These are copied over from the Discord.
Map 1. (Posted on 04/11/2020)
Honestly, I either liked or loved the content found here
I have some complaints ofc, but the content was really interesting to go through
I suppose I can start with the highlights
Ranyon-Ruhn is absolutely fantastic
As a town it was designed well, not too big, not too small
In an interesting location and a good use of the limited assets at the time. The quests in the town end up being very interesting and I very much enjoyed the little conspiracy that lead to an epic dungeon crawl against some powerful people. The cutscene at the end I did not expect, but appreciated a ton. The general area around Ranyon-Ruhn was pleasant with the only exception being the weird old TR cliffs which just don't look very good
Tel Oren was small with not much content to offer but the area around Tel Oren is very pretty. I really liked the walk to Tel Oren too. That field of flowers looks very pretty and the farmer there is nice to see
Ashamul was a very interesting settlement to see. A traditional Velothi cave dwelling with a very peculiar looking leader. I also found a very fascinating NPC that focused around guar herding, something to always appreciate.
The Sarvanni molecrab farm was absolutely awesome! The fact that some attention was made to the little critters is great. One of the paths you can take to the Servanni was also very interesting. Going through a tight road filled with what I assume was the experiments of Telvanni gone wrong or perhaps angry spirits. The fetch quest from the farm wasn't anything special but I didn't dislike it either.(edited)
Llothanis was a bit.. anticlimactic? Perhaps that's the word for it. On one end the town is very big and looks very beautiful. On the other hand, there wasn't all that much to do there. The layout was very interesting and I liked how it stretched all around the shore.
The plantations of Tel Ouada were very very cool to see. Telvanni plantations look so weird and alien to me because it's not something you see in the vanilla game. The fields in general looked nice and the little hills and mountains to the sides (albeit could be made better by today's standards) looked very nice.
Tel Ouada was an interesting town. There's a lot of interesting characters you can find in the town and I even found a neat quest related to a daedric item (altho the quest was apparently broken due to the quest-specific item getting a new model, while the new id of the weapon was not accounted for). There was also a shop keeper which refused to sell to me but as my character's reputation rose and as I threw some sacks of money, that vendor turned around and became friendly with me.
Perhaps I should also mention that the aggressive Telvanni lord there piqued my interest. Both the Telvanni lord in Ranyon-Ruhn and the one in Tel Ouada have very interesting personalities, in a way they're almost opposites since Tel Ouada is a place of great ambition and desire to grow, while as Ranyon-Ruhn is protected and loved by its lord
Baelkashpitu, the daedric ruin that you get into a big mess with due to a quest was very cool to reach to. Up in some mountains and going down a hill. The outsides of it are honestly very unique and fun to get to. Lots of little smuggler caves and egg mines around the area too. The coast around the area was less detailed than perhaps expected due to the low quality cliff meshes. But still, the beaches were interesting to explore and I even found a river going into the Sea of Ghosts. It was a very awesome area.
Aegondo point was pretty weird. Giant pillars going up into the sky with some odd fellows hanging around there (I assume smugglers). Lots of dead bodies and the molecrabs nibbling on their now rotted flesh.
Firewatch and the general area around it felt.. low quality. People have explained several times that this was the first area TR worked on, and honestly, it shows. There is an awkward set of hills near Firewatch which do not match in color. I will have to give praise to a big mountain outside of Firewatch though. It looks very natural and makes for some very beautiful screenshots. What's inside Firewatch itself is.. how should I put it, Daggerfall-like. You have a very flat layout of a town with shops and houses about. I did find an interesting quest where some older person was using an old word to indicate they wanted something. After some inquiry with different people I learned it was hackle-lo and gave them some. The Firewatch castle portions are probably the worst part of the settlement. The docks look bad, they don't look good or "Daggerfall-like". They just don't look good. I think the lighthouse is very interesting to look at but perhaps with all the new meshes and talent around TR, that could be an even better concept in the future.(edited)
The awkward rock in the middle of Firewatch is not very good looking. The fact that there's also a tower up top with some weird tunnel stuff going through it doesn't help. It's a very moddy solution. The general area around the peninsula of Firewatch starts with that low quality I disliked but gradually improves
The tip of the peninsula is honestly not that bad.
