I don't actually have anything concrete unfortunately, but I can offer a suggestion. Like we were talking about on IRC - write up a location of some sort, somewhere inspired by Mont Saint-Michel?
I was going to make this into one of my super-long write-ups with distinct sub entries for various locales, factions and characters, but I'm rusty and rust makes me lazy.
Danaa'd's Knuckle and the Ocean's Rebellion
Danaa'd's Knuckle stands on Southern shores, raising stubby but strong against the sand. Choirs of Immaculate monks gather every day to sing the hymns of inner peace and strength of heart in the granite corridors of its abbaye, and thousands come every year to hear them sing and to gawk and laugh at the imprisoned dragon. Down the slopes from the monastery five families compete for profit from the endless streams of visitors, while the sands around them are haunted by raiding sailors, who dive in to hunt or steal while hoping to outrun the vast tide which comes in every noon, turning Danaad's Knuckle into an island for half of each day.
Centuries ago the Knuckle was a barren rock at the edge of the desert, miles from the sea. Once men had raised strange stones and given reverence to demons in twisted cults on top of this rock, but the Immaculate monks had put order to this, sent their souls to a better life, and razed their constructs. The rock lay forgotten for ages. Then Ilevaine, Shepherd of the Waves, Lesser Dragon of Water, rebelled against Heaven for reasons since forgotten; he came from the sky in a chariot of monsoon and pulled the waters of the sea miles away, flooding the desert. He made these unnatural waters his barriers, and on the lone rock that stood out of it built the seat of his rule. Ilevaine ruled merciless over a vast region until an old abbot on a frail skiff crossed the waters and wrestled the dragon into submission, then bound him into the very stones of his own temple; then to prevent him from ever being released he ordered his monks to turn the palace into a temple, and to ever sing the hymns that would weave the dragon's chains. This palace still stands, and the dragon is still bound, and the desert around it has become known as the Basin of Shed Scales.
The Choir of the Waves counts no more than a dozen members at any time, including the head of the order, the third abbot since the dragon-sealer. To represent their station they wear robes of blue and white, and spend much of their time locked away in the monastery, honing the art of singing chain-like chants. All monks of the Choir are Dragon-Blood, making this one of the rare monasteries of the Immaculate Order to have no mortal among its monks. Most of the monks are young, and take service in the Order as a badge of honor, faithfully dedicating two to three decades of their lives to their task before moving on to another position in the Order with high prestige and status. Only the abbot serves for life; the title is currently held by Peleps Dekan, a three-centuries old Water Aspect.
The Choir Room of the monastery is vast room tiled with marble, in the center of which is a round, circular pond of pure transparent water, in which swims a single shimmering carp. This carp is Ilevaine, Shepherd of the Waves. Five times each day the monks gather in this room and chant their hymns, and the water ripples with the sound of it, and the carp's blazing eyes dim once more. Visitors from the outside are accepted in the monastery to witness this chant, and with it the glory of the Dragon-Blooded; they gather on stone balconies that overlook the Choir Room and must observe total silence as the chant goes on. Afterwards they are free to look at Ilevaine in its pond, and to meditate on how the mightiest beings of Creation can be made so humble and small by the power of the Immaculate Order.
Thousands come each year from all across the Southern Satrapies and the Blessed Isle. Pilgrims of the Order, they hope that attending the Choir will make them worthy of a better next life or redeem some punishment, or they simply wish to bask in the glory of the Dragons. Because these travelers need catering, the slopes beneath the monastery have become crowded with a village built entirely to house, feed, and please them; a hundred people live on Danaa'd's Knuckle year-round and profit massively from these visitors. The monks allow such business - even as it sometimes offends their sensibilities - but only grant license to live on the Knuckle to five families, and reserve the right to banish one at any time.
