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Vanilla MG exteriors are unassuming but the interiors tend to use some blue lanterns in low ambient light for a more magical atmosphere, at least in native architecture.
Balmora, Ald-ruhn, Vivec
light_de_lantern_08_177 on furn_de_rope_03
Caldera, Sadrith Mora Wolverine Hall
no blue lights (because imperial? because doesn’t look good in the woodwork-wall sets? because respectively a second-rate/unfinished/abandonned cell and a mere one-room locale?)
That’s something that mostly wasn’t carried over in TR:
Firewatch Palace, Guild of Mages -- none. Maybe in the basement? (very empty ceiling down there)
On a side note, was always bothered by that entrance: Firewatch (17,15) already has its exterior sign (active_sign_c_guildm_01), but leads to a naked grey corridor with two nondescript doors,
wouldn’t it be good to have a little something here? to attract attention towards the actual guildhall door rather than the tower access on the side.
For instance the door with the mages' eye symbol lightly carved, as is used elsewhere in similar circumstances:
Bal Oyra, Keep: Mages Guild Relay – though just a relay, already has some blue light & TR_m1_LC_candle_04_mage
Helnim, Helnim Hall: Mages Guild Relay – nothing special in this "backwater station", makes sense
Akamora, Guild of Mages – nothing. Perhaps in the basement and the in_MH_ramp_01 corridors down to it?
Old Ebonheart – not exactly blue light, at least not in most places, but does something with bluewax candles. Possibly the basement?
Not trying to get into any sort of aesthetic overhaul here!! but simply adding a couple light tweaks can change a great deal. Even going by the assumption that no magelight in imperial architecture is something done by design, there is the Akamora guildhall. Or does blue light not work well with the MH green interiors? Maybe someone with a better eye for lighting could give this a look.