20 Oct Ultimate Skyrim Houses Guide – What is the Best House in Skyrim?
- Houses Of Morrowind
- Morrowind Player House
- Morrowind Buy A House
- Morrowind Best House To Live In Mexico
May 23, 2006. It's a small, two-story house just off the main street in Pelagiad. It's in the same style as the rest of the town. There isn't much display space but Diann doesn't use armor or collect weapons anyway. The house has a very pretty walled garden for relaxing in. It also has a small stable. Now I have to find some pets to live in the stable. In The Elder Scrolls III: Morrowind, you can join one of three Dunmeri Great Houses: The Warriors of the Redoran, the Mages of Telvanni, or the Merchants of Hlaalu. Take this quiz to find out which of the three you should join. Choose wisely, as Morrowind law only lets people join one House. Jan 04, 2004.
Last Updated August 18, 2020 in Gaming, Skyrim0 Comments
If you want to feel at home in Skyrim (pun intended) than buying a house is an integral part of the Skyrim play experience. There are several options in deciding between the houses in Skyrim and choosing correctly the first time is important otherwise it can be a pain to transfer everything over to your new home.
Quick Links
- The Best Houses in Skyrim Ranked
- FAQ
The Benefit of Player Homes in Skyrim
Houses in Skyrim have many benefits to gameplay:
- Getting your rest is important and having a house to sleep in means you can readily get the well rested bonus.
- You can leave your wife or follower in the house.
- Owning a house means you can safely store loot without the risk of the containers resetting.
- Different houses can have upgrades such as Alchemy Labs and Archane Enchanters.
How to Buy a House in Skyrim
There are six Skyrim houses available to buy. You will have to prove yourself to the Jarl and their steward by completing quests before the option to purchase a house becomes available. You’ll need a fair chunk of Skyrim gold so be prepared to save up.
The Best Houses in Skyrim Ranked
Choosing the best house in Skyrim can really be down to personal preference. We’ve tried to take in the pros and cons of each house to rank them.
6. Severin Manor
Location: Raven Rock, Solstheim
Cost: Free
Upgrade Cost: N/A
This is a decent sized house and is awarded after completing the quest “Served Cold”. You get hold of the house fully furnished so there’s nothing for you to do. So why at the bottom of our best house list?
Well, for a start it’s in Solstheim which means it’s such a pain to get to when you want to drop off some loot or have a sleep. The location just really isn’t great. The other downside of this house is that you can’t have spouses here, there will be no housecarl assigned here and you can’t have children here either.
5. Vlindrel Hall
Location: Markarth Empress of another world mangago.
Cost: 8,000
Upgrade Cost: 4,100
This is a reasonably priced home with not too much clutter. It has a decent amount of storage, close to merchants and has both an Alchemy Lab and an Arcane Enchanter. The reason that this house comes so low on our list is because of its location within Markarth. It’s up so many stairs! It’s such a pain to get to you’ll soon get bored of making the tip up to Vlindrel Hall. It may have great views but the climb just isn’t worth it.
To get your hands on Vlindrel Hall you’ll first need to complete two requests from the Jarl of Markarth; killing the Forsword leader and find Hrolfdir’s Shield.
4. Proudspire Manor
Location: Solitude
Cost: 25,000
Upgrade Cost: 11,000
The most expensive house for sale is in Solitude and is one of the grandest. To acquire the house you will have to complete two quests given to you by the Jarl and his steward. With Proudspire Manor you need to buy the house before you can become Thane.
The house is large with good lighting, has an Alchemy Laboratory and Arcane Enchanter. Solitude also has the largest selection of shops and amenities of any hold in Skyrim.
The main limitation for Proudspire Manor is really the cost. It’s a great house but the price, especially in the early stages, makes it too expensive.
3. Honeyside
Location: Riften
Cost: 8,000
Upgrade Cost: 4,300
One of the cheaper houses in the game and moderately sized, Honeyside is one of the easier houses to get earlier in the game.
