Okay, I made my stronghold area although it will certainly need GM approval with everything I did in there I'm guessing. I also may have gone slightly overboard filling in the descriptions but hey, high level divinely morphic place where I can build a crazy stronghold? Yeah. Built in a few things for on/off screen offerings to Enchinda because she's got that perverse thing going on. Other people are welcome too, just haven't yammered on enough to get anything that might specifically interest others yet so I can mention them or add little tiny things in.<br/><br/>There are probably still some formatting and typos around but here is the draft I have.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wall of Anasil Text</div><div class="spoiler_body">Anasil's Domain - The beginning of the end.<br/><br/>Standing in the gateway of the Ancient Castle, Anasil's domain is as much a mixture of joy and horror as the nymph turned fiend is herself. The outer walls are defenses as horrifying as they are insidious. The spires of magically treated bone line it, a twisted mockery of life and daring all who wish to cease living to enter past their embrace. The bone overlays a thick layer of magically reinforced Obdurium with a wall of force sitting at its core if only to mock those who would go through the laborious process of attempting to break the stalwart walls surrounding Anasil's garden.<br/><br/>Outside the walls the bombardments from her weaponry ring out on the any who would oppose her leading some invaders to seek to escape it and victory by breaching the walls. Inside, however, there is no room that holds respite against <em>The Final Embrace</em>.<br/><br/><strong>Gatehouse</strong> - The gatehouse to enter is set of living wood doors laced with bone opening up into a wide corridor leading to the garden. A portcullis of reinforced Obdurium can drop on the opposite side of the doors leaving any stuck inside to be blasted by the inner defenses of the caste. The entryway manned by Anasil's undead servants.<br/><br/><strong>Guard Post 1 and 2</strong> - The guardhouses flank either side of the gatehouse providing murderholes to fire against those attempting to breech the gate and as a storage point for the undead troops inside to pour into the garden to fight off any invaders that make it that far. Each guardhouse is inscribed with sigils turning each into a Chamber of the Unliving.<br/><br/><strong>Barbican</strong> - The barbican sitting above the gatehouse leaves Anasil's undead servitors slits to pour down whatever foul necromantic concotions and poisons that they have prepared (ofttimes vast amounts stored in portable holes to be opened and poured out below), cast spells or arrows into the choked corridor below, and give a good view if the Warding Bell needs to be rung. The barbican is inscribed with the same sigils of the posts, turning each into a chamber of the unliving. The warding bell itself triggers the Guards and Wards on the Gatehouse, Courtyard, and Common Area beyond. In addition it triggers the walls anti-siege augments, dropping prismatic walls across the outer walls, horizontally across the air above the garden with walls of force directly behind the prismatic screens to keep air bound foes out, and dropping a pair in front of the portcullis and behind the gatehouse door to trap anything inside the gatehouse between the paired barriers.<br/><br/><strong>Courtyard, Luxury</strong> - Past the gatehouse is the open air courtyard and garden. The smoothly cut flagstones are warm and pleasant to the feet, unusual in that they conform easily and give slightly to those without shoes while remaining firm to those with them to keep for a fine comfortable walk regardless of those who travel across the surface.<br/><br/>The centerpiece of the garden is a massive fountain, enchanted as an everful basin, topped with a crystaline statue of Anasil herself. The fountain water flows upwards into her outstretched hands, disppearing and vanishing into her body endlessly like the rivers of souls she devours to satiate her hunger for life and knowledge.<br/><br/>Throughout the area are crystallized soul statues molded into elegant poses although the horrified remnants of their trapped minds can be seen through the eyes if one looks close enough. Each stands in the centerpiece of a small circular rock garden with vegetation between each giving greenery between the lifeless areas.<br/><br/>Near the entryway into the citadel itself is a small pad of buttons and levers, each able to trigger different programmed illusions into the sky just above the garden itself. The first two are simple, either a sunny day or night that is best paired with an archfiend using the Control Weather provided by Methu to get the proper ambiance. The rest of the buttons are more complicated with several knobs and switches to set off different colors of illusionary fireworks into the sky. There are two programmable toggles for those wishing to pre-set particular shows and trigger than at the appropriate points.