Drakesight
A small but significant Aildean community on the Shell, Drakesight is in constant conflict with its neighbours.
Aildeans are not good expats. Many of their culture's songs and poems revolve around their deep ties to the southern lands and the pain of homesickness. There are only a few permanent residents of Drakesight, and many of those are exiles, heretics or other unmentionables that are not permitted to return to the motherland. As a result, there are often vacant homes or even vacant blocks that the Aildeans must defend from the neighbouring Goblinoid communities. While this tension only rarely breaks out into open violence, threats and counter-threats are common. Drakesight is a lovely little town, the Hobgoblin chieftains might say. Be a shame if anything happened to it.
Notable Locations
- The Last Ember Inn is a remarkable venue, open only after sunset and only then on dark nights. When Furiam or Regni are in full light, Aildean culture would suggest, no one will have any trouble finding a place to sleep and something to eat. But on dark nights, the deeply spiritual lunar people will plan to seek collective shelter. Their pub culture is not like your pub culture. All their food is cooked on an open flame and shared communally. One does not pay. One brings ingredients for the master or mistress of the house to prepare for all those who hunger. As a result of the unplanned nature of this accommodation, a night at the Last Ember Inn is very intimate, very primal, and an experience of nibbling on a potluck of small dishes that come in wave after wave all night long while indecipherable epic poetry is chanted out over the fire. Beulah Garland loved it here. This is what barding used to be.
- The Challenger's Hall is not the most popular or high-class gladiatorial combat arena in Wandering City, but since the tournament at Aildean's Hall of Thunder is hands-down the marquee combat event on the continent, held every five years, the Challenger's Hall holds some cachet with its quarterly tournaments. It lacks the pageantry and spectacle of the halls in the Starboard Metro and Old Town, but the serious combat arts fan is unimpressed by gladiators fighting monkeys or sailing miniature ships around a flooded colosseum. They prefer the stone-silent, reverent atmosphere of the Challenger's Hall, and speak in hushed tones about the gloriously appropriate closing ceremony: the final combatant, victorious after eight rounds, turns to the crowd, bows, and leaves with nothing but the knowledge that she could not be bested.
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Neighbourhood
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