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Elder Scrolls V: Skyrim Special Edition eGuide
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Contents

  • Song of the Dragonborn
    • Introduction
  • Training
    • Training Part 1: Character Creation
      • Welcome to Skyrim
      • The Races of Skyrim
      • Racial Advantages
      • Skills Overview
      • Legendary Difficulty and Skills
      • The Trainers of Skyrim and Solstheim
      • Improving Skills: Skill Books
      • Improving Skills: Augmentations
      • Skill Constellations Overview
      • Combat Skills: The Path of Might – Smithing
      • Combat Skills: The Path of Might – Heavy Armor
      • Combat Skills: The Path of Might – Block
      • Combat Skills: The Path of Might – Two-Handed
      • Combat Skills: The Path of Might – One-Handed
      • Combat Skills: The Path of Might – Archery
      • Stealth Skills: The Path of Shadow – Light Armor
      • Stealth Skills: The Path of Shadow – Sneak
      • Stealth Skills: The Path of Shadow – Lockpicking
      • Stealth Skills: The Path of Shadow – Pickpocket
      • Stealth Skills: The Path of Shadow – Speech
      • Stealth Skills: The Path of Shadow – Alchemy
      • Magic Skills: The Path of Magic – Illusion
      • Magic Skills: The Path of Magic – Conjuration
      • Magic Skills: The Path of Magic – Destruction
      • Magic Skills: The Path of Magic – Restoration
      • Magic Skills: The Path of Magic – Alteration
      • Magic Skills: The Path of Magic – Enchanting
      • Character Archetypes
    • Training Part 2: Combat, Development, and Crafting
      • Character Advancement
      • Combat Improvement
      • Shouts and Other Powers
      • Diseases
      • Lycanthropy
      • Vampirism
      • Crafting
      • Enchanting
      • Smithing
      • Other Crafting Activities
    • Training Part 3: Adventuring Across Skyrim
      • Overview
      • Holds of Skyrim
      • Dungeon Exploration
      • Other Sites of Interest
      • Shadowmarks
      • Books
      • Improving Your Standing in Skyrim
      • Followers
      • Horses
      • Carriages and Ferries
      • Dragon Mounts
      • Services, Collectibles, and Items of Interest
      • Dogs
    • Training Part 4: Hearthfire
      • Overview
      • Part 1: Purchasing Land
      • Part 2: Building Your House
      • Part 3: Building Components
      • Part 4: Additional Structures
      • Part 5: Items Needed to Create Structures
      • Part 6: Furnishing Your Home
      • Part 7: Items Needed to Create Furnishings
      • Part 8: Hiring a Steward
      • Part 9: Home Security
      • Part 10: Spouse and Children
      • Part 11: Radiant Quests
    • Training Part 5: Hearthfire: Adoption
      • Overview
      • Part 1: Readying Your Home
      • Part 2: Choosing an Orphan
      • Part 3: Caring for a Child
      • Part 4: Animal Adoption
    • Inventory
      • Overview
      • Spells
      • Weapons, Armor and Items
      • Crafting: Alchemy
      • Crafting: Enchantments
      • Other Items
    • Bestiary
      • Overview
      • Afflicted
      • Alik’r
      • Animals
      • Apocrypha Keepers
      • Ash Spawn
      • Bandits
      • Chaurus
      • Cultists
      • Daedra
      • Dawnguard
      • Death Hounds
      • Dragons
      • Draugr
      • Dwarven Automatons
      • Ebony Warrior
      • Falmer
      • Forgotten Vale Animals
      • Forgotten Vale Frozen Creatures
      • Forsworn
      • Gargoyles
      • Giants
      • Hagravens
      • Horses
      • Hunters
      • Morag Tong
      • Netch
      • Penitus Oculatus
      • Reavers
      • Rieklings
      • Sailor
      • Skeletons
      • Soldiers and Guards
      • Soul Guards
      • Spiders
      • Spriggan
      • Thalmor
      • Trolls
      • Vampires
      • Vigilants of Stendarr
      • Warlocks
      • Werebears
      • Werewolves
      • Wisps
      • Witches
  • Quests
    • Overview
    • Available Quests
    • Act I
      • Main Quest: Unbound
      • Main Quest: Before the Storm
      • Main Quest: Bleak Falls Barrow
      • Main Quest: Dragon Rising
      • Main Quest: The Way of the Voice
      • Main Quest: The Horn of Jurgen Windcaller
      • Main Quest: A Blade in the Dark
    • Act II
      • Main Quest: Diplomatic Immunity
      • Main Quest: A Cornered Rat
      • Main Quest: Alduin’s Wall
      • Main Quest: The Throat of the World
      • Main Quest: Elder Knowledge
      • Main Quest: Alduin’s Bane
    • Act III
      • Main Quest: The Fallen
      • Main Quest: Paarthurnax
      • Main Quest: Season Unending
      • Main Quest: The World-Eater’s Eyrie
      • Main Quest: Sovngarde
      • Main Quest: Dragonslayer
      • Main Quest: Epilogue
    • The Companions Quests
      • Overview
