sea of Divine blasphemy, oases of Titan-essence in a sea of crude matter, are perhaps the seeds of new World-Bodies as the Anthols perhaps might be the seeds of new Titans, or even the keys to their tightly-locked prison. Called by those knowledgeable of the forbidden lore of what was before creation the Regents Dominus, these mythic scions impose their narrative upon their kingdoms, unassailable within it even as they shape it.
ENTRY REQUIREMENTS
Mythos: 1 or more Fantastic Mythos.
Feat: Landlord (Stronghold Builder’s Guide)
Special: Sole ownership of a built or shaped place of residence no smaller than 20 feet by 20 feet by 10 feet.
Class Skills
The Regent Dominus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge [All] (Int), Listen (Wis), Profession (Wis), Search (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each Level: 6 + int modifier
Hit Dice: d10
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Mythos
1st
+1
+2
+2
+2
Catalystic Castle Doctrine, Ownership I, The Regent's Mythos
+1 level of Mythos-granting class
2nd
+2
+3
+3
+3
Ownership II
+1 level of Mythos-granting class
3rd
+3
+3
+3
+3
Ownership III
+1 level of Mythos-granting class
4th
+4
+4
+4
+4
Ownership IV
+1 level of Mythos-granting class
5th
+5
+4
+4
+4
Ownership V, Self-and-Stronghold Synthesis
+1 level of Mythos-granting class
Class Features
Weapon and Armor Proficiency: The Regent Dominus does not gain any new proficiency with any weapons or armor.
Catalystic Castle Doctrine: The Mythos granted by the Regent Dominus class predicate on the possession of a Demesne. A Regent Dominus' Demesne is a single structure that allowed them to qualify for this class - it could be anything from a Gothic manor to an ivory tower to a cottage made of candy in the woods. If it was not built or designed by the character, or on their orders with close oversight in the construction and conception, the they must have at least made regular usage of it for no less than 30 days, over the course of which they customized and invested within it to truly make it their own. If your Demesne is destroyed, a qualifying replacement must be built with personal oversight by the Regent, or or inhabited and customized in such a fashion. In addition, gold expenditures by the Regent on non-functional parts of their dominion (an art gallery, a garden that does not grow alchemical crafting materials or food, candelabras and fine furniture) and provide no benefit other than increasing its comfort, opulence, or aesthetic are refunded as Mythos Points to the
Ownership: The substance of your domain is reinforced by the legend that it in turn reinforces. At level 1, the external walls, windows, and doors of your Demesne resonate with Mythic power, and are treated as though under the effects of an extraordinary Augment Object, with the sum of all your levels in Mythos-granting classes as the caster level.
At level 2, the augmentation extends to all internal apertures and surfaces within your Demesne as well. The external surfaces and apertures of your Demesne may no longer be harmed by mundane means unless you specifically desire it (such as for reconstruction).
At level 3, instead of saving as a magic item with a bonus equal to [half your character level + 2], the Demesne uses your own Will Save bonus, if it is higher. In addition, these saving throws are rolled against all teleportation or divination effects attempting to pierce the Demesne's interior from the outside without your consent, even if they do not normally allow saving throws. Once this saving throw is successful, the same effect cannot be used against the Demesne for 2d20 days.
At level 4, this save also extends to teleportation to the immediate location of the stronghold without your knowledge or consent, as well as all divination attempting to ascertain any information about its location.
At level 5, no save is necessary. Your Demesne is immune to attempts to teleport to or within it, scry upon it or on those within it, or magically gather information about it. All benefits of the Augment Object effect on your stronghold double.
The Regent’s Mythos: The nature of the Regent Dominus is a parasitic legend that infiltrates one's own story. While gaining levels in the Regent Dominus, those levels are added to the class using to qualify it for the purpose of gaining new Mythos and the effects of these Mythos, and when selecting these new Mythos, one may choose the Mythos granted by the Regent Dominus. Until one reaches 5th level in Regent Dominus, mythos granted by this class may only be chosen from levels in Regent Dominus.
