Definitely too much. I don't know about hours but it will be 3-4 days (But it rally depends on what I have to do). This one was pretty hard because of rendering rock. Of course I do studies at the same time but it is 3x time easier and faster to do sth from references than imagination.
Thanks guys! I've just had (after I drew the Daedric Ruins) some problems with my laptop screen so now I can't tell values and colours properly, so whatever art I do will be kinda rough and in black and white. This is what my screen looks like now:
Anyway I've managed to come up with a few more concepts, hopefully I can refine them after I get a replacement/fix for my dying laptop :P
Grazelands Concept: The Grazelands with a Dunmer Stronghold in the distance, basically the same idea as the original Grazelands, the African Savanna idea, but I added some rock formations which could be natural or they could be Milestones, like how the Romans used stones to mark distances along roads. The idea is that the rocks have since become shelters for the animals/creatures in the area, perhaps markers of points of interest in the wide open Grazelands.
Azura's Coast concept, kind of inspired by the Britannia coastline as seen in Ryse: Son of Rome. The Altar is inspired by the altar on which Elrond read the map under the moonlight in The Hobbit: An Unexpected Journey (the film).
Lovely, lovely and mysterious. Perfect, I like the mix of tall plants among the rocks. My only comment is that I would be fearful of sharks in that water, I'd have to listen to jaws 0_o. Great work
Lovely, lovely and mysterious. Perfect, I like the mix of tall plants among the rocks. My only comment is that I would be fearful of sharks in that water, I'd have to listen to jaws 0_o. Great work
Thank you! :) Yea the rock formations kinda look like shark fins...good thing Morrowind doesn't have sharks, unless Skywind adds them in :P
I revised the Azura's Coast concept based on feedback and ideas by Dragomir, and added Red Mountain in the distance. Here's the latest version: (Now with colour because my laptop got back to normal for now)
I like the idea for the crystals. For the trees, though, rather than go with fossilized trees, how about you go with old, dead trees approximating a bristlecone pine? These things look awesome, and the wood itself lasts pretty much forever. There are still-living trees today that are 5000 tears old, and the wood in the middle has been technically 'dead' that whole time without rotting. Living fossils, literally. Of course these would be dead, but the point is if the trees themselves can survive 5000 years without rotting, dead trees could have easily survived on Vvardenfell since before the heart was brought so near the surface and Fyr's birth and Dwemer 'poof' and all that good stuff.
Fossilized trees I'd associate more with sedimentary rock on the mainland - much older ground than Vvardenfell, which is relatively 'new'. The place used to be a bay before Lorkhan's heart landed there and roiled up an island around itself.
@lukkar Here's what I came up with, hope I got what you meant haha. Used the "pillar" as a base for the textures but could be applied to general Daedric structures. :)
Here's another concept for Azura's Coast, this time focusing more on the shoreline. Trying for a rocky, craggy, desolate feel. Tried out some vine-like mushrooms that coil around the rocks to grow outwards because the craggy rocks make it hard for the mushrooms to grow straight. (At least that's my explanation for it :P)
Wow, this is really good Lukkar. The nearest surroundings of the Red Mountain I'd like to have practically barren, volcanic wastes full of ravines and lava. You forgot about the ghostfence though :P
And even though I've put it in my thread I might just throw it here as well, idea for Bitter Coast's shore line, so that it has something interesting where it joins with the sea:
Hello,I'm new to the forums.I'd like to give an idea or an inspiration for all the good and talented people that work here.Here are some pictures from Dark Souls 2
I said that I didn't know if it is good for a concept for Skywind :P For composition reasons I resigned of ghostfence :P I wanted to create sth poetic in universum of Morrowind like Wanderer above the Sea of Fog. Maybe add Easter Egg animation for that like in this painting :P Rock avalanches, acid sulfur rains, steep slopes, fumes "lavafalls" and ravines I think it is good for this region :) And your concept for bitter coast it's good idea too. I would be so cool to walking between those roots. It could create a little "caves" and "cavers" beneath trees. Blue light unedr trees (maybe underwater) I'm on it Trasition with algal bloom between coast and open water is cool too. IHMO I think it would be good to add some transtion north-south. South like mangrove type on the south and north more casual.
Hey guys, been busy with some other stuff lately so I haven't done a whole lot, here's what I've done today with some concepts on Mushrooms, mainly for the Azura's Coast Region.
A concept for the Grazelands border facing the Ashlands with exaggerated Ghostfence, on the Morrowind map it's pretty much a straight border of suddenly rising ashy/black mountains which reminded me a lot of the mountains of Mordor in LOTR, where the Grazelands would be the Pelennor fields, so it kinda looks a lot like it. :P
Like in original game I propose very dynamic weather (thunders, sandstorms, reddish dust everywhere). Some bridges above cliffs, narrow pathways some fallings rocks etc.I know it's completely different than morrowind but IHMO venilla red mountain pretty sucks. This is one of the most important places btw. The only problem will be total redesign all ruins, caves in this region. But I think u will cope with that guys :)
Just simple image to illustrate my view of dense fungus forest. May be later will make models: for fungus tree and separate for it's side stems (i think it could be more like epiphyte).
@lukkar Nice idea for Red Mountain, the winding paths up are cool. Morrowind had a few from what I remember but they weren't very visible from the ground.
I'd like to see what can be done with the ashland vegetation. I saw someone else posted petrified trees. I was just now looking at some pictures of redwood trees, some toppled over. Really interesting textures and shapes on the bases and burls, kind of like an eroded, weathered, cooled-lava deal.
P.S: Also, to everyone, sorry I've been away for a bit. I'm going to try to get some more sketches going; Red Mountain seems like an interesting place to start.
@whizafriz Good idea but I wiil add only some trunks. I don't want to have some giant trees over ashlands territory. It's desert anyway. But I love those roots and I want to see it in the game :P (hope someone will model it)
@Indalus Quite similar :) I see rare forest, quite good for northern part of Bitter Coast