Houses Of Morrowind
Acquiring Honeyside goes hand in hand with becoming the Thane of Riften and is a two part process. Firstly, you have to get in good with the Jarl and destroy the Skooma trade via the quest “Skooma Trade”. Once that is done you then have to build a good reputation with the citizens of Riften by helping three of them with small quests. After completing these you can then talk to the Jarl’s steward and purchase Honeyside.
Honeyside can be equipped with an Arcane Enchanter, something that Breezehome cannot. Honeyside also has the benefit that it has direct access to Skyrim as the porch from the house leads outside of Riften’s wall. This is a great perk for those who might be a vampire. Sadly there is no smelter nearby which can be a pain.
Given the price, location, access and adequate storage, Honeyside deserves a decent place on our Skyrim houses list.
2. Hjerim
Torchlight 2 crashing on startup. Location: Windhelm
Cost: 12,000
Upgrade Cost: 9,000
This house has a bloody past but worthy to take the number two spot on our list of best houses in Skyrim. The home has two levels, large rooms and even has a secret chamber. How cool is that!
The house is on the more expensive side but it is still cheaper than Proudspire Manor and in our opinion just as good. To purchase this home you’ll need to complete the whole Civil War questline if you choose the imperials or the “Rescue from Fort Neugrad” quest if you choose the Stormcloaks.
This is a great house due to the location of all the amenities close by including; smithing, smelter, the Windhelm Fence. The storage might be slightly less than some other houses but the location and size is generally amazing. Also of the all the houses in Skyrim (excluding Skyrim Hearthfire) this has the largest armoury to display all of your most prized weapons and armour.
Despite the higher costs compared to other houses in Skyrim, this is still worth it.
1. Breezehome
Location: Whiterun
Cost: 5,000
![House House](https://staticdelivery.nexusmods.com/mods/100/images/43374-1-1418562631.jpg)
Upgrade Cost: 1,800
You might be surprised to see that Breezehome makes the top of the list as the best house in Skyrim.
It is the easiest house to get in the game being the cheapest and also available very early on in the game after completing the quest “Bleak Falls Barrow” from the main quest.
One downside of Breezehome compared to other houses is that you are unable to have an Arcane Enchanter here and it is on the smaller side. However, there are a bunch of other advantages.
Aside from the price the location is fantastic only a short stroll from the front gate of Whiterun. You’re also conveniently next to the blacksmiths which has a forge, workbench and smelter. You’re also super close to the merchant and apothecary. Despite the size of the house there is adequate storage.
Well there you have it, that’s our Skyrim house guide. If you’re looking for someone to share it with, feel free to check out our guide to Skyrim Wives.
FAQ
What is the best house in Skyrim to buy?
The best house to buy is Breezehome in Winterhold. It's cheap, centrally located, good access to shops, and quick enough to reach from where you fast travel to.
What is the biggest house in Skyrim?
Proudspire Manor is the biggest house you can buy in Skyrim. It is located in Solitude and also the most expensive.
How many houses can you buy in Skyrim?
Chart of accounts excel template free download. There are 6 houses you can buy in Skyrim in each of the 6 major cities.
Morrowind Player House
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Houses in Morrowind are buildings in which a player may rest and store their belongings. They may also serve as convenient navigational waypoints for traversing Vvardenfell and its maze of transport networks. Placing a mark spell within a house will allow the player to return to it through the use of recall, which can be particularly useful when moving loot, restocking after an adventure, or when connecting to other travel hubs through the use of Almsivi and Divine Intervention.
There are four dedicated player houses in Morrowind and its expansions, as well as four further dwellings that are designated by quests as being for the player's use. All of these homes are earned as quest rewards and cannot be conventionally purchased.