Self-and-Stronghold Synthesis: Your own legend is one with your stronghold. It is a part of you myth, and an incarnation of your will, a tool to impose it upon the landscape as much as your own two hands. All Mythos-granting classes you possess have the Regent Dominus’ mythos permanently added to the list of Mythos they grant.
Fantastic Mythos
Luminous Architect Inspiration
Prerequisites: –
You are considered trained in Knowledge (Architecture and Engineering) and Profession (Architect), regardless of the allocation of your skill points. In addition, you gain a bonus to these skills equal to the sum of your levels in Mythos-granting classes used to qualify for this class when making checks with respect to your Demesne. As long as you are personally involved in the construction, expansion, or repair of your Demesne, costs are reduced by 10% and time is reduced by a factor of your highest mental ability score modifier. Lastly, while you aid in contriving materials, though they are statistically equivalent to whatever you purchase, they may appear as being made of any substance of lesser value.
Basic
My Muse Is Acererak: The skill training and bonus also extends to Craft (Traps) and Knowledge (Dungeoneering). If you have Buttressed With Effulgent Prana, your mythic crafting ability extends to traps.
Maker’s Mien and Mentality: You always apply the skill bonus granted by this Mythos, even when not using the skill on your own Demesne. If you have Buttressed With Effulgent Prana, you may craft Wondrous Architecture for any stronghold or structure.
Advanced
Buttressed With Effulgent Prana: You are able to craft Wondrous Architecture for your Demesne as though you had all appropriate feats, treating your levels in Mythos-granting classes as your caster level. For the purposes of creating items, possessing a scroll, spellbook, potion, oil, wand, or staff that contains whatever spell or spells you must know allows you to be treated as knowing the spell when crafting, you copy the patterns intuitively. This Wondrous Architecture draws upon your Mythos, and is not truly magical in nature.
Heartbeats Beneath Floorboards
Prerequisites: -
A primitive sapience and animus flower within your Demesne. Space and matter fold as a new chamber appears within it with a size of one stronghold space, a stationary, Large shard of pulsating crystal that emits dim light out to 30 feet floating languidly in the center. This is the seat of an intelligence with mental stats equivalent to your own and an alignment within one step of yours that is connected to the entirety of the house. It has d12 hit dice equal to your character level, and DR/- equal to your highest physical ability score modifier, and no Strength, Constitution, or Dexterity scores. This intelligence is friendly to you, and has a mental link of unlimited range that functions even across planes, through which crude emotional impressions can be conveyed, yet the core can only “speak” through vibrational emanations within its own chamber. If reduced to 0 hit points or smashed, it becomes Dormant, and the intelligence ceases to function until Mythos Points equal to (100 times your character level) are spent in the course of an 8 hour ritual in the now-empty Core Chamber to revive it. If removed from its Core Chamber, it becomes Dormant until placed within a Core Chamber within a Demesne effected by this Mythos. The Heart of your Demesne may operate the Demesne's movement functions, and operate any doors, torches, or other parts of the Demesne fixed to the ground yet otherwise moveable. It perceives all things touching a fixed surface within your Demesne by Tremorsense. This includes traps and siege defenses such as stationary ballistae turrets.
Basic
Castle-as-Companion Idealization: The stationary crystalline heart of your Stronghold is replaced in physical form and statistic by any creature that can be granted by the Familiar class feature or the Improved Familiar feat in conjunction with said class feature. It only has control and awareness of your Demesne while within the special control chamber, and dies according to the Familiar rules instead of the Heart rules, but does not become dormant when removed from its chamber or the stronghold.
Articulation of Architecture: The Heart of your Stronghold may communicate with you through telepathic language as opposed to mere empathy.
Compaction of Consciousness: Instead of a Control Chamber and a Large crystal Heart, the Heart is now a Fine crystal that slots into a special sconce on the wall or floor. Its durability remains the same, only its mobility changes. It may communicate by vibration only while being touched, and does not go Dormant when removed from its sconce.