      • Companions Quests: Take Up Arms
      • Companions Quests: Proving Honor
      • Companions Quests: The Silver Hand
      • Companions Quests: Blood’s Honor
      • Companions Quests: Purity of Revenge
      • Companions Quests: Glory of the Dead
    • The Companions Radiant Quests
      • Companions Radiant Quests: Initial Wave: Animal Extermination (I)
      • Companions Radiant Quests: Initial Wave: Animal Extermination (II)
      • Companions Radiant Quests: Initial Wave: Hired Muscle
      • Companions Radiant Quests: Initial Wave: Trouble in Skyrim
      • Companions Radiant Quests: Initial Wave: Family Heirloom
      • Companions Radiant Quests: Initial Wave: Escaped Criminal
      • Companions Radiant Quests: Initial Wave: Rescue Mission
      • Companions Radiant Quests: Second Wave: Striking the Heart
      • Companions Radiant Quests: Second Wave: Stealing Plans
      • Companions Radiant Quests: Second Wave: Retrieval
      • Companions Radiant Quests: Final Wave: Totems of Hircine
      • Companions Radiant Quests: Final Wave: Purity
      • Companions Radiant Quests: Final Wave: Dragon Seekers
    • The College of Winterhold Quests
      • Overview
      • College of Winterhold Quests: First Lessons
      • College of Winterhold Quests: Under Saarthal
      • College of Winterhold Quests: Hitting the Books
      • College of Winterhold Quests: Good Intentions
      • College of Winterhold Quests: Revealing the Unseen
      • College of Winterhold Quests: Containment
      • College of Winterhold Quests: The Staff of Magnus
      • College of Winterhold Quests: The Eye of Magnus
    • The College of Winterhold Radiant Quests
      • Overview
      • College of Winterhold Radiant Quests: Rejoining the College
      • College of Winterhold Radiant Quests: Tolfdir’s Alembic
      • College of Winterhold Radiant Quests: Out of Balance
      • College of Winterhold Radiant Quests: An Enchanted Journey
      • College of Winterhold Radiant Quests: Restocking Soul Gems
      • College of Winterhold Radiant Quests: Valuable Book Procurement
      • College of Winterhold Radiant Quests: Shalidor’s Insights
      • College of Winterhold Radiant Quests: The Atronach Forge
      • College of Winterhold Radiant Quests: Forgotten Names
      • College of Winterhold Radiant Quests: Aftershock
      • College of Winterhold Radiant Quests: Rogue Wizard
      • College of Winterhold Radiant Quests: Arniel’s Endeavors
    • Apprentice Radiant Quests
      • Apprentice Radiant Quests: Brelyna’s Practice
      • Apprentice Radiant Quests: J’Zargo’s Experiment
      • Apprentice Radiant Quests: Onmund’s Request
    • Ritual Spell Radiant Quests
      • Ritual Spell Quests: Destruction Ritual Spell
      • Ritual Spell Quests: Illusion Ritual Spell
      • Ritual Spell Quests: Conjuration Ritual Spell
      • Ritual Spell Quests: Restoration Ritual Spell
      • Ritual Spell Quests: Alteration Ritual Spell
    • Thieves Guild Quests
      • Overview
      • An Influx of Immigrants
      • Training
      • Other Advantages
      • Available Quests
      • Thieves Guild Quests: A Chance Arrangement
      • Thieves Guild Quests: Taking Care of Business
      • Thieves Guild Quests: Loud and Clear
      • Thieves Guild Quests: Dampened Spirits
      • Thieves Guild Quests: Scoundrel’s Folly
      • Thieves Guild Quests: Speaking With Silence
      • Thieves Guild Quests: Hard Answers
      • Thieves Guild Quests: The Pursuit
      • Thieves Guild Quests: Trinity Restored
      • Thieves Guild Quests: Blindsighted
      • Thieves Guild Quests: Darkness Returns
    • Thieves Guild Radiant Quests
      • Overview
      • Thieves Guild Radiant Quests: No Stone Unturned
      • Thieves Guild Radiant Quests: Reparations
      • Thieves Guild Radiant Quests: Shadowmarks
      • Thieves Guild Radiant Quests: Moon Sugar Rush
      • Thieves Guild Radiant Quests: Armor Exchange
      • Thieves Guild Radiant Quests: Larceny Targets
    • Additional Jobs
      • An Overview
      • Delvin’s Additional Jobs
      • Vex’s Additional Jobs
    • City Influence Quests
      • Growing the Guild and Gaining Influence
      • City Influence Quests: Silver Lining
      • City Influence Quests: The Dainty Sload
      • City Influence Quests: Imitation Amnesty
      • City Influence Quests: Summerset Shadows
      • City Influence Quests: Ultimate Rewards
      • Leadership Quest: Under New Management
    • Dark Brotherhood Quests
      • Overview
      • Assassinations: A Tactical Overview
      • Training
      • Available Quests and Tasks
      • Dark Brotherhood Quests: Delayed Burial
      • Dark Brotherhood Quests: Innocence Lost
      • Dark Brotherhood Quests: With Friends Like These...