<br/><br/><strong>Common Area, Fancy</strong> - The entryway into the citadel opens into this room, murals of florid wilderness and undeath carved into the walls. The floor appears to be polished stone and the center walkway is home to a thick plush furred rug for visitors to walk, sit, or rest on. There are comfortable padded and backed benches lining the walls along with small tables beside them to hold refreshments or books if needed while those seeking entrance wait. During times of siege troops pour into this room on the way out and to stymie attackers by simply choking the path with their corpses if need be. There is only one door leading further inward in the common room and it heads into Anasil's Throne Room.<br/><br/><strong>Throne Room, Luxury</strong> - Anasil's throne room isn't only luxurious but enchanted as a Hall of Speech and Secure Chamber just to ensure it's appropriate for receiving truly important visitors or hammering home just what any fools who dare invade the fortress have gotten themselves into. The artistry and color on the walls are created with perspective in mind, giving the feeling of an endless forest all around.<br/><br/>Her throne is a livingwood and mythril inlaid bone carved comfortable and padded chair raised upwards on a dais made dragon bones with each color and metal represented layer by layer noted with decorations of scales and gems. Emeralds, rubies, diamonds, and other gemstones adorn the throne itself.<br/><br/>Past throne to either side lead doorways towards other sections of the castle. The one on the right when a person enters leads towards the central area of the fortress and other archfiend domains while the left leads to Anasil's more personal areas.<br/><br/>Through the left her personal section is divided into three areas by a branching hallway towards one for her work, for entertaining guests, and a solid door leading into her bedroom suite. The walls past the throne room into her personal spaces are formed of carved and decorated stone while the floors are a warm wood with sections covered by furred rugs.<br/><br/><strong>Bedroom Suite, Luxury</strong> - Entering into the bedroom suites there are three obvious doors, one of frosted glass (leading to the bathroom), one of darkened leather (leading to her bondage room), and a sliding paper door leading to her closet. Inside the closet are rows and rows of boots and clothing ranging from casual to fancy with a few sets of what might be termed fetish gear intermingled throughout the area.<br/><br/>There is a large rich oak writing desk, smooth and cool to the touch, with an ink pot that magically restocks itself, an animated self sharpening writing quill, and whatever books or papers Anasil had been working on but had yet to put away. In the corner of the room there are a set of plush padded self cleaning reclining chairs. One of the chairs glows to those who might detect magic, an animated object with arms and reclining section able to part the surface of it to grasp and bind whoever is sitting there, maneuvering them or holding them into various positions while keeping them in place with a dimensional lock.<br/><br/>The four-poster <em>Bed of Regeneration</em> is far too large for a single person, covered in magically reinforced silken sheets and smooth linens, it is quite soft and is also animated with a self cleaning enchantment. The bed can make itself, tuck in its occupants, or bind an occupant inside it with its own reinforced sheets. The regeneration effect is more often prized to remove fatigue and soreness from the person who is bound by the sheets, ready to enjoy repeatedly without end or at least have a wonderful nights sleep.<br/><br/>Along the walls there are 4 large spider climbing animated mirrors capable of reflecting like a normal mirror or displaying several different styles of artwork. They can, on command, hold in memory an image of anything reflected into them for display later. When they are not used for displaying art they are usually located above the bed on the ceiling.<br/><br/><strong>Bath, Luxury</strong> - The floor of the bathroom is a smooth colored marble tile mosaic looking like a sandy beach. The walls themselves are painted with perspective in mind showing off an ocean view and an illusion can be activated to make the painted waves move, add in the sounds of the crashing water, and imbue the air with a light salty scent. The heat may, likewise, be controlled by the ever-burning flame in the room.