<div align="center"><span class="bbc_size" style="font-size: 14pt;"><strong>Bases of Operations</strong></span></div><br/><div class="floatright">(https://cdnb.artstation.com/p/assets/images/images/004/118/349/large/chris-cold-castleworld-ii-ghosts.jpg?1480517610)</div><span class="bbc_size" style="font-size: 12pt;"><strong>Hades Base:</strong> The Ancient Castle of Niflheim</span><br/><em>Demiplane; Normal Gravity, Normal Time, Finite Shape, Partially Divinely Morphic</em><br/><hr/><ul class="bbc_list" style="list-style-type: decimal;"><li>Contains an ancient artifact known as the Soul Casket, which functions much like a lich's phylactery. Archfiends bound to the Soul Casket will, if slain anywhere else other than within the castle, reform in 1d10 days in the central Council Room of the castle, reappearing upon a seat that they've claimed at the grand central round table.</li><li>Those who have bound themselves to the Soul Casket may invest a shard of their own power within it, applying a single power, property or trait they possess to the castle itself.  They may also bind other, lesser artifacts to the Soul Casket; once bound, these artifacts become accessible to all Archfiends who have bound themselves to the Soul Casket, and can be summoned by any of them as a free action, unless the artifact is already in use by another Archfiend at the time.</li><li>Each Archfiend who has been bound to the Soul Casket gets to briefly shape the demiplane contained within the castle, carving out 20 Stronghold Spaces within its confines, as detailed in the Stronghold Builder's Guidebook, and carving out one additional space per HD gained beyond 16.  These Stronghold Spaces are formed through the power of the Soul Casket itself temporarily rendering the demiplane divinely morphic to its power only, and so can be created without taking into consideration normal gp limits.  Most magic items created by this process, with the exception of magical ammunition created for siege weapons, cannot be taken outside of the castle; however, spaces explicitly carved out along the edge of the castle's interior can be devoted to the creation of exterior defenses for the castle itself, including freestanding walls, gates and towers.</li><li>An Archfiend who was previously bound to the Soul Casket during their mortal life regains all memories of said mortal life upon taking the seat in the Council Room which they occupied in life.  Upon doing so, they may choose from one of the two following abilities:<br/><br/><strong>Change Shape (Ex):</strong> The Archfiend can assume the form they once held during their mortal life.  Though their actual types and subtypes do not change, all divination effects register the Archfiend as a creature of their assumed type and subtypes, rather than their true Outsider form.<br/><br/><strong>Project Image (Ex):</strong> The Archfiend may project an obviously illusory image of their former mortal self to anywhere they can see or have line of effect to, anywhere their telepathy can reach, or to any cultist devoted to them across the planes who is actively praying to them or carrying out a sermon or ritual in their name.  The Archfiend can borrow the image's senses as the spell <em>project image</em>.<br/><br/></li><li>In addition to regaining their memories, Archfiends who were bound to the Soul Casket in their mortal lives and who have re-established their connection to it gain an additional special ability based on the skills and experiences of their former mortal forms.  Lesser versions of these powers are also freely applied to any Fiendish Aspects the Archfiend creates.</li></ul><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">List of Powers granted to the Castle</div><div class="spoiler_body"><ul class="bbc_list"><li><strong>Vholdran:</strong> <em>Cloak of Mystery (Su)</em> - All divinations cast against the castle or its inhabitants or to gain information about them fail automatically.  Those within the castle become aware of any such divination attempts and gain the name, location, and appearance of the caster.</li><li><strong>Torahime:</strong> <em>Change Shape (Su)</em> - The castle has the ability to magically alter its appearance and outward shape, giving any Archfiends who use this ability the power to cause the castle to grow legs that allow it to crawl at a speed of 60 ft per round, or climb or burrow at a speed of 30 ft per round, as well as the ability to make a Disguise or Hide check with a +10 bonus to hide the castle by causing it to blend in with local terrain features.  