Advanced
Adventurer-Swallowing Labyrinth Awareness:The Heart of your Stronghold may rearrange and alter itself, to the horror of those within it. Over the course of 2d20 hours, provided the Demesne remains roughly the same shape and size, change the location of all rooms within it, as well as the manor. None may leave their rooms while this takes place, and attempts to do so open to a flat surface of stone, but otherwise this is a silent process not apparent from the outside. In addition, the Heart may begin to move around any unattended piece of furniture within the Demesne with an extraordinary Animate Object as a standard action, although only up to a number equal to its highest mental ability score’s modifier at a time. In addition, it may, within the Demesne, replicate the effects of Stone Shape, Wood Shape, and Shape Metal upon its own self at-will as a full-round action.
Dungeon-Populating Crown
Prerequisites: Your Demesne must have a throne room.
The money granted to you by the Landlord feat doubles. You attract followers and a cohort as though you had the Leadership feat, except they are called minions and a lieutenant, and may be any creature of appropriate level granted by the Summon spell series (Nature’s Ally, Monster, and Undead) in addition to NPCs. They are a manifestation of your stronghold, and may not leave it, treating it as their home plane for the purposes of any magical dismissal. Fallen creatures or those forcibly removed from the Demesne leave no remains, instead discorporating into intangible essence, from which they or a creature of equal CR may be contrived, taking 2d4 days before they return to physical form and resume their duties. They obey unquestioningly.
Advanced
Issue Forth From the Gates: Your minions and lieutenants may travel a number of miles equal to your highest mental ability score modifier from your Demesne without discorporating.
Interdiction of Steadfast Guardians: As as standard action, you may call a number of minions or lieutenants from within your Demesne with total hit dice no greater than your own to your location immediately. They occupy the nearest safe, adjacent, empty spaces to you.
Sovereign's Control Room: While at the seat of your authority, you may speak and be heard from any point within your Demesne. You may observe any minion or lieutenant you possess by focusing on them as a full-round action, as though Scrying upon them.
Draw on Wells of Power
Prerequisites: Demesne must have a Magic Laboratory
Within your magic laboratory, a 25 square foot rift in the ground opens up, leading to a swirling vortex of unknown energy, treated as water 10 feet deep for the purpose of entering it. It radiates strong magic of every school with a caster level equal to your hit dice, and illuminates the room it opens up in with dim light. Any magical item, treasure, or precious thing cast into this rift is immediately converted into a number of Mythos points equal to its gold piece value, while it is irretrievably lost as it assimilates into the arcane confluence. Any creature other than yourself cast into the rift must make a will save. if it fails, it is converted into a number of Potentia equal to its hit dice, which is stored within the pool, its body, mind, and even its immortal soul being destroyed and changed into the fluid essence that powers this locus. Any creature that remains within the pool for three rounds without being dissolved into Potentia has successfully overcome the expression of your will, and may use it as you yourself would.
When you bathe in the well, you absorb 1 Potentia each round, until you have reached the maximum amount you can contain in your system (your character level). This remains in your system, then vanishes for 24 hours. As long as you are within one mile of the Rift, you have the spontaneous spellcasting ability of a Duskblade with a level equal to the amount of Potentia you possess, and may cast as though you possessed the Eschew Materials feat, with your highest mental ability score treated as your spellcasting ability.
If the e Magic Laboratory is destroyed or ruined, the rift closes, and you lose the benefits of this Mythos. You may open a new rift over the course of a 1-hour ceremony in a new Magic Laboratory, you may only have one such rift open at a time.
Basic
Germanely Organic Arcana: Your rift generates 1d4 points of free Potentia each day.
Furiously Toxic Arcana: Other creatures may not benefit from your rift, and creatures that succeed the Will save take acid damage equal to your character level instead of growing closer to commandeering your power.
Crawling Castle Animus
Prerequisites: -
Your Demesne gains the Crawling mobility, with a locomotion in miles per hour equal to your highest mental ability score modifier. If you have Heartbeats Beneath Floorboards, the Heart of your Demesne controls this locomotion. Otherwise, you control this motion from within your Demesne through a mental link. You may choose to convert your Demesne to a more compact form for easier transit. If you do so, it is inaccessible and may not be exited save through teleportation for 1d8 hours as it reshapes itself. After the reshaping, the internal space is relocated to the astral plane, save for 1 or 2 stronghold spaces' worth of structure that remains in the Prime Material as an access point, in the form of a cottage, small keep, or otherwise seemingly-humble residence, yet the locomotion doubles. If this access point structure is destroyed, the remainder of the Demesne is unmoored, and lost in the astral plane.
