Dreugh Tridents Kings are underwater rulers of the eastern seas, minibosses for certain Dreugh Citadels, one for each archipelago. Essentially larger, spikier Man o'war that are chosen by the queen to mate with every so often.
Unique ground textures and rock retextures for the Armun Ashlands (Armun Wastes). The aim of this asset and others is to make the region more distinct from the vanilla Ashlands.
For the ash textures, aim for warm colored or reddish as opposed to the purplish Vanilla ones. There may be some cut vanilla textures to test out.
The rock textures, too, should have a reddish tint to blend in better with red Othreleth Woods and tan Roth Roryn rocks.
Unique flowers adapted to life in the Armun Ashlands (Armun Wastes) that could roughly fill the same role that Fire Fern does in vanilla. The aim of this asset and others is to make the region more distinct from the vanilla Ashlands.
The color palette should be red-to-brown. Like all flora in the Armun Ashlands, it should look like something tough that can survive anything. The flowers especially should look nasty and thorny.
Unique grasses adapted to life in the Armun Ashlands (Armun Wastes). The aim of this asset and others is to make the region more distinct from the vanilla Ashlands.
The color palette should be brownish-reddish (more on the brown side). Like all flora in the Armun Ashlands, it should look like something tough that can survive anything.
Ash-o-philic trees adapted to life in the Armun Ashlands (Armun Wastes). The aim of this asset and others is to make the region more distinct from the vanilla Ashlands.
The trees should appear scraggly and harsh, worn down by ash storms. For a change, these should appear coniferous to fit with the neighboring Velothi Mountains. The needles should have a brown-to-red hue. The name could be Mothers-crib-tree, as in the concept art below.
When making the asset, don't texture the individual leaves; instead, TES III trees tend to use planes of undifferentiated leaf-mess.