@alysander I see it only as some coppice. I don't want to be mean, I like this idea but where do u find enough room to establish it?
@lukkar ah sorry I forgot to specify, I didn't mean the entire giant redwood tree for the ashlands; just incorporating their texture/shapes from the reference images. Haha giant trees would indeed look very out of place.
@lukkar That looks epic, would love to adventure there!
Here's a concept for the Bitter Coast, not much difference from Morrowind though. (EDIT: Updated with a more refined version)
very nice, i think it'd be great to have that kind of bitter coast (more flooded looking, instead of ponds everywhere, make it islands everywhere so that you are going through the water more) :P
@Indalus nice concept for the Bitter Coast. The fireflies / torchbugs are a good touch, including the glowing mushrooms. I like the composition of the area, it has a very scenic-look to it with the trees and pond framing the manor. Roads leading to views like this would be awesome.
Hi guys!
This is my concept for Ashland.
I wanted to make something different but familiar. Some elements (Rope are lengthways road, stone pyramids, and dead trees) I took from original Morrowind.
I with pleasure will wait your opinions.
@alysander A coppice could be a neat addition to any of the farmland areas. What do you think they could harvest?
@RomanDubina I'm likin this. Has this really cool southwestern desert feel to it, but not hot/orange/cactus-y, more subdued and cool. I like the openness of the valley, especially with the big sky.
Alright. I think it's time to talk about ashlands. There are concepts being made for the region, but the general idea wasn't really talked through. Let's start with that Ashlands aren't uniform. They're a big ass region and need a big differentiation. So I divided them into sectors, here's the map:
RED - already landscaped, so there isn't much need for concept. They ought to be the most desert - like, big ash wastes with lots of room and a big sky. Not many trees (if any look up Bristlecone Pines), mostly some small vegetation typical for ashlands. Full of bug shells and some skeletons. Ashstorms raging around almost all the time. Sky and air blue and pretty clear, unless there's an ashstorm.
BLUE - for a big part not yet touched, still waiting for the Red Mountain to be placed before it can be worked on in detail, so concepts are most welcome. What I have in mind is for it to be barren for the most part. Nearly none vegetation or water, full of cracks, ravines and volcanic mountains. Not that much ash either, mostly sharp volcanic rocks. The closer to the Mountain the bigger the rocks and cracks. Possible lava streams, but not too common (that's mostly a Molag Amur thing). Ashstorms and Blightstorms very common. Also almost every Foyada starts there, it would make sense to show a beggining of a Foyada - a crack with lava in it, perhaps diving back underground. Crazy cracks and ravines especially in the part north of the Red Mountain. Much less see-through air, resulting in the sky being a bit of a different colour, becoming yellow much sooner before the sunset, the show distance not very far.
YELLOW - Redoran ashlands. A bit more open than the volcanic mountains, with smoother rocks and a bit more reddish colour scheme to fade better with West Gash. Generally more vegetation, but still ashland, occasional dead trees, perhaps even dry, dark red/purple/grey grass. Regular ashstorms and blightsorms. Pretty good visibility unless under ashstorm, perhaps a slight reddish tint (VERY SLIGHT) to blend with West Gash.
PURPLE - I'm not sure if it isn't technically western Molag Amur, still we could discuss it as southern Ashlands. This part should be pretty rocky and mountainous, but having lake Nabia in the center it would have a bit more vegetation - especially in the South where there is nearly no ashstorms. Very possible geysers and some lava lakes, so burnt vegetation and trees are definetly in place. Lake Nabia itself would be colorful, like hot volcanic lakes in Yellowstone. Visibility and tint similar to Molag Amur, meaning a bit obscured by the geisers and lava smoke (but I wouldn't go for totally red like in Lukkar's concept, unless under Blightstorm, or sunset).
GREEN - Now, this probably didn't have to be separated, since it would have a very similar biome to the south of purple area, but I wanted to highlight that we need some burnt trees on the sides of Foyada Mamaea - the longest of all foyadas. Since it's used as a road it probably wouldn't have much vegetation in the middle, but definetly lots on the sides - I'd really like to see a concept of that. Very good visibility, pretty much no ashstorms.
ORANGE - Red Mountain itself. Its outskirts need to be completely barren, full of big holes, ravines, giant cliffs, sharp, intimidating rocks and lava streams. Iconic red sky and constant blightstorm, short view distance.
RED - I will add some dunes here, sth like really, really tiny sand desert.
PURPLE - I don't think vegetation near Lake Nabia is good idea. This kind of likes are very toxic place and in addition it will be good to admire all those wonderful formation without distraction.
GREEN - It would be good to see transition which if u go more south then u see more and more vegetation. In the most southern part will be ordinary vegetation but with that difference that u have ashland's texture beneath u.
ORANGE - Remember if defeat Dagoth Ur, visibility will be quite clear. Someone said that it would be cool if each slope would have different style.
I don't think lake Nabia is toxic, what makes it colorful is different levels of thermophiliac bacteria, each growing in a different temperature zone. Frankly the volcanic hot lakes would generally be thriving with life.
From aesthetic point of view I'd like some place in which the ashlands could be a bit more overgrown. The north should be quite barren, it's both colder and more dry in there. The Ascadian Isles and Bitter Coast however are said to have pretty intense rainfalls, and lake Nabia could only form from regular rain. Therefore if anywhere, it would be the southern part of ashlands east of toxic/volcanic Molag Amur (there are toxic lakes there), and they'd have some vegetation growing in there. Of course not that lush, but more than in the north.
@Medrike
Definitely too much. I don't know about hours but it will be 3-4 days (But it rally depends on what I have to do). This one was pretty hard because of rendering rock. Of course I do studies at the same time but it is 3x time easier and faster to do sth from references than imagination.
@Indalus
Good to see that I'm not the only one here :P
Thanks guys! I've just had (after I drew the Daedric Ruins) some problems with my laptop screen so now I can't tell values and colours properly, so whatever art I do will be kinda rough and in black and white. This is what my screen looks like now:

Anyway I've managed to come up with a few more concepts, hopefully I can refine them after I get a replacement/fix for my dying laptop :P
Grazelands Concept: The Grazelands with a Dunmer Stronghold in the distance, basically the same idea as the original Grazelands, the African Savanna idea, but I added some rock formations which could be natural or they could be Milestones, like how the Romans used stones to mark distances along roads. The idea is that the rocks have since become shelters for the animals/creatures in the area, perhaps markers of points of interest in the wide open Grazelands.
Azura's Coast concept, kind of inspired by the Britannia coastline as seen in Ryse: Son of Rome. The Altar is inspired by the altar on which Elrond read the map under the moonlight in The Hobbit: An Unexpected Journey (the film).

Lovely, lovely and mysterious. Perfect, I like the mix of tall plants among the rocks. My only comment is that I would be fearful of sharks in that water, I'd have to listen to jaws 0_o. Great work
Yours Truly wrote:
Thank you! :) Yea the rock formations kinda look like shark fins...good thing Morrowind doesn't have sharks, unless Skywind adds them in :P
Gorgeous pictures Indalus, Well done!
blender was busy rendering stuff so i got to draw a little.
not sure if these will be usefully here, I usually do 3d models
http://cghub.com/images/view/903367/
http://cghub.com/images/view/902023/
http://cghub.com/images/view/866854/
Thank you Yixist! :)
I revised the Azura's Coast concept based on feedback and ideas by Dragomir, and added Red Mountain in the distance. Here's the latest version: (Now with colour because my laptop got back to normal for now)
Man, this is looking gorgeous!
As I promised. It is sth for further development and this is only poor visualizations of my main ideas on Molag Amur.
Rock & crystals
1,2 Portals made of some igneous rock with black crystals here and there.
3,4,5 Giant crystals group. Some of them melted with rock.
6. More ordinary Crystal (red,orange,violet... it's up to u)
7. Igneous rock with some crack and so on (more details you have on my previous work, I don't see point to do it again)
8. Some spiked, burning rock like on my previous work.
"Ground"
1. Devils Den "cold" one 2. With floating hot air 3. with smoke 4. with exploding lava 5. with fire
7. Cracked cold lava field 8.Cracked hot lava field
9. Cracked slope
"Flora"
1. Fossil Bushes, last one is rendered.
2. Dark, dry grass (flower or not) Far away from lava pools, maybe between rocks.
3. Tree moss knows as Pseudevernia_furfuracea but much bigger then original one. Placed like grass.
4. Some lichens on rock.
5. Fossil trees
Caves entrances and lava tubes
1. One-way entrance 2. Two-way entrance 3. Three-way entrance 4. Three-way entrance with high ceiling of the cave
5. Round skylight on ceiling of the cave 6. Cracked-shape skylight on ceiling of the cave
All entrances to Molag Amur will be leading through lava tubes. Then will be nice closed unpleasant area. What do u think?
I like the idea for the crystals. For the trees, though, rather than go with fossilized trees, how about you go with old, dead trees approximating a bristlecone pine? These things look awesome, and the wood itself lasts pretty much forever. There are still-living trees today that are 5000 tears old, and the wood in the middle has been technically 'dead' that whole time without rotting. Living fossils, literally. Of course these would be dead, but the point is if the trees themselves can survive 5000 years without rotting, dead trees could have easily survived on Vvardenfell since before the heart was brought so near the surface and Fyr's birth and Dwemer 'poof' and all that good stuff.
Fossilized trees I'd associate more with sedimentary rock on the mainland - much older ground than Vvardenfell, which is relatively 'new'. The place used to be a bay before Lorkhan's heart landed there and roiled up an island around itself.
Nice concepts Lukkar, looks awesome, especially the crystals! :D