You choose the method by which the mobility is achieved: common forms include spidery, mechanical limbs or chicken legs, though there are as many individual means as there are Regents Dominus.
https://image.ibb.co/mnuswb/Mythic_Domain.png
"This place is dangerous, twisted, and worst of all - it likes to think it has a sense of humor." - Zola, Girl Genius (http://www.girlgeniusonline.com/comic.php?date=20070725#.Wkx2pt-nE2w)
The characters featured in the banner (and their native source material) are, from left to right: The Assassin of Red (http://typemoon.wikia.com/wiki/Assassin_of_Red) (Fate/Apocrypha), Vlad Dracula Ţepeş (http://castlevania.wikia.com/wiki/Dracula/Animated_series) (Netflix's animated Castlevania), and Howl (https://en.wikipedia.org/wiki/Howl%27s_Moving_Castle_(film)) (Howl's Moving Castle.)
Before the Gods built their masterpiece of manifest creation, their great and ever-turning wheel of living stories, there were the Titans: not tale-spinners, but of the substance of legend itself, the living abstract principles of myth incarnate in the churning proto-cosmos, reaching out with tendrils of narrative thread to weave the fables that would let them truly know and perpetuate themselves. Key to this was the existence for each fully developed Titan of a "Stage," upon which their stories would be, for their pleasure, played out endlessly with a host of actors drawn from an internal library of soul-stuff welling upon within the cores of their beings. Inevitability, with Their breath of dust, would see great kingdoms and monuments rise upon a blanket of endlessly shifting sand of powdered bone and stone for the pleasure of watching them fall over untold eons into the perfection of ruination as figments born for the sake of dying toiled in vain to preserve them, while Envy's oily and gelatinous moons spun in an orrery of endless imperfect mimicry of Its fellows before being blasted to the nothingness it would ever be reshaped from in its master's endless pursuit of what It could never hope to have. A galaxy of ethereal being had taken shape, the play and interplay of fictive protomatter far more untamed than the rigid, crystallized morass of morality and mortality that the law-giving gods created. What They had was neither peaceful nor perfect, but it was a way of being - a way that no longer exists.
The Dawn War, its memory etched into the subconscious of every living being, was the end of the age of Titans and the beginning of the age of Gods. In a feast of utter brutality that no subsequent battle could ever hope to match, the divine progenitors of creation shattered the Stages of the Titans and rent their story-born flesh, grinding the once-unquestioned masters of uncreation into the clay of their own work. Trapped in a nightmare half-existence as indefinite prisoners of war, the stories that play out in the Great Wheel are the by-product of its substance, the convolution and intricacy of its dramas the result of the pollution of what was the Titans purity, the interweaving of conflicting themes to form a pattern that furthers the Gods' own arrogant lordship of matter.
However, there is a flaw in the system. Leaks have sprung in the machine of the planes, the gears have ground and a spark has flown up from them, smoke rises and threatens fire: the Anthols, Mythic heroes incarnating the stories of the Titans, empowered by their force and cast in their form in the twin forges of destiny and chance by the hammer of will. Among these beings, some have, ignorant of the nature of what they do, intertwined their being with a location. These islands in the sea of Divine blasphemy, oases of Titan-essence in a sea of crude matter, are perhaps the seeds of new World-Bodies as the Anthols perhaps might be the seeds of new Titans, or even the keys to their tightly-locked prison. Called by those knowledgeable of the forbidden lore of what was before creation the Regents Dominus, these mythic scions impose their narrative upon their kingdoms, unassailable within it even as they shape it.
ENTRY REQUIREMENTS
Mythos: 1 or more Fantastic Mythos.