Bal Oyra is weird. The road to Bal Oyra is very cool. Honestly, the small valley, the little hills around the coast, all the shrubs and trees, it makes for a nice scenic area to get through. As you get to Bal Oyra things get a bit weirder. In general Bal Oyra itself doesn't really feel that low quality. I suppose my issue with the place is that it's too big for what it has to offer. The muskfly quest was very interesting to do and finding the culprit wasn't too difficult. I like that there's a sunk dwemer ruin nearby.
Bahrammu is absolutely awesome. The island itself is less green and more what you'd expect of an island that's this much up North. The farming village was super nice though. Nice pretty to look at layout. A few interesting quests. Nothing that I felt was trying to be too big or grand. The coasts were fun to explore and there was even some weird far away points of interests that I saw and even had to go to for a quest.
Isle of Arches was weird. To be honest, Isle of Arches has less arches used than some of the areas outside the island. I found some items related to what would've been a quest that got scrapped, that was weird. I found some caves that used an old model of the bloatspores instead of the ones TR has that are fixed. I found some very weird but interesting looking ruins around the shore. It wasn't bad though
Port Telvannis I expected would overwhelm me. After I started exploring first through the plantation to gradually explore the island and then exploring the city, I realized that it wasn't as overwhelming as I first thought. The Sadas plantation is awesome and it looks extremely pretty at night. All the silt striders being taken care of there is very cool to see. All of the side quests I encountered there were a joy and the daedric ruin was way beyond what I expected
The rest of the island was a combination of shrubbery, mushrooms and mushroom forests
I really appreciate the fact that there was thought put into how nature would gradually change depending on where you are on the island. Finding out that there were a few ashlanders living on the island was also nice. One of the small islands nearby was also cool to see, even if there wasn't too much to check out there.
Port Telvannis itself didn't overwhelm me with content like I expected. Sure, I did a bunch of quests and if I was a Telvanni I'm sure there would be even more, but it wasn't crazy. I generally really liked the feel and look of the town. It's also worth of notice that the place is not that difficult to get around to. I managed to navigate the place a lot better than I expected.
Gah Sadrith I honestly ended up really liking. The town has a very unique feel to it. The towers are shorter, the housepods are fatter and bigger. And you get a weird set of quests to do. The inquisition I did was pretty fun. I didn't have much clues so I was really forced to look and ask around everywhere to figure out what I'm doing. It's nice that it's all tied to the epic daedric shrine near Port Telvannis. The Telvanni lord on this town also caught me by surprise. The riddles you can play with her are fun. The fact that she's an Altmer that grew in the ranks is also interesting. I also feel like she was the most "no bullshit" of the Telvanni. She was very quick to her word that she's not interesting in nonsense. Her secretary was also a fascinating character, being incredibly corrupt. I just gave a ton of gold and I was actually rewarded with all the merchants getting max disposition to me so money well spent I guess. I also liked the touch of a tavern that offers the supposedly best Mazte that some Nordic miners ended up completely hating.
Besides the obvious wishes for the landscape to be improved and different flora and cliffs being applied, I think my biggest issue with the content in map 1 is that there really wasn't nearly enough Telvanni bullshit. One of the things the Telvanni are known for is doing magic and not really caring about what happens in the process. Ranyon-Ruhn is the exception as the lord is very kind there. But I didn't feel like the other places were being hostile as much. More nonsense with magic, levitation or whatever else could've been nice. An outlander such as myself should be punished around for thinking I can easily stroll around these areas.
[Generally my positive impressions are in part due to me playing TR for the first time proper and simply starting with this. Looking back into it, I still think there's more positives than negatives for map 1. What I've read in the TR Discord has given me the impression that there's a plan for the Telvanni lands to become more hostile which makes perfect sense, so I hope that also makes the lands much more inhospitable for players wandering there. The worst parts of Map 1 are definitely around Firewatch and a few of the water areas though.]
Map 2 (Posted on 08/15/2020)
So I realized that I've actually fully explored map 2 (aside from faction quests which I have not started at all yet)
So here's some impressions of mine on the area
After you leave Helnim and head North you go through some pretty interesting terrain. There's some awkwardly used cliff meshes used on the Western parts but it eventually leads up into fairly nice fields. I don't know if memory serves me right but I think there's a beautiful field of flowers that's specific to map 2.
Map 2 in general seems to have a lot less cities to explore but to be quite honest, I don't feel like there's a big quality spike in them either.