Using either of these abilities requires the Archfiend to be standing in the throne room and to spend a move action to command the castle.</li><li><strong>Ungrath:</strong> <em>Enhanced Vitality (Su)</em> - While within the castle's confines, those Archfiends bound to it gain fast healing 5 (that doesn't stack with any existing fast healing they may have) and benefit from a portion of Ungrath's natural armor, gaining a +4 bonus to their natural armor.  The structures of the castle and any objects that are a part of it are similarly boosted, recovering 5 hit points every round and gaining a +8 bonus to their hardness.</li><li><strong>Methu:</strong> <em>Control Weather (Sp)</em> - Methu (or any other Archfiend bound to the Soul Casket) can control the environment around the castle as per a <em>control weather</em> spell, with no limitations based on Season.  Archfiends bound to the Casket of Souls and the Ccstle itself are immune to any negative effects or damage that might come from weather generated.</li><li><strong>Anasil:</strong> <em>The Final Embrace</em> - Interior/Hallways; Scorching Rays with CL equal to Anasil, half-dmg as cold and other half as divine/unholy and bypasses immunities. Attack rolls based on Anasil stats and foes slain by these beams turn into solid ice statues (like flesh turned to stone spell), souls trapped inside the statues. These beams fire on intruders on every turn and if reflected/deflected, they strike on walls of the fortress (usually not penetrating fortress hardness so thus not effective method anyway harming fortress).<br/><br/><em>Call to Damnation</em> - Outside/Rapid Bombardment; Each side of fortress is capable of firing four blasts, each of which count as Fell Animate Corrupt <em>fireball</em>s cast by Anasil at a CL equal to her HD. This firing happens every 1d4 turns. Any zombies created are turned loose on allies and Anasil can claim command of them if she is inside the fortress and has line of sight to them.<br/><br/><em>The End of Days</em> - Outside/Big Gun; Once every 5 minutes fortress can fire massive attack atop the fortress, firing the weapon disables all interior and outside soul cannons for 1 minute when it's fired. Cannon can fire anywhere around the fortress on range of 10 miles. Cannon blast is 100'ft wide radius and functions as a <em>destruction</em> spell, except as a blast zone which targets every individual in the zone. Foes slain by the blast turn into wraiths where as those who succeed fort save receive 20d6 dmg. Fort save DC is 40.</li><li><strong>Echidna:</strong> <em>Embryonic Cyst (Sp)</em> - As a standard action, any Archfiend bound to the Soul Casket may command the castle to produce a cyst-like artificial womb, which rapidly swells up and births one or more live creatures, as directed by the Archfiend.  <br/>Greater Cyst (1/day):  This summons a powerful spellcaster with super long range (around 500 ft). A Paeliryon (http://www.realmshelps.net/monsters/block/Paeliryon) named "The Cloud of Darkness"<br/>Lesser Cysts(3/day):  When you activate one of these they form and spawn your choice of: A Rukarazyll (http://www.realmshelps.net/monsters/block/Rukarazyll), A Marilith, 2 Erinyes, An Assassin Devil (http://www.realmshelps.net/monsters/block/Asassin_Devil_(Dogai)), A Logokron Devil (http://www.realmshelps.net/monsters/block/Devil,_Logokron),  3 Dao Genies (http://www.realmshelps.net/monsters/block/Dao), A Trumpet Archon, or A Radiant Idol (Sharn: City of Towers).</li><li><strong>Nyag'thon:</strong> <em>Enhanced Telepathy (Su)</em> - While within the castle, those attuned to the Soul Casket may communicate with anyone within the castle telepathically regardless of distance, even into coterminous planes.  Additionally, while within the castle, anyone attuned to the Soul Casket may communicate telepathically with anyone else attuned to the Soul Casket regardless of distance or plane of existence; two way communication is possible but ends when the one within the castle wills it.