Feat: Landlord (Stronghold Builder’s Guide)
Special: Sole ownership of a built or shaped place of residence no smaller than 20 feet by 20 feet by 10 feet.
Class Skills
The Regent Dominus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge [All] (Int), Listen (Wis), Profession (Wis), Search (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each Level: 6 + int modifier
Hit Dice: d10
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Mythos
1st
+1
+2
+2
+2
Catalystic Castle Doctrine, Ownership I, The Regent's Mythos
+1 level of Mythos-granting class
2nd
+2
+3
+3
+3
Ownership II
+1 level of Mythos-granting class
3rd
+3
+3
+3
+3
Ownership III
+1 level of Mythos-granting class
4th
+4
+4
+4
+4
Ownership IV
+1 level of Mythos-granting class
5th
+5
+4
+4
+4
Ownership V, Self-and-Stronghold Synthesis
+1 level of Mythos-granting class
Class Features
Weapon and Armor Proficiency: The Regent Dominus does not gain any new proficiency with any weapons or armor.
Catalystic Castle Doctrine: The Mythos granted by the Regent Dominus class predicate on the possession of a Demesne. A Regent Dominus' Demesne is a single structure that allowed them to qualify for this class - it could be anything from a Gothic manor to an ivory tower to a cottage made of candy in the woods. If it was not built or designed by the character, or on their orders with close oversight in the construction and conception, the they must have at least made regular usage of it for no less than 30 days, over the course of which they customized and invested within it to truly make it their own. If your Demesne is destroyed, a qualifying replacement must be built with personal oversight by the Regent, or or inhabited and customized in such a fashion. In addition, gold expenditures by the Regent on non-functional parts of their dominion (an art gallery, a garden that does not grow alchemical crafting materials or food, candelabras and fine furniture) and provide no benefit other than increasing its comfort, opulence, or aesthetic are refunded as Mythos Points to the
Ownership: The substance of your domain is reinforced by the legend that it in turn reinforces. At level 1, the external walls, windows, and doors of your Demesne resonate with Mythic power, and are treated as though under the effects of an extraordinary Augment Object, with the sum of all your levels in Mythos-granting classes as the caster level.
At level 2, the augmentation extends to all internal apertures and surfaces within your Demesne as well. The external surfaces and apertures of your Demesne may no longer be harmed by mundane means unless you specifically desire it (such as for reconstruction).
At level 3, instead of saving as a magic item with a bonus equal to [half your character level + 2], the Demesne uses your own Will Save bonus, if it is higher. In addition, these saving throws are rolled against all teleportation or divination effects attempting to pierce the Demesne's interior from the outside without your consent, even if they do not normally allow saving throws. Once this saving throw is successful, the same effect cannot be used against the Demesne for 2d20 days.
At level 4, this save also extends to teleportation to the immediate location of the stronghold without your knowledge or consent, as well as all divination attempting to ascertain any information about its location.
At level 5, no save is necessary. Your Demesne is immune to attempts to teleport to or within it, scry upon it or on those within it, or magically gather information about it. All benefits of the Augment Object effect on your stronghold double.
The Regent’s Mythos: The nature of the Regent Dominus is a parasitic legend that infiltrates one's own story. While gaining levels in the Regent Dominus, those levels are added to the class using to qualify it for the purpose of gaining new Mythos and the effects of these Mythos, and when selecting these new Mythos, one may choose the Mythos granted by the Regent Dominus. Until one reaches 5th level in Regent Dominus, mythos granted by this class may only be chosen from levels in Regent Dominus.
Self-and-Stronghold Synthesis: Your own legend is one with your stronghold. It is a part of you myth, and an incarnation of your will, a tool to impose it upon the landscape as much as your own two hands. All Mythos-granting classes you possess have the Regent Dominus’ mythos permanently added to the list of Mythos they grant.