Tel Mothrivra is a very cool concept for a city but in general it felt like it was much emptier than anything in the vanilla game. I think the city was given too much space and probably not enough was considered on how it would look like as a temple compound first, that then gets taken over by the Telvanni.
Alt Bosara is an interesting city. It's probably one of the first Telvanni cities that had a bit of the Telvanni bullshit with levitation that we all love. The city itself looks pretty great with the waterfalls going over the cliffs but I found the area around the city itself to not offer too much. I understand that there's undercluttering around bigger cities but I can give a parallel to argue that this doesn't stop exploration.
In the vanilla game Sadrith Mora's island has a few locations of interest past the city if you walk on foot and you're not left with barely anything to check around
The big point of interest seems to be the rock formation which the natives seem to be joking about its origin (which was a bit fun).
Going back a bit North, Edhryn's light house was a neat location and I hope that in the eventual 2090 redo it'll stay as its own unique little model. The island to the right is fairly unassuming but I don't think all islands have to have something crazy going on with them.
Back to the area around Alt Bosara, the Verulas Pass is an oddity
It seems to be a very very small Telvanni village with just a few houses. The main purpose of the area being to serve the Morag Tong.
I found the Morag Tong interior itself to be really cool and as soon as I found one of the hidden entrances I was super excited.
The Windmoth Legion Fort is an unassuming one but I found the idea of a corrupt Dunmer-lead fort to be interesting. I wish you could go further after helping the Orc there by investigating the commander of the fort to see if he's done anything shady, albeit there wasn't enough hinted for that.
Norem was a very neat Velothi dungeon. I stumbled upon it while exploring the area and was surprised to see vampires and what I assume is vampire hunters fighting against each other. The Velothi tower isn't too big but it felt appropriately cluttered and it was a nice source of books to read.
Going Westward you go through mountains, fields and eventually a forest to reach Tel Muthada.
I think this is probably the best designed Telvanni city of the area and maybe in general for TR
The city itself looks very nice with the gardens built around the Telvanni tower
I like that the shops and services are just dumped without much care on the bottom. I found the few quests available in the city to be really fun. The bard one was pretty great.
Just like Alt Bosara, here there was some Telvanni bullshit but not as much since there are a few ways to mitigate at least some of the levitating.
I think the highlight for me in this place was the very small and cute legion fort. It was a very compact one with just a few houses and the fort itself. It was very cute seeing something small like that.
The Telvanni farm in that area was interesting to see. I saw it months ago and it was my first glimpse of what TR of the past considered to be the farming activity the Telvanni would do.
Marog.. Marog is one of those things that's very cool on paper but visually it's not perfect
A massive height difference to make it look like it's overgrown on a cliff but it looks awkward when you look at it from a distance. The town itself has a very easy layout and it leads you to the ruins of Kamel-Ze.
Now for the real can of worms though
Helnim. Helnim is awkward. It's weirdly designed. It's very well detailed and a lot of effort was put into it. And it's not good.
My big complaint with Helnim is that it's several different cities that were glued together and called Helnim. You have the Telvanni settlement right outside the city walls which besides a few mentions doesn't have much of a role in the city.
You have a mining shack town (which has some really cool ideas that reminded me of blighttown from DS)
You have the city inside the walls with many houses and shops tightly knit together and you finally have the administrative buildings in the center.
And it just clashes so so badly.
The other weird thing is that Helnim is supposed to be a place that prospered but is declining. Yet I couldn't notice that so called decline. It's also contradictory because it's a declining city that's also wealthy? Once again you end up with conflicting ideas of the place is supposed to be.
I've read that the plans for the eventual 2090 redo for the city is to split the awkward areas into their own separate villages or towns respectively and I think that would do Helnim good.
Helnim fields. The Helnim fields are essentially Grazelands which isn't necessarily a bad thing but this is more of the limitations of old TR where the limited assets pushed a maximized usage of vanilla assets. Still, the fields look nice. There's some nice hills going down into fields. The entire area is surrounded by mountains and it looks very cozy.
I like the usage of Tribunal plants here and there. It's not overdone and it's quite tasteful to the area in general.
Okay, one more notable impression I had of map 2 to wrap this up.
Adurin-Ouaka is probably the most interesting village I've see from map 1 and 2. The village is an interesting location, there's good lore to explain why there's people living there (doing looting of shipwrecks and smuggling). The dialogue entries for the villagers are very fun and it was nice trying to earn the trust of the locals.