These player houses can be differentiated from other dwellings that a player might choose to live in by several features that make them ideal for habitation. Most importantly, they provide faction-friendly containers for storing belongings and offer support services such as merchants or trainers that can be helpful for questing adventurers. By contrast, squatting in vacant homes, ruins, caves, or taking over city houses that have been acquired by killing their NPC inhabitants can cause issues with container ownership that will flag the player's stored belongings as stolen when retrieved. Nevertheless, some players may opt to outfit one of these impromptu dwellings for perceived advantages in location, size, organisation, or (rarely) access to permanent corpses that offer indefinite and unlimited storage.
- 1Player Houses
- 2Houses Given as Quest Rewards
- 3Other Dwellings
Player Houses[edit]
Each of the three playable Great House factions include a questline to build and outfit a player stronghold. The Bloodmoon expansion adds a similar questline for the East Empire Company. In standard playthroughs, players will normally only be able to build two player homes: one Great House stronghold and the Raven Rock Factor's Estate. However, due to a glitch that allows players to join multiple Great Houses, it is possible to safely use several (or even all) of the faction homes on a single save file once they have been constructed.
Rethan Manor[edit]
Rethan Manor
Rethan Manor is a House Hlaalu stronghold located on a small plot of land southwest of Balmora known as Odai Plateau. The stronghold consists of a stone wall encircling four separate structures that house the stronghold's seven inhabitants.
Rethan Manor is the smallest of the three Great House strongholds. The main dwelling is divided into two rooms (upstairs and downstairs) with no interior doors. In addition to the storage listed below, the living area has three bookshelves, two tables, a set of drawers and a bed.
Note: a significant difference between Rethan Manor and the other Great House strongholds involves container ownership. Whereas the other strongholds provide communal containers and belongings in the NPC dwellings that the player is safe to use, Rethan Manor designates all NPC possessions and containers within their dwellings as belonging to their inhabitants. In practical terms, this means picking up or moving anything in the NPC dwellings will cause them to attack you, which in turn severely limits the use of their spaces.
Rethan Manor is well-connected to various travel networks. Almsivi Intervention teleports to Balmora, which has Silt Strider service to Ald'ruhn, Seyda Neen, Suran and Vivec. Balmora's Mages Guild provides Guild Guide service throughout Vvardenfell. To the west, a boat departs from Hla Oad with connections to Ebonheart, Gnaar Mok, Molag Mar and Vivec. Lastly, the ancient Dunmer stronghold of Hlormaren lies northwest of Balmora, providing access to Vvardenfell's network of Propylon Chambers.
Region | Bitter Coast | Balmora | Faction | House Hlaalu | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moonmoth Legion Fort | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Storage | Merchants | Trainers | ||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
- † Storage is counted for the player's dwelling only, as containers in other areas are owned by their inhabitants
Indarys Manor[edit]
Indarys Manor
Indarys Manor is a House Redoran stronghold located northwest of Ald'ruhn in an area of the Ashlands known as Bal Isra. The stronghold consists of a stone wall encircling four separate structures that house the stronghold's eleven inhabitants.
Indarys Manor is the most populated Great House stronghold. Consequently, it is of generous size. In terms of usable space and the total number of containers, the compound has as much as 3.5x the storage of the next-largest stronghold. The main dwelling features a reception area and storeroom on the main level, with a common room and two large bedrooms located downstairs. There is ample storage and furniture provided for displaying belongings. In the upstairs area, a dining table, two benches, a chest and a side table can be used for organisation. In the common area downstairs, a large bar and bookshelf face two dining tables, four benches and three side tables. The bedrooms have yet more display options, including five beds, six tables, six chests, a bookshelf, and a set of drawers. In a pinch, most of the fifteen chairs in the manor can be used for display as well.
It is worth noting that all of the support buildings within the stronghold (including Raram's and Berandas' houses) share the same ownership as the manor and therefore can be safely used for storage and display. Two of the three support dwellings are large, multi-level buildings, meaning that the effective size of the stronghold is more than doubled should the player choose to use them.
