Hmm, let me give you an idea of the basic layout of the Bastion of Order as I have always conceived of it.
First, there are seven interconnected demiplanes at work here, with layers of various defenses. Straight out warding against teleportation isn't always a good idea, as it can leave your own people in trouble when they need to escape (or arrive) in a hurry. I'm prolly gonna use a combination of forbiddance on sensitive areas, special keyed dimensional locks, teleport traps to direct incoming people into areas from which they can be easily dealt with, etc. The walls have thin lead sheets in them, preventing divinations from penetrating from one area to another, stopping attempts to pass through earth and stone, etc.
The exterior is guarded against most physical assault by some tough defenders- possibly constructs? Maybe even a dragon in disguise?
The interior is split into seven distinct 'realms,' one per Arrow of Law. If an Arrow falls, that realm is pretty well sealed off. This also throws the entire Bastion's 'balance' off, making it possible to overthrow it (which can only be done by a creature not from the great battle that takes place every day on the Field of Battle).
I intend to use the assault on the Bastion as an opportunity to pull out the epic monsters I normally don't get to use (cause they just aren't wandering around the world everywhere- they're pretty rare!). It should be good for a laugh.
Oh, and one more thing from my 'in progress- BoO' file:
CREATING A SUBLIME GUARDIAN
“Sublime Guardian” is an acquired template that can be added to any creature without the Chaotic subtype. Except where noted here, the sublime guardian uses all the base creature’s statistics and abilities.
Size and Type: The creature gains the Lawful subtype.
Speed: The sublime guardian gains an increase of +10 feet to its speed in all movement modes that it possesses.
Armor Class: The sublime guardian’s natural armor bonus increases by +4. If the base creature has a deflection bonus to AC from an innate source, this bonus also increases by +4.
Special Attacks: A sublime guardian gains the following special attack forms:
Conformance (Su): 1/day, the sublime guardian can use a special ability that causes all randomness to fall away as the odds of success determine everything in a 60’ emanation from the sublime guardian. In addition, all Lawful beings within the area gain a +2 luck bonus on all rolls while all Chaotic beings suffer a -2 luck penalty. The conformance effect lasts for one round per point of wis bonus that the sublime guardian has. While it is in effect, any time the sublime guardian or its allies attempts an action that requires a roll of 11 or lower on a d20 it automatically succeeds; if it requires a natural 12 or more to succeed, it fails. Enemies of the sublime guardian automatically succeed at any action that requires a 10 or lower to succeed, and automatically fail on any action that requires an 11 or higher.
Smite Chaos (Su): 1/day per point of wis bonus, the sublime guardian can declare a normal attack to be a smite chaos attempt. This grants an attack bonus equal to the sublime guardian’s wisdom bonus and deals one extra point of damage per HD or point of Cha bonus of the sublime guardian, whichever is greater (to a maximum of +35).
Spell-Like Abilities (Sp): A sublime guardian gain spell-like abilities based on its hit dice, as determined by the table below. A sublime guardian’s caster level is equal to its hit dice or its wisdom bonus, whichever is higher. Unless otherwise noted, the sublime guardian can use its spell-like abilities 1/day. All save DCs are wisdom-based.
HD---Spell-Like Abilities Gained
1-3---Detect chaos at will, protection from chaos
4-6---Hold person, order’s wrath 3/day
7-8---Discern lies 2/day, dispel magic
9-10--Crusade, defensive harmony
11-12-Dispel chaos
13-14-Dictum, greater dispel magic
15-16-Heal 2/day, mass hold person
17+---Mass charm monster, shield of law 2/day
Special Qualities: A sublime guardian gains the following special qualities:
Blindsense (Ex): A sublime guardian’s perceptions are sharpened so that it can perceive unseen things around it in a radius of 10’.
Damage Reduction (Su): The sublime guardian gains DR 5/chaotic if it has 5 HD or less (include all class-based HD in this calculation). If it has 6 to 12 HD, it instead gains DR 10/chaotic. If it has 13 to 24 HD it gains DR 15/chaotic; and if it has 25 or more HD it gains DR 20/chaotic. If the creature already has damage reduction, it keeps the higher number before the slash and connects all required properties with an ‘and,’ even if they were connected with an ‘or’ before. (For example, a sublime guardian gulgar gains DR 10/adamantine and chaotic, while a 12th-level fighter barbed devil (total HD 18) gains DR 15/chaotic, good and silver.)
Immunities (Ex): A sublime guardian gains immunity to mind-affecting effects and glamers. (Note that this means that it can see invisible creatures with ease.)
Overcoming Damage Reduction (Ex): A sublime guardian’s natural weapons, as well as any melee weapons it wields, are treated as magic and lawful for overcoming DR.
Spell Resistance (Su): The sublime guardian gains SR equal to its Hit Dice +8.
Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Wis +10, Cha +6.
Skills: A sublime guardian gains the following racial bonuses to skills: Concentration +10, Listen +10, Sense Motive +10 and Spot +10.
Feats: A sublime guardian gains Alertness, Endurance, Final Strike and Iron Will as bonus feats.
Challenge Rating: HD 5 or less, as base creature +2; HD 6 to 14, as base creature +3; HD 15+, as base creature +4.
Alignment: Always lawful.
Level Adjustment: +5