Near the village is a weird location with a lot of awkwardly used cliff meshes combined with trees that are going to be pruned by Cicero soon.(edited)
I found one thing really cool about the cliffs though. In map 1 the cliff meshes were extremely pointless
They had the attempt of being used as a decoration but in this area they seem to have a more real purpose as hiding caves and a few Dwemer ruins. Levitating up or finding the proper path for these was interesting.
There's also one cave that used the unused crypt entrance so eventually that should be entirely replaced. The cave on the inside is just an unassuming cave that has a priest using it for the moment and you do a few quests related to that person.
The thicket forests themselves are a cool idea. I don't feel the framerate drops but I have a fairly new computer so that's to be expected. The forests had a few interesting ruins inside of them and a bunch of bandits.
I actually think these forests aren't very bad to navigate because you're nestled between mountains and cliffs instead of being left out in a big open forest.
My final thoughts on map 2 is that there's a few good surprises with the towns but the general quality of the settlements has actually gone down a bit compared to map 1. The mapping is a lot more solid here and it seems like at that point TR had figured out how it can use the few assets it had more efficiently. Despite my complaints the quality across the entire area is significantly more consistent. The uses of cliffs is no longer used for aesthetics alone and there's a few areas where they are used with purpose.
Another example is when you go North from Ammar you go across cliffs with an indoril bridge. Yes, it looks pretty nice aesthetically but it's also a nice way to add a few different player routes if you so desire and hints at the (albeit messy) cliff situation of Map3.(edited)
I think Tel Muthada with its mushroom forest is a highlight and perhaps one of the aesthetic directions the Telvannis redo should go. An area between map 1 and 2 actually has some unique TR mushroom trees and they look very great and very much into the Morrowind aesthetic.
I enjoyed the use of vanilla things but I'm perfectly understanding that it's not an ideal image of the Telvanni lands
I hope the eventual redo will bring in as much Telvanni bullshit as physically possible since the current way it was done, it felt like a more down to Earth situation with basic domestic politics.
The narrative that the Telvanni and the Temple are aggressively fighting is confusing at most.
Alt Bosara was probably the first time I saw real logic happening with the conflict, not between the Telvanni and the Temple, but between House Indoril and a Telvanni wizard following their own interests. This makes significantly more sense for a Great House which tells you that its rules only apply if you lose in battle.
I think that's most of my thoughts on Map 2. It's strange but I'm actually left with better impressions from Map 1 (and also map 3 so far) than map 2.
It's a lot more consistently good quality but it wasn't as interesting
It's also fun, now that I think about it, that my impressions improve the further South you go into map 2.
[I think the reason for my comment on the less cities might simply have been an impression left by the fact that it felt less experimental with areas. It was more consistently better quality but it didn't leave the strong impression that Map 1 had left on me as a result. Still, where there were quests, I had a lot of fun. That small village I mentioned is I think the nicest highlight of this.]
The Rest of the map before OE and Aanthrim (Posted on 12/3/2020)
The island of Gorne was an interesting area to get sidetracked by. It didn't have the most content but it had a lot of really interesting locations like that ex House Dagoth interior with the interesting book and the many corpses. For a world building thing I felt like it was great and it shows the great brutality that post-Tribunal Morrowind had towards anyone that could go against it. Otherwise there was a really annoying quest in the island that ended up not flying with me because I missed a quest step. You were supposed to search for someone that often searched for treasure underwater but due to not talking to a single npc, I couldn't progress the quest despite finding the location where they died. Perhaps I missed the npc or perhaps that's how that quest was scripted, but I ended up wasting over 3 hours trying to find that drowned person which wasn't fun.
I love the transition you get from the South into Lan Orethen. I feel like the mountainous area actually fits really well and disguises the transition. There's also a few amazing daedric ruins in this transitional area. The random Shaegorath quest for stealing lanterns from the Nethril Plantation was a surprise but a nice one. I also quite enjoyed the Daedric ruin dedicated to Azura. One confused complaint I have is that there's 2 very pointless tunnels going into Lan Orethen. My confusion comes from the fact that you can easily get into Lan Orethen if you simply go through a few hills. One of the 2 tunnels also had a weird style mixing of ancient Dunmer stronghold doors on one side with the other side using the now removed unused crypt doors.