Fantastic Mythos
Luminous Architect Inspiration
Prerequisites: –
You are considered trained in Knowledge (Architecture and Engineering) and Profession (Architect), regardless of the allocation of your skill points. In addition, you gain a bonus to these skills equal to the sum of your levels in Mythos-granting classes used to qualify for this class when making checks with respect to your Demesne. As long as you are personally involved in the construction, expansion, or repair of your Demesne, costs are reduced by 10% and time is reduced by a factor of your highest mental ability score modifier. Lastly, while you aid in contriving materials, though they are statistically equivalent to whatever you purchase, they may appear as being made of any substance of lesser value.
Basic
My Muse Is Acererak: The skill training and bonus also extends to Craft (Traps) and Knowledge (Dungeoneering). If you have Buttressed With Effulgent Prana, your mythic crafting ability extends to traps.
Maker’s Mien and Mentality: You always apply the skill bonus granted by this Mythos, even when not using the skill on your own Demesne. If you have Buttressed With Effulgent Prana, you may craft Wondrous Architecture for any stronghold or structure.
Advanced
Buttressed With Effulgent Prana: You are able to craft Wondrous Architecture for your Demesne as though you had all appropriate feats, treating your levels in Mythos-granting classes as your caster level. For the purposes of creating items, possessing a scroll, spellbook, potion, oil, wand, or staff that contains whatever spell or spells you must know allows you to be treated as knowing the spell when crafting, you copy the patterns intuitively. This Wondrous Architecture draws upon your Mythos, and is not truly magical in nature.
Heartbeats Beneath Floorboards
Prerequisites: -
A primitive sapience and animus flower within your Demesne. Space and matter fold as a new chamber appears within it with a size of one stronghold space, a stationary, Large shard of pulsating crystal that emits dim light out to 30 feet floating languidly in the center. This is the seat of an intelligence with mental stats equivalent to your own and an alignment within one step of yours that is connected to the entirety of the house. It has d12 hit dice equal to your character level, and DR/- equal to your highest physical ability score modifier, and no Strength, Constitution, or Dexterity scores. This intelligence is friendly to you, and has a mental link of unlimited range that functions even across planes, through which crude emotional impressions can be conveyed, yet the core can only “speak” through vibrational emanations within its own chamber. If reduced to 0 hit points or smashed, it becomes Dormant, and the intelligence ceases to function until Mythos Points equal to (100 times your character level) are spent in the course of an 8 hour ritual in the now-empty Core Chamber to revive it. If removed from its Core Chamber, it becomes Dormant until placed within a Core Chamber within a Demesne effected by this Mythos. The Heart of your Demesne may operate the Demesne's movement functions, and operate any doors, torches, or other parts of the Demesne fixed to the ground yet otherwise moveable. It perceives all things touching a fixed surface within your Demesne by Tremorsense. This includes traps and siege defenses such as stationary ballistae turrets.
Basic
Castle-as-Companion Idealization: The stationary crystalline heart of your Stronghold is replaced in physical form and statistic by any creature that can be granted by the Familiar class feature or the Improved Familiar feat in conjunction with said class feature. It only has control and awareness of your Demesne while within the special control chamber, and dies according to the Familiar rules instead of the Heart rules, but does not become dormant when removed from its chamber or the stronghold.
Articulation of Architecture: The Heart of your Stronghold may communicate with you through telepathic language as opposed to mere empathy.
Compaction of Consciousness: Instead of a Control Chamber and a Large crystal Heart, the Heart is now a Fine crystal that slots into a special sconce on the wall or floor. Its durability remains the same, only its mobility changes. It may communicate by vibration only while being touched, and does not go Dormant when removed from its sconce.
Advanced
Adventurer-Swallowing Labyrinth Awareness:The Heart of your Stronghold may rearrange and alter itself, to the horror of those within it. Over the course of 2d20 hours, provided the Demesne remains roughly the same shape and size, change the location of all rooms within it, as well as the manor. None may leave their rooms while this takes place, and attempts to do so open to a flat surface of stone, but otherwise this is a silent process not apparent from the outside. In addition, the Heart may begin to move around any unattended piece of furniture within the Demesne with an extraordinary Animate Object as a standard action, although only up to a number equal to its highest mental ability score’s modifier at a time. In addition, it may, within the Demesne, replicate the effects of Stone Shape, Wood Shape, and Shape Metal upon its own self at-will as a full-round action.