Indarys Manor is well-connected to several travel hubs. Almsivi Intervention teleports to Ald'ruhn, which has Silt Strider service to Balmora, Gnisis, Khuul and Maar Gan. Guild Guide teleportation from Ald'ruhn is available at the local Mages Guild as well. From the connection to Khuul, one can catch a boat to Fort Frostmoth, which is the only fast travel route to Solstheim. Lastly, Indarys Manor is centrally placed for trips to the ancient Dunmer strongholds of Andasreth, Falasmaryon and Kogoruhn, which may be used for training, looting, or transport via Propylon Chamber.
Region | Ashlands | Ald'ruhn | Faction | House Redoran | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Buckmoth Legion Fort | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Storage | Merchants | Trainers | ||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
- † Storage is counted for all dwellings
Tel Uvirith[edit]
Tel Uvirith
Tel Uvirith is a House Telvanni stronghold located southwest of Sadrith Mora in an area of the Molag Amur ashlands known as Uvirith's Grave. This stronghold differs from the House Redoran and House Hlaalu offerings in that it consists only of a single central tower with no defensive wall to enclose it; instead, Dwemer constructs are provided for fortification.
Tel Uvirith is the least populated Great House stronghold. All four of the stronghold's inhabitants live in small pods attached to the exterior of the tower and each of them offer merchant or spell services. However, there are no trainers located at Tel Uvirith.
The tower itself is divided into three sections: Tower Upper, Tower Lower, and Tower Dungeon. The living quarters are in the upper and lower sections, while the Tower Dungeon is empty, save for an underground cavern of moderate size that contains a permanent corpse. The Lower Tower contains a small vestibule inhabited by a Dwemer Centurion as well as one bedroom with two single beds, a table, a chest and a bookshelf. The upper tower constitutes the main dwelling and will require levitation to navigate. It has three rooms: an entryway, a dining room and a bedroom. The entryway is separated from the upper levels of the chamber by a walkway that helps facilitate navigation from room to room. The furniture in the Upper Tower consists of two large tables, a side table, a bed, a desk, and a closet.
Much of the tower's usable space is limited by its organic construction and there are very few containers inside. Players may wish to make use of the the permanent corpse in the dungeon for bulk storage (as its inventory is infinite), or the NPC dwellings, as all containers are faction-owned except for the three inventory chests used by the merchants.
Tel Uvirith is somewhat geographically remote. However, it benefits from its proximity to Wolverine Hall, which is accessible via Divine Intervention. At Wolverine Hall, one can find the Fighters and Mages Guilds, as well as the latter's Guide Guide service for fast travel throughout Vvardenfell. The boat from Sadrith Mora services Dagon Fel, Ebonheart, Tel Branora and Tel Mora. Almsivi Intervention connects to Molag Mar, which in turn has Silt Strider service to Suran and Vivec, as well as boat service to Hla Oad, Vivec and Tel Branora. The nearest Propylon Chamber is located at Falensarano to the north.
Region | Molag Amur | Molag Mar | Faction | House Telvanni | |||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Wolverine Hall | |||||||||||||||||||||||||||||||||||||||||||||||||||
Storage | Merchants | Trainers | |||||||||||||||||||||||||||||||||||||||||||||||||
|
| No Trainers |
- † Storage is counted for all dwellings except for three chests owned by merchants
Raven Rock Factor's Estate[edit]
The Raven Rock Factor's Estate
Raven Rock from above; possible Factor's Estate locations are indicated at 2, 7 and 12
The Bloodmoon expansion adds another settlement questline, this time offering the opportunity to expand East Empire Company influence into Solstheim by way of the Raven Rock mining settlement. Raven Rock is located on the southwest side of the island and is conveniently placed at the end of a deep harbour; the area is rich with ebony deposits that give the settlement its name.
Raven Rock can grow to a substantial size through the player's efforts. Some sixteen buildings are eventually constructed, including a Factor's Estate in a location of the player's choosing and either a trader or a smithy depending on preference. To the east and north, a large, fortified stone wall separates the outpost from the Hirstaang Forest, while the harbour forms a natural boundary to the south and a small copse of trees encloses the western end.