Another very nice thing for the transitional area is that there's a few Indoril strongholds and religious areas. The Tomaril manor is in a really cool spot itself, even if I hate getting to the Tomaril manor due to the maze-like area. I suppose I should talk about that. The area around Akamora is technically really cool because of all the hidden areas in that maze-like area of old cliff assets. There's a bunch of really neat things like that one Dridrea infested daedric ruin but it's also incredibly painful to thoroughly explore. I've had to backtrack the area several times and I didn't feel as rewarded as I have been for other areas, I simply think the way old TR handled these maze areas is just not great for the player.
Going down the Orethen river from that maze area changes things a lot. On one side you have the thick forest of Lan Orethen and on the other side you have a more relaxed variant of those mountains. I can't stress enough that I love the forested area. There's some plantations. The Nethril plantation is probably one of the first things you'll spot since it's related to a few quests. I really like the design and I think it fits really well with what you'd find with some of the Vvardenfell plantations. The area itself is very pretty with the river going down and the interiors look great. I think my biggest surprise with Lan Orethen was all of the various ancient Dunmer areas. I didn't think about the fact that they would be all around and they made exploring so much more rewarding for me.
I think the highlight of those places was the one near Bosmora. It was absolutely massive but I never felt overwhelmed about it. The fact that it was vampire infested was sad but it's probably a nice challenge for weaker characters. For Bosmora itself I found that the town layout is interesting but there's some stuff to be desired. I guess it just didn't feel interesting enough. Though a huge highlight for Bosmora was the custom made town signs. They felt very distinct and I could easily see the Indoril putting these up for their settlements.
Going to the West of Bosmora I found the Denaven manor which was honestly a bit disappointing. It's also around the Southern part of the Orethen river that I've started seeing the modern idea of TR cliff assets which is a smaller and more reasonable version of them. I think visually it makes things look a lot more realistic while also looking significantly better. Even the bigger cliffs were used more sparingly and cleverly in Lan Orethen and I really appreciate that.
The one in Bosmora made a big impact on me because it's very distinct from everything else I've seen (so far) in TR
Going North from the Danaven Manor lead me to the Thalotheran quarry and honestly, despite there not being too much, I can only give good impressions of the area. Yes, it's a typical rocky area with a lot of small paths, but I don't think it suffers from problems that maze areas in old TR does. I also love that it leads to yet another ancient Dunmer place, this time a stronghold. The fact that there's lots of abandoned decaying buildings is great and the hints of people settling in the stronghold was really great. I was also caught by surprise by the fact that there were lots of caves, one of which contained a very cool daedric ruin.
Going North of there was a maze of mountains and forest but nothing that was awful to explore. I think the fact that mountains separated the forest was well implemented and it didn't feel confusing despite the density of the area. Dreynim was great. I love the idea of a lumber settlement in Morrowind and I feel like the interiors were great. One odd thing I noticed was that many of the interiors were missing ownership indicators so if I wanted to, I could easily just rob lots of NPC's and sell their own items. But I love the fact that you can see some cut down trees and also a really well made ship building area.
The Dreynim spa was amazing. The interiors were really well put together and it felt like an area where I could relax from a lot of the exploration and action I was doing. There were a lot of creative ways to make hot springs within the interiors and it was just a great vibe. I think my favorite interior piece was the one underground where you can see a piece of an ancient Dunmer building sticking out. It's also where there was a pretty fun and basic quest about killing a few dumb bandits.
Going even more North I found a really strange area. It was volcano based but the dwemer ruin there was great. Arkgnthleft was well made and there were a lot of small caves to explore nearby. I wasn't nearly as annoyed at the mountains in this area as I was further North since I didn't feel like the game was wasting my time.
Before I go into the Sundered Scar region I'll also mention Meralag. The coastal area outside of it looks amazing. It's a bit disappointing that the town itself is more plain. I also found it very strange that there was no temple there. For an indoril settlement, even having a shrine seems like a necessity. And one more thing before I get into Sundered Scar. Many of the quests around Lan Orethen were really interesting. There were a few really awesome quests involving ancestors. There was one in particular, I think it was in Sailen, that made me feel very guilty about taking anything from ancestral tombs. That's the kind of impact it ended up having on me.
