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Rising above the crowded mayhem of the rest of Bral, the High City is a green, spacious area of marbled palaces and noble villas. To most Bralians it is a realm beyond their own, a place where the average citizen may set foot only a dozen times in a lifetime. There are few actual restrictions that make this so; it would appear that the separation of the elite and the masses is a natural development.


At the highest point topside Andru's palace, Starhaven and Starsong Tower, crowns the Rock. Enclosed behind white walls, the seat of the ruling prince is a rambling building of elegant domes and climbing vines. Few indeed are the commoners whose business takes them into the prince's demesnes.


Traffic in the High City is light, and includes servants of the nobility, hurrying this way or that, on some errand of their lords. Occasionally a lady and an escort of gentleman-rakes may sally forth for a day of shopping in the Greater Market. The streets are watched by small contingents of Royal Guards who maintain a discrete presence in the High City.


The High City is also home to a few of the most expensive restaurants and inns in the entire city. If you have the money, the sign of The Man-o'-War is one of the finest hostels in any sphere. While you are staying in the High City, be sure you take in one of the performances of the Royal Theatre Company.

Starhaven

Standing at the highest point topside, Andru’s palace of Starhaven crowns the Rock. Enclosed behind a wall, the seat of the ruling prince is a sprawling structure of gleaming domes and climbing vines.


The palace has many windows, all rendered shatterproof by magic. Attendants in impeccable livery see to the needs of the palace’s occupants, while armored guards stand vigilant around the grounds.


Not bad, for a human. We could have built a real palace, of course. Sturdy walls, strong halls underground, none of this light-airy-dome business.
- Arkaddun Stonehewer, dwarven engineer and architect

At the high end of the Stonebridge the access to the barracks and palace grounds is controlled through the Gatehouse, which is guarded by a watch company of 20 soldiers. Most seekers are asked to state their business there. A messenger is then sent to the major domo of the palace, who determines whether or not the visitors should be turned back at the gate.


If anyone is permitted to continue, they will be escorted to the nearby Palace Gate, which is guarded by eight members of the Royal Guard. Any armed characters will be asked to check their weapons. Then they will be shown into the palace itself, where the major domo will greet them and determine who it is that the party really needs to see. Assuming that their business is important enough, the major domo will advise the Chamberlain, who will have the Proconsul, the captain of the Royal Guard, the spymaster, or perhaps even Andru himself, advised of the business at hand. It is a very rare occasion when strangers are led directly into the presence of the prince.

Lake Bral

Lake Bral fills a chasm and provides most of the water that sustains Bral’s population. The chasm extends through the gravity plane of the asteroid, so that Lake Bral has two surfaces—its topside surface and another in a cavern deep inside the Rock.


Although the lake means that a shortage of water isn’t normally a concern on Bral, the water supply becomes depleted every few years. To replenish it, the Bralian navy embarks on an expedition to latch onto a nearby ice asteroid and bring it back. Before being brought into the Rock’s gravity plane and lowered into the lake, the ice is broken up into manageable pieces.


A natural stone formation, called the Stonebridge, spans a narrow part of the lake.

Festival Grounds & Arena of Frun

The Festival Grounds is a broad parkland used for public gatherings on holidays and as a recreation spot at other times. Once a year, the Arena of Frun is the site of a series of athletic games, though it is seldom used for organized events otherwise.

Library of the Spheres

The Library of the Spheres boasts a vast collection of tomes, scrolls, and other manuscripts. The library doesn’t contain any books or scrolls of a magical nature, and none of its contents can be taken off the premises. It is the official headquarters of The Fireball Alliance.


The Library of The Spheres is as close to an overall headquarters as the Seekers get (short of the legendary world of Compendium). About thirty years ago the Seekers decided to relocate two of their larger libraries to Bral for their safety, thus forming the core of the current collection. While the Crown was apprehensive of leasing that much property to a group notorious for not being concerned with trifles like Rulers, politics, or temporal authority in general they were persuaded by gifts of intelligence about rival and trading opportunities in other Spheres.