Morrowind Buy A House
Raven Rock is a true settlement in the sense that most of its inhabitants are entitled to their own houses and possessions. The player retains ownership over the Factor's Estate and may additionally use the southern, northern and southeastern storehouses as well as the two vacant NPC homes and the mine itself. Containers in each of these areas are either faction-owned or undesignated; notably, the NPC Sados Relothan does not appear in-game and thus owns no containers or belongings--his home can be considered vacant although it may not appear as such.
The Raven Rock Factor's Estate is a unique building that is well-arrayed with furnishings. Organisational options predominantly include ten very large bookcases, a dining table, two benches, a bar, a hearth, as well as a closet, a bed, a chest and a side table located upstairs. There are few containers inside of the dwelling, but there's plenty of floor space for additional display. If storage seems lacking, there are a variety of bulk storage containers in the storehouses, the mine and Sados Relothan's house; however, a vacant house located near two of the three possible Factor's Estate locations rivals the Estate in both size and splendor and is therefore the first building a player might consider expanding into.
Raven Rock is remote by most conventional standards but it is conveniently placed within Solstheim. A boat located in the harbour offers a ferry service between Raven Rock and Fort Frostmoth, and thence from Fort Frostmoth to Khuul. Divine Intervention teleports to Fort Frostmoth, while Almsivi Intervention reverts to Gnisis on the mainland.
Region | Hirstaang Forest | Gnisis | Faction | East Empire Company | |||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort Frostmoth | |||||||||||||||||||||||||||||||||||||||||||
Storage | Merchants | Trainers | |||||||||||||||||||||||||||||||||||||||||
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| No Trainers |
- † Storage is counted for all dwellings with faction-owned or undesignated containers.
- * Only one of either Sathyn Andrano or Sabrina Vitellia appears depending on player choice.
Houses Given as Quest Rewards[edit]
The homes in this section are specifically granted to the player as quest rewards. They should be distinguished from a comparatively large number of homes in Morrowind that are left vacant by quest events (e.g. by killing NPCs).
Caius Cosades House[edit]
Caius Cosades' House
Upon completion of Caius Cosades' quests, he will depart for Cyrodiil and name the player his immediate replacement as 'Operative' and head of the Blades in Vvardenfell. In his absence, he loans the player his house.
Caius does indeed disappear from the game after this point, but he still retains ownership over all his possessions and the containers within his home, which somewhat limits the home's usefulness as a base of operations. The player may still sleep here for free, however, and the home's placement within Balmora is useful for travelling to several other areas encountered during the early stages of the game.
Ahnassi's House[edit]
Ahnassi's House
In Pelagiad, players may happen upon a female Khajiit in the Halfway Tavern who is looking for a special friend. While the quest is available to male characters only, successfully completing the tasks Ahnassi sets for you eventually leads to her offering her companionship and joint ownership of her home, to which she gives you a key.
It is not possible to acquire the key to Ahnassi's house through any other means. However, players may simply pick the lock and move into the dwelling if they choose to, as none of the containers or belongings inside are owned by Ahnassi either before or after her quest. This is the only way to acquire the home for female characters, and is ostensibly a more convenient method for low-level players who may not yet have the skills to accomplish Ahnassi's tasks.
The house is one of the more regal offerings in the game and is of moderate size. Decorative features include a stone fireplace, wood paneling, coffered ceilings and tapestries throughout. Storage is respectable and includes 4 chests (2 large, 2 small), 2 barrels, 7 baskets, 8 sacks, a chest of drawers and a wardrobe. Furnishings are predominantly a dining table, 2 side tables, a bookshelf and a very large bed.
