In nearly all areas of Kasshta Keep, water, heat, ventilation, and light are supplied by elemental magic.
Council Chambers: In the highest sections of Kasshta Keep, important elders and mystics live and work. Not every elder takes a chamber in these hallowed halls—many choose to remain among their families (or lineage groups, if kalashtar). So, about half of the Council Chambers are occupied by persons important to the functioning of Kasshta Keep. All these rooms have extensive passive magical defenses.
The most open and public room at this level is the Council Hall. A hemispherical chamber, it is set up as an amphitheater with a central raised dais for speakers. The Council of the Wise meets here. Part of the hall is often set aside for citizens of Kasshta Keep to air grievances or watch the proceedings.
Unknown to many in Kasshta Keep, the central platform is a magic item. Some of the elders, including the Speaker, can command the dais to produce calm emotions, deep slumber, dimensional anchor (more useful before the Shroud), hold monster, tongues, and zone of truth up to three times per day. The area around the dais is also a complex magical diagram useful for many spells such as magic circle against evil.
Asperi Rookeries: Kasshta has long had little asperi "neighborhoods." The asperis who live in these places are considered citizens. Though asperis are wild and free in Adar, the guardians of Kasshta watch over these rookeries to protect them from harm. Given their openness, the rookeries form one of the few potential points of infiltration.
Dujong: Below the Council Chambers is the Dujong, the area where many of Kasshta Keep's warriors live and train. Rooms similar in layout to the Council Hall provide wide training grounds, and ample ventilation keeps the area pleasant.
The Hatta: On the lowest level of Kasshta is an open courtyard filled with orderly buildings and stalls, a wide lane passing through the middle. The whole arrangement resembles a tiny village. Here, merchants sell common goods and arrange deals. The Hatta, as Kasshtans call it, is like the open markets in villages elsewhere in Adar, but it is unusual in the eight monastery-fortresses that guard the land of refuge. Only Dvaarnava has anything similar.
In Kasshta Keep, and Adar as a whole, the goods available are highly variable and the prices fluctuate based on this reality. Much of what is available are basics needed for comfortable living or engaging in craftsmanship. Further, while Adarans do use money, that too is highly variable, and merchants often weigh coins. Barter is common. Assume any magic item or reagent is available in Kasshta Keep, up to the gold piece limit, and decide on its price based on how you want it to appear in your campaign.