Dungeon-Populating Crown
Prerequisites: Your Demesne must have a throne room.
The money granted to you by the Landlord feat doubles. You attract followers and a cohort as though you had the Leadership feat, except they are called minions and a lieutenant, and may be any creature of appropriate level granted by the Summon spell series (Nature’s Ally, Monster, and Undead) in addition to NPCs. They are a manifestation of your stronghold, and may not leave it, treating it as their home plane for the purposes of any magical dismissal. Fallen creatures or those forcibly removed from the Demesne leave no remains, instead discorporating into intangible essence, from which they or a creature of equal CR may be contrived, taking 2d4 days before they return to physical form and resume their duties. They obey unquestioningly.
Advanced
Issue Forth From the Gates: Your minions and lieutenants may travel a number of miles equal to your highest mental ability score modifier from your Demesne without discorporating.
Interdiction of Steadfast Guardians: As as standard action, you may call a number of minions or lieutenants from within your Demesne with total hit dice no greater than your own to your location immediately. They occupy the nearest safe, adjacent, empty spaces to you.
Sovereign's Control Room: While at the seat of your authority, you may speak and be heard from any point within your Demesne. You may observe any minion or lieutenant you possess by focusing on them as a full-round action, as though Scrying upon them.
Draw on Wells of Power
Prerequisites: Demesne must have a Magic Laboratory
Within your magic laboratory, a 25 square foot rift in the ground opens up, leading to a swirling vortex of unknown energy, treated as water 10 feet deep for the purpose of entering it. It radiates strong magic of every school with a caster level equal to your hit dice, and illuminates the room it opens up in with dim light. Any magical item, treasure, or precious thing cast into this rift is immediately converted into a number of Mythos points equal to its gold piece value, while it is irretrievably lost as it assimilates into the arcane confluence. Any creature other than yourself cast into the rift must make a will save. if it fails, it is converted into a number of Potentia equal to its hit dice, which is stored within the pool, its body, mind, and even its immortal soul being destroyed and changed into the fluid essence that powers this locus. Any creature that remains within the pool for three rounds without being dissolved into Potentia has successfully overcome the expression of your will, and may use it as you yourself would.
When you bathe in the well, you absorb 1 Potentia each round, until you have reached the maximum amount you can contain in your system (your character level). This remains in your system, then vanishes for 24 hours. As long as you are within one mile of the Rift, you have the spontaneous spellcasting ability of a Duskblade with a level equal to the amount of Potentia you possess, and may cast as though you possessed the Eschew Materials feat, with your highest mental ability score treated as your spellcasting ability.
If the e Magic Laboratory is destroyed or ruined, the rift closes, and you lose the benefits of this Mythos. You may open a new rift over the course of a 1-hour ceremony in a new Magic Laboratory, you may only have one such rift open at a time.
Basic
Germanely Organic Arcana: Your rift generates 1d4 points of free Potentia each day.
Furiously Toxic Arcana: Other creatures may not benefit from your rift, and creatures that succeed the Will save take acid damage equal to your character level instead of growing closer to commandeering your power.
Crawling Castle Animus
Prerequisites: -
Your Demesne gains the Crawling mobility, with a locomotion in miles per hour equal to your highest mental ability score modifier. If you have Heartbeats Beneath Floorboards, the Heart of your Demesne controls this locomotion. Otherwise, you control this motion from within your Demesne through a mental link. You may choose to convert your Demesne to a more compact form for easier transit. If you do so, it is inaccessible and may not be exited save through teleportation for 1d8 hours as it reshapes itself. After the reshaping, the internal space is relocated to the astral plane, save for 1 or 2 stronghold spaces' worth of structure that remains in the Prime Material as an access point, in the form of a cottage, small keep, or otherwise seemingly-humble residence, yet the locomotion doubles. If this access point structure is destroyed, the remainder of the Demesne is unmoored, and lost in the astral plane.
You choose the method by which the mobility is achieved: common forms include spidery, mechanical limbs or chicken legs, though there are as many individual means as there are Regents Dominus.