There is no fast travel to or from Peligiad, but it may be reached by Divine Intervention via Fort Pelagiad. Travel elsewhere can be accomplished via Almsivi Intervetion, which redirects to Vivec when used inside the house, or to Balmora if used in some other parts of town.
The Blodskaal's House[edit]
The Blodskaal's House
During the course of the Bloodmoon main quest, siding with the Skaal will result in the player being awarded Rigmor Halfhand's former hut. In the process, the hut is renamed the 'Blodskaal's House' and is completely refurnished. Sadly, while Rigmor's hut contained a number of containers and belongings, the Blodskaal's House is virtually empty aside from basic furniture; it has no containers whatsoever.
Morrowind Best House To Live In Mexico
Nevertheless, the Blodskaal's House can prove to be a useful northerly waypoint for navigating Solstheim. In particular, its close proximity to Castle Karstaag and its placement within the Skaal Village make it a convenient base for completing the remainder of the Bloodmoon main quest.
Thirsk Mead Hall[edit]
The Thirsk Mead Hall
The Thirsk Mead Hall has a storied history. Shortly after its construction roughly 100 years ago by a group of Skaal separatists, it was gripped by the depredations of the fearsome Udyrfrykte. The creature laid waste to half of the Hall's warriors before it could be warded off and sealed back in its icy cavern. Worse, the bloodshed and destruction left in the Udyrfrykte's wake caused uncertainty over the Mead Hall's leadership and future. Hrothmund the Red, the first of Thirsk's warrior-chieftains, defended his right to rule the Hall by decapitating the betrayer Drengr Bronze-Helm. Hrothmund placed Drengr's head on a pedestal within the Hall as a symbol of his proven leadership and thus initiated Thirsk's peculiar tradition of royal succession: whoever places the most grand and gruesome trophy upon the pedestal in the Hall wins the right to rule. Fortunately for the player, strange happenings at Lake Fjalding may have awakened old evils, and thus provided an opportunity to claim Thirsk's throne.
Physically, Thirsk is a large and architecturally unique structure built in traditional Nordic style. Completing the second of the Mead Hall's three associated quests will result in leadership over the Hall and some other perks. Recent renovations have prepared new accommodations for the player, which can be found upstairs. The Hall itself is very large with plenty of floor space, but the player's bedroom is small with only a single cupboard and chest of drawers for storage. A third and final quest places three crates in the bedroom which are stocked with mead from Skyrim. Oddly, Thirsk's last chieftain, Skjoldr Wolf-Runner, still owns the three barrels and chest underneath the stairs in the main hall, as well as several other belongings throughout the dwelling.
Thirsk is placed on a scenic hill overlooking Lake Fjalding just south of the Skaal Village. Aside from this, its location should be considered remote. There are no fast travel services operating within Solstheim and Thirsk is placed deep within the wilderness. The only services available nearby are located at the Skaal Village to the north, while Thirsk's own smith, Brynjolfr, will buy weapons and armor or repair them, as well as craft custom armor for the player from snow bear and snow wolf pelts they've collected.
Other Dwellings[edit]
Listed below are some other places a player may choose to call home. Currently, this is a partial list.
City Houses[edit]
- Caldera Homes — Small mining town at the foothills of Red Mountain
- Ald'ruhn Homes — The council seat of House Redoran in the dusty Ashlands
- Sadrith Mora Homes — The large, Telvanni-influenced mushroom town on Azura's Coast
- Balmora Homes — The council seat of House Hlaalu on the Bitter Coast
- Pelagiad Homes — The small village that has grown up near an Imperial Fort
- Suran Homes — Relatively small Hlaalu governed city in Southern Morrowind
- Seyda Neen Homes — Live the small-town life in the entry point of Seyda Neen
- Vivec Homes — The largest city in Vvardenfell, a canaled metropolis composed of nine cantons
Other Houses[edit]
- Boat Homes — The NPCs that 'operate' boats remain outside on the dock, making it possible to occupy the interior
- Abandoned Houses — Unoccupied houses throughout Vvardenfell
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