      • Dark Brotherhood Quests: Sanctuary
      • Dark Brotherhood Quests: Mourning Never Comes
      • Dark Brotherhood Quests: Whispers in the Dark
      • Dark Brotherhood Quests: The Silence Has Been Broken
      • Dark Brotherhood Quests: Bound Until Death
      • Dark Brotherhood Quests: Breaching Security
      • Dark Brotherhood Quests: The Cure for Madness
      • Dark Brotherhood Quests: Recipe for Disaster
      • Dark Brotherhood Quests: To Kill an Empire
      • Dark Brotherhood Quests: Death Incarnate
      • Dark Brotherhood Quests: Hail Sithis!
      • Dark Brotherhood Quests: Destroy the Dark Brotherhood!
      • Dark Brotherhood Quests: Where You Hang Your Enemy’s Head...
    • Dark Brotherhood Quests: Side Contracts
      • Overview
      • Side Contracts: Part 1
      • Side Contracts: Part 2
      • Side Contracts: Part 3
      • Side Contracts: Part 4
      • Side Contracts: Part 5
      • Side Contracts: Part 6
    • Dark Brotherhood Radiant Quests
      • Dark Brotherhood Radiant Quests: Honor Thy Family
      • Dark Brotherhood Radiant Quests: The Feeble Fortune
      • Dark Brotherhood Radiant Quests: Welcome to the Brotherhood
      • Dark Brotherhood Radiant Quests: Cicero’s Return
      • Dark Brotherhood Radiant Quests: The Dark Brotherhood Forever!
      • Dark Brotherhood Radiant Quests: The Torturer’s Treasure: Parts I, II, III, IV*
    • Civil War Quests
      • General Overview
      • Overview: Imperial Legion
      • Overview: Stormcloak Rebellion
      • Sieges: A Tactical Overview
    • Civil War Quests: Imperial
      • Civil War Quests: Joining the Legion
      • Civil War Quests: The Jagged Crown
      • Civil War Quests: Message to Whiterun
      • Civil War Quests: Defense of Whiterun
      • Civil War Quests: A False Front
      • Civil War Quests: The Battle for Fort Dunstad
      • Civil War Quests: Compelling Tribute
      • Civil War Quests: The Battle for Fort Greenwall
      • Civil War Quests: Rescue from Fort Kastav
      • Civil War Quests: The Battle for Fort Amol
      • Civil War Quests: Battle for Windhelm
    • Civil War Quests: Stormcloak
      • Civil War Quests: Joining the Stormcloaks
      • Civil War Quests: The Jagged Crown
      • Civil War Quests: Message to Whiterun
      • Civil War Quests: Battle For Whiterun
      • Civil War Quests: Rescue from Fort Neugrad
      • Civil War Quests: Compelling Tribute
      • Civil War Quests: The Battle for Fort Sungard
      • Civil War Quests: A False Front
      • Civil War Quests: The Battle for Fort Snowhawk
      • Civil War Quests: The Battle for Fort Hraggstad
      • Civil War Quests: Battle for Solitude
    • Daedric Quests
      • Overview
      • Daedric Quests: The Black Star
      • Daedric Quests: Boethiah’s Calling
      • Daedric Quests: A Daedra’s Best Friend
      • Daedric Quests: Discerning the Transmundane
      • Daedric Quests: Ill Met by Moonlight
      • Daedric Quests: The Cursed Tribe
      • Daedric Quests: Pieces of the Past
      • Daedric Quests: The Whispering Door
      • Daedric Quests: The Break of Dawn
      • Daedric Quests: The House of Horrors
      • Daedric Quests: The Taste of Death
      • Daedric Quests: The Only Cure
      • Daedric Quests: A Night to Remember
      • Daedric Quests: The Mind of Madness
      • Daedric Quests: Waking Nightmare
    • Other Factions Quests
      • Overview
      • Available Quests
    • The Greybeards Quests
      • Overview
      • Greybeards Quests: Word Wall Revelations
    • The Blades Quests
      • Overview
      • Blades Quests: Meditations on Words of Power
      • Blades Quests: Rebuilding the Blades
      • Blades Quests: Dragon Research
      • Blades Quests: Dragonslayer’s Blessing
      • Blades Quests: Dragon Hunting
    • The Bards College Quests
      • The Bards College
      • Bards College Quests: Tending the Flames
      • Bards College Quests: Finn’s Lute
      • Bards College Quests: Pantea’s Flute
      • Bards College Quests: Rjorn’s Drum
    • Temple Quests
      • Overview
      • Temple Quests: The Heart of Dibella
      • Temple Quests: The Book of Love
      • Temple Quests: The Blessings of Nature
    • Other Factions Quests: Side Quests
      • Side Quests: The Bonds of Matrimony
    • Side Quests
      • Overview
      • Side Quests: Blood on the Ice
      • Side Quests: The Ebony Warrior
      • Side Quests: Forbidden Legend
      • Side Quests: The Forsworn Conspiracy
      • Side Quests: No One Escapes Cidhna Mine
      • Side Quests: The Golden Claw
      • Side Quests: In My Time of Need
      • Side Quests: Kyne’s Sacred Trials
      • Side Quests: Laid to Rest
      • Side Quests: Lights Out!