<br/><br/>The large tub, big enough for three people to bathe in or more if less personal space is required, is an animated object enchanted to be able to create water in itself as needed or vibrate to form either jets of water in different spots or send bubbles up through the entire place. It can easily maintain it's own heat using the ever-burning flame in the room, moving over and pulling itself away as needed. Several ceramic sections jut out from the sides with indentations for holding drinks or plates should food be needed during a longer relaxing bath.<br/><br/>Along the edge of the wall is an intricately carved wooden cabinet holding a number of thick towels, bathrobes, selections of incense, bath salts, and other toiletries. Nearby is a large gilt-framed, three fold, full length mirror next to a large polished marble well-stocked grooming desk.<br/><br/>Along the edges of the walls are a number of stuffed chairs and silks for relaxing or viewing anyone bathing or dressing if the bathroom becomes a group affair. Near the chairs there is a trio of everful basin's although two of them are not quite standard. One basin has water as normal but the other two appear to refill themselves with wine and beer for those seeking to refresh themselves in the <br/><br/>There are upholstered leather chairs in the area with holes cut out in them that serve as chamber-pots if needed. Beneath each hole is a bag of devouring for keeping the area clean although it is removable and the sides contain restraints for holding an individual in place there for punishment. While Anasil herself has never bothered with such a thing she has extended the option towards Echinda should one of her pets need discipline.<br/><br/><strong>Bondage Dungeon</strong> - This particular room is an odd one, filled with a pillory, full-sized cross-x restraints, a cage, barrel and pony horses, swings, toys, and even a spinning wheel feathers or other items could be attached to the area is stuffed full of equipment. Each item can be shrunk or enlarged by command word for storage or play and many of the toys are animated allowing vibration or for a bound prisoner to be fucked, whipped, or spanked for hours on end by the magical equipment.<br/><br/><strong>Tavern, Luxury</strong> - For those not invited into her personal bedroom they may be invited head down the hallway towards her tavern. The array of libations is, as would be expected, otherworldly. Bottles of drink line the bar behind the wall and food is available to order. The tavern itself has only one other door in it, heading to the kitchen and storage area to keep the place stocked. The bar is marble-topped and polished, each chair soft and upholstered with a dark red leather. The tables are covered with fine linen and the place settings are pristine.<br/><br/>The artwork changes based on the mood of the viewer in the room, twisting itself to look pleasant to any who view it although for those under the effects of a mindblank or similar effect typically only see sets of mirrors along the walls. The tavern itself can seat up to 20 people although some of the tables are often removed to make room for musicians or actors to entertain those dining and drinking or to make room for dancing.<br/><br/><strong>Kitchen, Luxury</strong> - This massive kitchen includes two full-sized stoves, each with  griddle, stove-top, and large oven An open fireplace allows the roasting of foods of any kind up and and including a full pig. The scullery has two marble basins and an extra everful basin has been added to provide an unlimited amount of water for the area. Fully staffed the area can handle meals for up to a hundred people although it typically only does so when there is need for a garden party. Through the kitchen is the entrance to the storage area.<br/><br/><strong>Storage, Luxury </strong>- This marble-floored room is covered in well-built shelves and cabinets. There is a soft overstuffed leather chair in the center to lounge in while the clerk or other servants retrieve whatever is needed from the massive area. This particular storage area has had several additional items added to it in order to better serve Anasil's needs while she researches. It has several everful basins for differing types of alcohols, an everful larder, and is enchanted to be a Pantry of Preservation to serve as an additional storage place for meat, corpses, or other magical components to be used.<br/><br/>Away from the tavern and bedroom, the last few rooms each are disconnected from each other and simply linked in the hallway itself.