The pilgrims cross the treacherous wet sands before dawn each day, travelling five miles from the constant shore to the mount. Then at noon they hear the rumbling of thunder, as Ilevaine thrashes against his prisons; pilgrims can see the sea, eight miles away on the horizon, erupt from its bounds; a tidal wave engulfs the entire span of desert they crossed earlier within an hour, and then they find themselves on a small island in the middle of a very still sea. It will only recede at midnight. In the meantime the visitors can drink, eat, attend the Choirs, or visit the pleasure houses on which monks turn a blind eye. Gambling is the only sin truly forbidden on Danaad's Knuckle; the Immaculates find the notion of a game of chance offensive and near-blasphemous when every day they hope that Ilevaine's luck will not turn.
Some visitors have less faithful designs. The monastery is no mere building, but a Manse of considerable power, tapping into the wild energies of Ilevaine and the constant ebb and flow of the tide. Students of the occult, architects and hopeful geomancers come from far and wide to study its design perform thaumaturgical ministrations in the glow of its power, hoping to tap its elemental spring. The monks allow these gray practices as long as proper reverence is paid and no crime is committed - but every so often demonic cultists and other heretics come among the visitors hoping to debase the sacred power of the mount, or perhaps even to free the imprisoned dragon; these are met with swift and merciless retribution.
Many communities thrive on the edge of the Basin, where the wet sand turns again to rocky wastes. Although the noon wave is terrible to behold, it brings with it a wealth of fish, stunned and confused, which are easy prey for fishermen's nets and are constantly renewed. As a result, not only do these fishing villages not lack for food, they make a profit selling fresh fish further inland than is normally possible in this region. When the tide recedes, some go out into the wet sands to find shellfish, but to do so is dangerous - the wet sands are treacherous, and one can easily stumble into a shallow covered by quicksand, finding oneself stuck until the tide comes again.
There is only one hope for one so trapped. The sand-raiders sail their frail skiffs on the wet sands in-between tides, and should they find an unfortunate soul stuck in quicksands they will offer them one choice: be rescued and be bound in their crew as a slave, or stay there to wait for the tide. This is incidental to the purposes of the raiders, who come to the Basin looking for a much more valuable prey, the foam-calves. When the sun rises and dries the wet sand, the puddles of saltwater bubble to life into fat, placid water elementals, shaped not unlike an oversized droplet of water with a fleece of solid foam. Left alone, foam-calves feed on shelfish and fish carcass until the next tide comes and they dissolve back into water; the sand-raiders instead capture them and put them in their deck, away from the drying sun, where they can serve as living water tanks - until, once all dried out, they are butchered for meat. With such reserves, the sand raiders sail off away of the noon tide, to cross the Southern desert towards more isolated settlements - alternatively raiding them for wealth and slaves or trading them their heads of foam-calves.
At times they also trade with Noran-on-the-Rock, the only one of the fishing communities around the edge to have grown into a true town. They raise shellknives in the wet sands, buy foam-calves from the raider, and in their bustling marketplace can be found the goods of all small communities along the shore. More importantly they stand as the doorway to Danaa'd's Knuckle, supplying the pilgrims before their cross the sands, and welcoming them back afterwards; many faithful come back from a time of contemplation and deprivation among the monks only to abandon themselves to debauchery in Noran's cheap dens and brothels and gambling-houses.
The town is more than growing. Under the rule of its self-appointed lord, Blood-from-Stone Arai, it has begun a grand work: the construction of an elevated road which would safely traverse the sands, leading the pilgrims to the mount safe from treacherous wet sands, fearsome raiders and the dangers of an ill-timed crossing. Because this would be to their benefit, the monks allow it, although they know Arai to be an untrustworthy Outcast. What they do not know is that Arai's design is not merely to profit from safer travels to the mount - having concealed his knowledge of sorcery ever since he took over Noran-on-the-Rocks, he intends to craft this road so that it may tap into the monastery's geomantic power, funneling some of it back to Noran where he might use it for his own occult designs.
Arai is, perhaps, victim of the Realm's own propaganda; he has no desire for Ilevaine to escape its prison, but believes the work of Immaculate architects to be strong enough that a little theft of Essence will not weaken it. Perhaps he is right - or perhaps the Ocean's Rebellion might taste freedom sooner than anyone thought.