LOCATION: Latveria/Castle Doom
In the
Marvel Comics fictional universe,
Doctor Doom makes his home in
Castle Doom, a high 110 room
castle built in the
16th century by the
Latverian nobleman Count Sabbat. It first appeared in
Fantastic Four no.5.
The castle overlooks the Latverian capital of Doomstadt (formerly Hassenstadt). Doom has lived in the castle since usurping the throne from King Vladimir, save for the brief periods when the throne was usurped from him by Prince Zorba or Doom's own "heir,"
Kristoff. Doom destroyed the castle to quell a rebellion lead by he exiled Prince Rudolpho. The rebuilt castle's general out structure remained the same, but current technology was integrated into the castle's structure in accordance to Doom's specifications.
The exterior walls of Castle Doom are constructed of reinforced
stone, and the tower roofs are also reinforced. Moments after an attack is detected,
force screens spring up around the exterior walls. Interior walls are also made of stone and reinforced, and all interior doors are made of wood reinforced with
steel. Doom's above-ground
laboratories are supplemented with energy screens that can reflect attacks back onto its point of origin.
Guards are posted along the exterior walls at all times. Standard shifts include six Doom-Knights on the higher towers, six Warrior Robots patrolling the lower parapets, four human Latverian Guardsmen watching the front gate and main entrance, and a minimum of three Guardian Robots patrolling the woods around the based of Castle Doom. Built into the castle are a number of deterrents, including stunners,
shock fields on the walls, doors and windows, and gas emitters that can fill a room with
knock-out gas or an exceedingly lethal
poison gas. It Doom feels these measures are not extreme enough, he will employ excessive measures such as his Rainbow Missiles or Vortex Machines. The weakest defensive point of Castle Doom are the
docks that open out to the Klyne River -- this entrance is only staffed by two human Latverian Guardsmen and four to six Warrior Robots.
Visual, audible and
motion sensors honeycomb Castle Doom and Latveria. Only the fear in Doom's underlings slows his knowledge of all that goes on in his domain, as his minions are understandably hesitant to bring him bad news. Doom has built in triple-redundant protective devices around his surveillance and security systems, requiring an amazing degree of skill to neutralize the alarms or surveillance devices.
Castle Doom contains one basement and five sub-basements. The basement contains Doom's
wine cellars and storage space for miscellaneous housewares. The first sub-basement is contorted with small winding passageways that lead only into various trapped rooms. Separated from these corridors is Doom's
hangar, which can open to the castle's
courtyard or via a ramp leading out behind the castle. The second sub-basement holds Doom's primary research & development laboratories. This floor also contained numerous
torture chambers, which Doom equipped with various power-inhibiting devices when he converted them into superhuman detention cells. The Memory Transference Machine, which was used to turn Kristoff into a mental clone of Doom, is also located on this level. Prison cells nested in a tangled maze of corridors make up 30% of the third sub-basement. The remainder of this level is used for Doom's major projects, such as his Cosmic Energizer and his currently inert series of Doomsman androids. The highly advanced and extremely efficient
nuclear reactor which powers Castle Doom is located in the fourth sub-basement, as are more secret laboratories and workshops. The fifth sub-basement is equal parts worked stone and natural caverns. An offshoot of the Klyne River runs through this level, which feeds three backup
hydroelectric generators. Doom's
magical summoning room is also located on this level, as is a supplemental robot construction facility.
The Ground Floor contains the grand entry hall and a lavish reception hall with a raised
throne. Behind a large tapestry in the back of the throne room is a concealed door leading to a robing room and study. To the left of the entry hall is Doom's
art gallery, antiquated
kitchens and the
chef's quarters, and a staff lounge and staff dining area. To the right of the robing room are hallways leading to a robot repair/recharge area, a fully stocked armory, and guard bunks.
The 2nd floor contains the grand
ballroom, the official throne room (a high-ceilinged chamber where Doom holds his more
diplomatic meetings), a formal dining room, servant's quarters, expensively furnished guest rooms, a music room (housing Doom's Hyper-Sound Piano), the castle
museum (featuring the Latverian crown jewels and various mementos of Doom's conquests), the archives/royal
historian's office, the communications center, robot construction workshops, offices for various staff, and a
balcony from which to address the public. Guard bunks and guard posts are scattered throughout this floor.
The 3rd floor holds several secondary R&D laboratories, scientist's quarters, a medical infirmary, the hangar, a surveillance center (focused on the national/domestic level), and robot construction workshops. Guard posts, mostly manned by robotic guards, are scattered throughout this level.
The 4th Floor holds several tertiary R&D laboratories, including a holography & laser lab, a chemical lab, and a genetics lab. A surveillance center, focused on international events, is also located on this level.
Floors 5-10 are located in Castle Doom's massive central tower. The 5th floor houses a game room, and the 6th floor holds Doom's living quarters. The 7th floor holds Doom's private scientific laboratories, and Doom's private magical laboratory & workshop are located on the 8th floor. The 9th and 10th floor holds Doom's private 2-story
library.
Retrieved from "
http://en.wikipedia.org/wiki/Castle_Doom"
(ALL BATTLES MUST STAY IN CASTLE DOOM. Of course, Doom won't be present, but anything (or anyone) who would normally be there in the Master's absense will be, including Doombots. But, take note,
Doombots will not attack the participants, unless your character would be able to do something with them to help in his/her match.)