Did some sketches today for the Daedric Ruins, ideas on layout and structures.
Imagine if you will, a geode archway 0_o
how about underground mushrooms? it would make sense, and look cool.
@Indalus cool ideas ,could u make some textures concepts for it? Like I did here http://tesrenewal.com/forums/concept-art/molag-amur-environment this is only example but u can get idea I hope.
@lukkar Here's what I came up with, hope I got what you meant haha. Used the "pillar" as a base for the textures but could be applied to general Daedric structures. :)
Here's another concept for Azura's Coast, this time focusing more on the shoreline. Trying for a rocky, craggy, desolate feel. Tried out some vine-like mushrooms that coil around the rocks to grow outwards because the craggy rocks make it hard for the mushrooms to grow straight. (At least that's my explanation for it :P)

@Indalus good work, plz feel the Skywind gallery when art work is done http://tesrenewalskywind.deviantart.com/
@DaedricLord Thank you! Just submitted some art work to the gallery. :)
Sheogorad.

I don't know if it is good for a concept but I just done it for fun :)
Bigger size - http://lukkar.deviantart.com/art/Red-mountain-446844367?ga_s...
Wow, this is really good Lukkar. The nearest surroundings of the Red Mountain I'd like to have practically barren, volcanic wastes full of ravines and lava. You forgot about the ghostfence though :P

And even though I've put it in my thread I might just throw it here as well, idea for Bitter Coast's shore line, so that it has something interesting where it joins with the sea:
Hello,I'm new to the forums.I'd like to give an idea or an inspiration for all the good and talented people that work here.Here are some pictures from Dark Souls 2
@Dragomir
I said that I didn't know if it is good for a concept for Skywind :P For composition reasons I resigned of ghostfence :P I wanted to create sth poetic in universum of Morrowind like Wanderer above the Sea of Fog. Maybe add Easter Egg animation for that like in this painting :P Rock avalanches, acid sulfur rains, steep slopes, fumes "lavafalls" and ravines I think it is good for this region :) And your concept for bitter coast it's good idea too. I would be so cool to walking between those roots. It could create a little "caves" and "cavers" beneath trees. Blue light unedr trees (maybe underwater) I'm on it Trasition with algal bloom between coast and open water is cool too. IHMO I think it would be good to add some transtion north-south. South like mangrove type on the south and north more casual.
@LakiBK1
Hi,
but for which region do u give us inspiration?
Sheogorad.
Hey guys, been busy with some other stuff lately so I haven't done a whole lot, here's what I've done today with some concepts on Mushrooms, mainly for the Azura's Coast Region.