And now I'm going to complain about the Sundered Scar. It's not that the region looks awful, it's just that it's a bitter coast carbon copy. And because of that it lacks a lot of the interest I've had even in map 1 and 2. There was a cool quest from Meralag that lead me back into Ildrim but generally it's not the most attractive area otherwise. HOWEVER. The tunnels underneath the Sundered Scar are amazing. That dwemer ruin with that complicated puzzle took me an hour (and some cheating from youtube) to figure out and it was amazing. There were some absolutely gorgeous underground mushroom forest areas as well. Otherwise this part of the map felt fairly dull.
I will put one big praise on this region though. The roads are uneven and it feels like terrain plays a much bigger role here. Often times older parts of the map would have uneven terrain but also many areas with flat or plateau areas while here it felt like more attention was put on the fact that terrain is generally going to be more uneven. There was a very awesome road going up into a hill and through a bridge where you could see a waterfall. There were rope fences there and you could see that they were barely hanging. Details like these look fantastic
So far from my impressions of post map 3 content, I've noticed that there's a lot more interesting ideas being put into place. I feel like quests and interiors become much more creative as you reach the 2012 threshhold. I also have to say that the more smart use of cliffs here is a godsend. The cliff assets are outright cursed around Akamora and I will complain about it, because I feel like it ends up making it very difficult to find some really beautiful areas around there. I guess I also forgot to mention Dun Akafell but without mentioning too much, it's a really awesome area and the outside of it just looks really pretty.
[Some extra notes here. I don't think I properly talked about Necrom so it's a good time to do so. I feel like the visual style of the city is very distinct. The interior shells look great and I was a little bit surprised by the fact that you will get scolded for even running in the city. I fully explored the necrom tombs out of curiosity and that took a few good hours to do but I didn't feel like I was wasting my time doing that. It was a very painless experience and finding a quest in there felt rewarding. It was a bit disappointing knowing that the Necrom bonewalkers aren't there (yet). It's also one of those cities in older TR that you'd assume has a ton of quests but it actually ends up being much more tame. Similar to Port Telvannis which at first makes you think you'll be overwhelmed but you actually end up going through it without much issue.
Another extra bit I want to mention is that there's a forest clearing South-East of Necrom. It uses only vanilla assets and Tiriramannu is probably the most interesting thing about that area. It felt a bit like a prototype for Lan Orethen but significantly less good. There was another area like that at Ammar which used different trees and did a better job. But that area suffered from being near the very annoying to explore cliffs.]
I also want to talk a bit about what I've seen of the Telvanni and Indoril in TR.
For the Telvanni, the them being atheists is a really weird narrative which I feel like didn't go anywhere. The Telvanni simply want to do magic, and at least in the TES world, that doesn't mean atheism, rejecting the Tribunal and so on. Some wizards attacking the Temple because it gets in their way is fine, it makes sense. But the wizards collectively attacking the Temple for no real reason doesn't make any sense narratively. I also feel like there weren't good boundaries established on when house Telvanni works together and when it's the personal interest of the wizards. In the Northern Telvannis a few of the wizards were fighting for power but having a clear and cut point where the parliament of bugs becomes the bigger authority should exist. I like the idea of the Telvanni being heavily expansionist and opportunist for the sake of their own interest. Looking back on it, it's very strange for the majority of these wizards to care as much as they have for the peasants that live in their towns and maybe it only makes good sense for Ranyon-ruhn.
House Indoril I feel had a more consistent idea on what their ideals should be like. They're a very heavy class based society and nobels play a big role in determining everything. They're heavily religious people (more reflected in Indoril settlements further South, I assume due to them being newer in TR). They're driven much more by honor, so even when owning business they won't go beyond what they consider necessary. What's probably the weirdest thing about the Indoril is their building set. Due to it simply being the Mournhold architecture set, it can look very strange for a smaller village. Your house is supposed to be in the decline and being heavily assaulted by both house Telvanni and house Hlaalu. Yet at the same time your basic peasants are able to get fancy looking houses like the ones in the Morrowind capital. I feel like the struggle and decline are what's missing for house Indoril. I think deeper into Indoril territory like Lan Orethen, you shouldn't be able to notice this and it should feel prosperous. However, in areas bordering the Telvanni there should probably be signs of battles that the 2 houses have had (I can't comment for the Aanthrim areas of Indoril yet). I was a big fan of the single Indoril lord fortresses and manors you could sometimes find. Ammar and Tomaril manor feel very Japanese, but considering the heavy inspiration from South East Asia for house Indoril, I don't think that's a bad thing.
I'm very sorry for the big wall of text. I've really enjoyed TR so far though.