The Library itself is actually a compound of six buildings (filling the city block it occupies on the Bral map). These buildings are: The Main Library, three dormitories for transient members, Offices and staff residences, and the walled compound of The Special Collection. Entities from throughout the “Arcane Inner Flow,” and beyond travel here to use its resources. It is also worthy of note that the Seeker Council of Sages meets here once every five years as they set the agenda for the order and decide which “great and burning questions,” deserve attention.


The Man-o'-War

For those feeling fancy or for whom fanciness is a way of life, the Man-o’-War, with its view overlooking Lake Bral, is the finest restaurant and inn in the city. The establishment has a strict dress code, and guests are not permitted to carry weapons.


Shrii Hallek, a respectful female hadozee, manages the Man-o’-War for its mysterious owners, who are rumored to be adventurers.

Royal Theater Company

The Royal Theater has been in operation for over sixty years. The company’s lavish stage productions often feature magical illusions and pyrotechnical special effects.

Temple District

The temples in the Temple District are devoted to various gods, faiths, and pantheons. The priests here are willing to cast helpful spells in exchange for a donation in coins, gems, or art objects of a certain value, as noted in the Helpful Spells table.

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Moon Shadow Guildhouse

The Moon Shadow Guildhouse in High City, located within the bustling City of Bral, stands as a beacon of secrecy and power. Concealed within the maze-like streets, its true nature is hidden beneath a clever facade—a seemingly ordinary merchant house, giving no indication of the shadowy Moon Shadow Guild that resides within its walls.


From the outside, the Moonshadow Guildhouse appears as a three-story stone building, its facade blending seamlessly with the neighboring structures. Its entrance is adorned with intricate carvings of moons and stars, subtle symbols that hint at the Guild's mystical nature. The front of the building serves as a legitimate storefront, showcasing various goods and wares, allowing it to maintain its cover as a merchant establishment.


However, upon entering the Guildhouse and passing through a hidden portal, a world of mystery and intrigue reveals itself. The interior is a labyrinth of corridors, chambers, and hidden rooms, designed to confuse and disorient any uninvited guests. Dimly lit by magical sconces that cast a soft, ethereal glow, the atmosphere is tinged with an air of secrecy and anticipation.


The main hall is a grand space with high ceilings, adorned with elegant tapestries depicting moonlit landscapes and scenes of covert operations. A large, ornate chandelier, crafted to resemble a celestial constellation, hangs from the center, casting dancing shadows across the room. Intricately carved pillars provide support, each featuring symbols and sigils associated with the Moon Shadow Guild's arcane traditions.


Throughout the Guildhouse, there are numerous rooms dedicated to different functions. The Archives hold vast collections of scrolls, tomes, and magical artifacts, carefully preserved and cataloged by knowledgeable scribes. The Training Chambers serve as practice grounds for the Guild's members to hone their combat skills and magical abilities. Hidden chambers and secret compartments house sensitive information, stolen treasures, and important artifacts acquired through various missions.


The Guildhouse also boasts a central meeting chamber known as the Lunar Council that seats eight phased sections. This grand hall, circular in shape, is adorned with a mesmerizing mural depicting a moonlit sky filled with stars. It serves as a gathering place for the Guild's leadership and key members, where important decisions are made, strategies are discussed, and missions are planned.


The Moon Shadow Guildhouse operates with utmost secrecy and security. Intricate wards and enchantments protect the building from scrying, intrusion, and detection by outside forces. Guards, well-trained in both combat and arcane arts, patrol the corridors, ensuring the safety and secrecy of the Guild's operations.


The Moon Shadow Guildhouse in High City is a testament to the power and influence of the Guild, a hidden stronghold where shadows dance and secrets are kept. It is a place where members of the Guild come together to further their clandestine endeavors and protect the interests of the organization amidst the vibrant tapestry of the City of Bral.