</li><li><strong>Galyxx:</strong></li></ul></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stronghold Spaces created within the Castle</div><div class="spoiler_body"><ul class="bbc_list"><li><strong>Nyag'thon's Domain:</strong> (Still working this one out mechanically but here's a basic description)  An expanse of sunset-colored terrain made of nearly constantly moving and shifting flesh.  Large polyps frequently grow from the ground, either to burst with a nourishing fluid, or simply recede after serving as temporary furniture.  More permanent, bony protrusions serve as monuments on the otherwise impossible to navigate terrain.  "Buildings" resemble body parts of various creatures--usually creatures from Nyag'thon's Favored Shape ability--which house a variety of different utilitarian functions.  Dog-sized fleas, ticks, and mites wander the landscape, feasting on the endless supply of otherworldly blood pumping beneath the surface, they follow simple commands and otherwise serve as unskilled labor.  More advanced "servants" are grown on a whim from the mutating flesh, taking forms that fit the requested function.  They linger until the task is completed or after 25 hours have passed.</li><li><strong>Echidna's Domain:</strong> <em>Nymphae Avernalus</em> - The Demirealm of Echidna is a macabre reflection of the ancient luxuries of a forgotten imperium.  The olympian decor is mixed with representations of the magical and the alien.  All the walls are Adamantine (Often covered with carvings or tapestries) that's been magically treated, ethereally solid, and airtight.  The Villa proper Includes. <br/><br/>2 Luxury Bedroom Suites:  The Primary Chambers of The Mother of Monsters, she shares these quarters with her four favored sons.  The rooms include a massive bed and numerous magical furnishings. <br/>- A Cabinet of Stasis<br/>- A Mirror of Mental Prowess<br/>- A Mirror of Opposition inside a beautiful, if macabre, cabinet. A trap for those coming to steal. <br/><br/>Luxury Library: This Library has an extensive book collection for Knowledge (The Planes)<br/>Luxury Chapel: With a Pitch Black Luminary with shutters. It's Been desecrated and Unhallowed. A permanent Glyph of Warding with Insect Plague will harm those who come here that aren't Lawful Evil.  It is the only room outside of the Mortal Coils that doesn't have a Forbiddance effect. There is a Greater Map of Tactics in here, a bed of restoration and a bed of regeneration. <br/>Luxury Bathing Room: Connected to Echidna's Bedroom, has a Decanter of endless water. <br/>Luxury Dining Room:  Two tables of feasting provides delicious food for those who would wish to eat here. <br/>A Fancy Magical Laboratory and Alchemy Lab: Combined to one large room. There is a engraved circle of protection focused inward against every alignment stacked upon each other.  These rooms are a Chamber of Speed. <br/>Two Guardposts are positioned elsewhere in the Citadel to watch for invaders and hold siege weaponry.  Each guardpost has two moonstone masks for those on duty, one Silver Raven of Wondrous Power, a Speaking Stone, and a Lantern of Revealing<br/>Front Guardpost: +5  Trebuchet of Force and Impact (Includes regular ammunition and 20 Lolths Eggs)<br/>Rear Guardpost:  +5 Ballista of Force and Impact  (Includes regular ammunition 20 Bolts of Healing, and 20 Stormbolts)<br/>All rooms have Forbiddance (Lawful Evil with Password), Chamber of Comfort, Halls of Law, Inscriptions of Privacy, Inscriptions of Vacancy . The Guardposts are Chambers of Safety. <br/><br/>- The Mortal Coils: A place of perversion and despair. These lower levels have the same walls of Echidna's other areas but they are also covered in flesh and viscera. The whole thing feels like a living organism. <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">(https://img00.deviantart.net/8231/i/2016/261/3/4/hive_under_the_city_by_themefinland-dai1p1n.jpg)<br/></div></div><br/>Two prison cell spaces join as one to be able to house a number of different sized prisoners. <br/>A torture chamber is here with numerous fleshy tools of the trade. <br/>Most importantly Echidna's Phylactery Womb is here, The size of four prison spaces. <br/><br/>The Mortal Coils are Chambers of Comfort, Dimension Locked, Inscriptions of Privacy, Inscriptions of Vaccancy.  Many copies of the Mithril Chains of Woe are set in the prisons and phylactery womb to bind the prisoners with. Echidna likely also has a Minimum Containment guardian set to appear if someone attempts escape.</li><li></li></ul></div></div>