<br/><br/><strong>Library, Luxury</strong> - Floor-to-ceiling glass-fronted cabinets with top-hinged doors keep the books here in pristine condition. Each is enchanted with a version of the gentle repose spell and several mending enchantments to ensure every book inside it always returns undamaged. There is a single cabinet that does not include the mending enchantment on it, however, in case the damage to a particular book has made it a collectors item.<br/><br/>Animated ladders slide on wheels and rails for safety and convenience with only the name of the cabinet needed to send it moving along to the right area and the ladder rungs will elevate and lower the occupant to whatever height is needed.<br/><br/>Once book has been acquired there are two private study carrels and a number of smaller tables there. Nearby there is also a single larger table for a researcher to spread out texts and large maps when needed. At the edge of the large table are several tiny carved animated scrimshaw skeletons made out of the bones of former liches, each now capable of walking itself where needed to deliver bookmarks or hold the edges of large maps or other texts down.<br/><br/>The library has books on several subjects, with some general and others very in depth specializations, specifically being Alchemy, Arcana, Necromancy, The Planes, Ritual Magic, and Spellcraft as the current occupants of her library. The library is also enchanted as a Room of Reading for the study of magical texts.<br/><br/><strong>Alchemical Laboratory, Fancy</strong> - This room contains all sorts of alchemical equipment, every tool one might hope for and a wide selection of ingredients. The walls of the room are covered in animated blackboards capable of taking diction and erasing themselves as commanded. The floor is made of magically reinforced animated tile, reforming itself to contain spills and provide stable footing for anyone walking in the room. Numerous basins provide water sources and chemicals for use. In addition the room is enchanted as a Hall of Hope and Room of Reading. A set of spectacles sits on a rack at the front of the room, unable to leave it and enchanted to enhance the skill of anyone wearing them for use in alchemy, granting a +30 competence bonus for alchemy checks to the wearer.<br/><br/><strong>Magical Labratory, Fancy</strong> - This room is built in the same way as the laboratory, save for no spectacles and sections for magical experiments rather than purely alchemical ones. There is a large open area in the middle ready for the tiles to reform and accept in engravings for magic circle traps although Anasil has yet to put a permanent one in the floor as of yet.<br/><br/><strong>Breaking Chamber</strong> - This room was modified from a normal Prison cell. Anasil, however, has little use to store prisoners in the normal manner and melded it into her new experiments. There are no cages, bars, or guards needed for this room and a bed of Restoration sits on one corner near a set of dimensionally locking anti-magic reinforced shackles.<br/><br/>Prisoners escaping captivity and/or torture had a trouble desire to seek revenge and hide due to the fear involved, something Anasil had little patience to deal with, and this lead to a handful of odd ideas and theories. After devouring several succubi and studying materials for a time, she posited a chance to not only make a prison the prisoners wanted to go back to (rendering them dangerous for good people to rescue and negating escape attempts) but to also distill a new fluid. Liquid Joy and Pain were interesting fluids but could other sensations be distilled down into their barest essence?<br/><br/>This line of thought lead to the Breaking Chamber. A dozen shackles hang from the ceiling each enchanted with same horrifying mixture of magic. Anyone bound in the shackles are subjected instantly to a paired set of spells. The first spell is Eternity of Torture, a horrifying sentence holding a creature sustained agelessly without the need for food, drink, or air until the magic was broken. Terrifying but standard and not stopping the fear and rescue issues if the enchantment broke. The second spell mixed in was a twisted form of the Masochism spell turning agony into pleasure on Anasil's attempt to distill pure pleasure after delving through several succubus souls. She posited that any being thrust into an infinitely lasting orgasm and unable to end it would eventually break and be unable to resist returning to the prison, betraying anyone on the way, just for the taste of pleasure that had been given before.<br/><br/>The center of this particular room is a drain leading to a bag of devouring to soak up the fluids of those held in the shackles although it can be covered and an offer was extended to Echidna in the case where she had unruly creatures needing to be punished. There was always the chance to be forced to clean the floors with their tongues.<br/></div></div>