A concept for the Grazelands border facing the Ashlands with exaggerated Ghostfence, on the Morrowind map it's pretty much a straight border of suddenly rising ashy/black mountains which reminded me a lot of the mountains of Mordor in LOTR, where the Grazelands would be the Pelennor fields, so it kinda looks a lot like it. :P
An idea for paths in Red mountain region. Maybe I will add supplement for this.
Bigger size ---> http://lukkar.deviantart.com/art/Red-mountain-pass-448132775
Like in original game I propose very dynamic weather (thunders, sandstorms, reddish dust everywhere). Some bridges above cliffs, narrow pathways some fallings rocks etc.I know it's completely different than morrowind but IHMO venilla red mountain pretty sucks. This is one of the most important places btw. The only problem will be total redesign all ruins, caves in this region. But I think u will cope with that guys :)
@Indalus higher Ghostfence is quite good idea :)
Just simple image to illustrate my view of dense fungus forest. May be later will make models: for fungus tree and separate for it's side stems (i think it could be more like epiphyte).

@lukkar Nice idea for Red Mountain, the winding paths up are cool. Morrowind had a few from what I remember but they weren't very visible from the ground.
I'd like to see what can be done with the ashland vegetation. I saw someone else posted petrified trees. I was just now looking at some pictures of redwood trees, some toppled over. Really interesting textures and shapes on the bases and burls, kind of like an eroded, weathered, cooled-lava deal.
http://www.vangabonds.com/wp-content/uploads/2012/11/IMG_672...
http://oi38.tinypic.com/9v8v8w.jpg
http://www.flowersociety.org/images/Essences/Research/Redwoo...
http://www.terragalleria.com/images/us-ca/usca30533.jpeg
P.S: Also, to everyone, sorry I've been away for a bit. I'm going to try to get some more sketches going; Red Mountain seems like an interesting place to start.
@lukkar That looks epic, would love to adventure there!

Here's a concept for the Bitter Coast, not much difference from Morrowind though. (EDIT: Updated with a more refined version)
@whizafriz Good idea but I wiil add only some trunks. I don't want to have some giant trees over ashlands territory. It's desert anyway. But I love those roots and I want to see it in the game :P (hope someone will model it)
@Indalus Quite similar :) I see rare forest, quite good for northern part of Bitter Coast
@alysander I see it only as some coppice. I don't want to be mean, I like this idea but where do u find enough room to establish it?
@lukkar: I hope that's some place for coppice or forest on Telvanni areas and Sheogorad region.
@lukkar ah sorry I forgot to specify, I didn't mean the entire giant redwood tree for the ashlands; just incorporating their texture/shapes from the reference images. Haha giant trees would indeed look very out of place.
Some paintings of the Ashlands, trying out this jagged/splintered look. Lemme know what you guys think.
Indalus wrote:
very nice, i think it'd be great to have that kind of bitter coast (more flooded looking, instead of ponds everywhere, make it islands everywhere so that you are going through the water more) :P
@Indalus nice concept for the Bitter Coast. The fireflies / torchbugs are a good touch, including the glowing mushrooms. I like the composition of the area, it has a very scenic-look to it with the trees and pond framing the manor. Roads leading to views like this would be awesome.
@alysander A coppice could be a neat addition to any of the farmland areas. What do you think they could harvest?
@RomanDubina I'm likin this. Has this really cool southwestern desert feel to it, but not hot/orange/cactus-y, more subdued and cool. I like the openness of the valley, especially with the big sky.
What about a concept for Buckmoth Legion Fort ?
wiz those are great, i can create more slate versions for those rock shapes when i get to that area. :)
Roman - that buckmoth pic is very atmospheric :D
Here's a concept for Vivec. This is shantytown around the outer wall of the City.
Only been gone for a week, and I come back to a feast for the eyes!
Loving the cluttering concepts RomanDubina. This really helps our level designers with making the world more "real".
Don't forget to send in art to the deviant art skywind group http://tesrenewalskywind.deviantart.com/
Yeah, that Vivec concept art is awesome!!
Loving the concept for that wall. Very in line with what could be around Vivec city, without being over-the-top.
concept for West Gash bigger size--> http://lukkar.deviantart.com/art/West-Gash-450508639
I can do some supplements for it too.
I know LA will like that one. More West Gash for our landscaper! :)
Alright. I think it's time to talk about ashlands. There are concepts being made for the region, but the general idea wasn't really talked through. Let's start with that Ashlands aren't uniform. They're a big ass region and need a big differentiation. So I divided them into sectors, here's the map:

RED - already landscaped, so there isn't much need for concept. They ought to be the most desert - like, big ash wastes with lots of room and a big sky. Not many trees (if any look up Bristlecone Pines), mostly some small vegetation typical for ashlands. Full of bug shells and some skeletons. Ashstorms raging around almost all the time. Sky and air blue and pretty clear, unless there's an ashstorm.
BLUE - for a big part not yet touched, still waiting for the Red Mountain to be placed before it can be worked on in detail, so concepts are most welcome. What I have in mind is for it to be barren for the most part. Nearly none vegetation or water, full of cracks, ravines and volcanic mountains. Not that much ash either, mostly sharp volcanic rocks. The closer to the Mountain the bigger the rocks and cracks. Possible lava streams, but not too common (that's mostly a Molag Amur thing). Ashstorms and Blightstorms very common. Also almost every Foyada starts there, it would make sense to show a beggining of a Foyada - a crack with lava in it, perhaps diving back underground. Crazy cracks and ravines especially in the part north of the Red Mountain. Much less see-through air, resulting in the sky being a bit of a different colour, becoming yellow much sooner before the sunset, the show distance not very far.
YELLOW - Redoran ashlands. A bit more open than the volcanic mountains, with smoother rocks and a bit more reddish colour scheme to fade better with West Gash. Generally more vegetation, but still ashland, occasional dead trees, perhaps even dry, dark red/purple/grey grass. Regular ashstorms and blightsorms. Pretty good visibility unless under ashstorm, perhaps a slight reddish tint (VERY SLIGHT) to blend with West Gash.
PURPLE - I'm not sure if it isn't technically western Molag Amur, still we could discuss it as southern Ashlands. This part should be pretty rocky and mountainous, but having lake Nabia in the center it would have a bit more vegetation - especially in the South where there is nearly no ashstorms. Very possible geysers and some lava lakes, so burnt vegetation and trees are definetly in place. Lake Nabia itself would be colorful, like hot volcanic lakes in Yellowstone. Visibility and tint similar to Molag Amur, meaning a bit obscured by the geisers and lava smoke (but I wouldn't go for totally red like in Lukkar's concept, unless under Blightstorm, or sunset).

GREEN - Now, this probably didn't have to be separated, since it would have a very similar biome to the south of purple area, but I wanted to highlight that we need some burnt trees on the sides of Foyada Mamaea - the longest of all foyadas. Since it's used as a road it probably wouldn't have much vegetation in the middle, but definetly lots on the sides - I'd really like to see a concept of that. Very good visibility, pretty much no ashstorms.
ORANGE - Red Mountain itself. Its outskirts need to be completely barren, full of big holes, ravines, giant cliffs, sharp, intimidating rocks and lava streams. Iconic red sky and constant blightstorm, short view distance.
@Dragomir
RED - I will add some dunes here, sth like really, really tiny sand desert.
PURPLE - I don't think vegetation near Lake Nabia is good idea. This kind of likes are very toxic place and in addition it will be good to admire all those wonderful formation without distraction.
GREEN - It would be good to see transition which if u go more south then u see more and more vegetation. In the most southern part will be ordinary vegetation but with that difference that u have ashland's texture beneath u.
ORANGE - Remember if defeat Dagoth Ur, visibility will be quite clear. Someone said that it would be cool if each slope would have different style.
I don't think lake Nabia is toxic, what makes it colorful is different levels of thermophiliac bacteria, each growing in a different temperature zone. Frankly the volcanic hot lakes would generally be thriving with life.
From aesthetic point of view I'd like some place in which the ashlands could be a bit more overgrown. The north should be quite barren, it's both colder and more dry in there. The Ascadian Isles and Bitter Coast however are said to have pretty intense rainfalls, and lake Nabia could only form from regular rain. Therefore if anywhere, it would be the southern part of ashlands east of toxic/volcanic Molag Amur (there are toxic lakes there), and they'd have some vegetation growing in there. Of course not that lush, but more than in the north.
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