      • Side Quests: Lost to the Ages
      • Side Quests: The Man Who Cried Wolf
      • Side Quests: The Wolf Queen Awakened
      • Side Quests: Missing in Action
      • Side Quests: Promises to Keep
      • Side Quests: A Return to Your Roots
      • Side Quests: Rise in the East
      • Side Quests: Rising at Dawn
      • Side Quests: Unfathomable Depths
      • Side Quests: The White Phial
      • Side Quests: Repairing the Phial
      • Side Quests: Captured Critters
      • Side Quests: The Forgemaster’s Fingers
      • Side Quests: The Great Skyrim Treasure Hunt
      • Side Quests: Masks of the Dragon Priests
    • Dungeon Quests and Other Activities
      • Overview
      • Angarvunde: Medresi Dran and the Wandering Dead
      • Ansilvund: A Love Beyond Death
      • Angi’s Camp: Composure, Speed, and Precision
      • Bard’s Leap Summit: Leap Before You Look
      • Blind Cliff Cave: Melka and Petra
      • Darklight Tower: Repentance
      • Forelhost: Siege on the Dragon Cult
      • Frostflow Lighthouse: What Lies Beneath
      • Frostmere Crypt: The Pale Lady
      • High Gate Ruins: A Scroll for Anska
      • Hillgrund’s Tomb: Ancestral Worship
      • Mistwatch: Forgetting About Fjola
      • Moss Mother Cavern: Hunter and Hunted
      • Nchuand-Zel: The Lost Expedition
      • Nilheim: The Nilheim Scam
      • Ragnvald: Otar’s Mad Guardians
      • Rebel’s Cairn: The Legend of Red Eagle
      • Shroud Hearth Barrow: Wilhelm’s Specter
      • Sleeping Tree Camp: The Secret at the Sleeping Tree
      • Southfringe Sanctum: The Savior of Selveni Nethri
      • Treva’s Watch: Infiltration
      • Valthume: Evil in Waiting
      • Volunruud: Silenced Tongues
      • Yngol Barrow: Ashore in a Sea of Ghosts
      • Dungeon Activities
    • Miscellaneous Objectives
      • Overview
      • Miscellaneous Objectives: Innkeepers
      • Miscellaneous Objectives: Haafingar Hold
      • Miscellaneous Objectives: Hjaalmarch Hold
      • Miscellaneous Objectives: The Pale
      • Miscellaneous Objectives: Winterhold
      • Miscellaneous Objectives: The Reach
      • Miscellaneous Objectives: Whiterun Hold
      • Miscellaneous Objectives: Eastmarch Hold
      • Miscellaneous Objectives: Falkreath Hold
      • Miscellaneous Objectives: The Rift
    • Favors
      • Overview
      • Part 1: Activity Favors
      • Part 2: Favors for Citizens
      • Crafting Tutorials
      • Part 3: Thane Tasks
  • Dawnguard Quests
    • Overview
    • The Dawnguard
    • Dawnguard Trainers And Vendors
    • The Vampires
    • Vampire Trainers And Vendors
    • Important Characters (Neutral)
    • Available Quests And Tasks
    • Dawnguard Main Quest
      • Dawnguard Main Quest: Dawnguard
      • Dawnguard Main Quest: Awakening
      • Dawnguard Main Quest: Bloodline
      • Dawnguard Main Quest: Power Of The Blood
      • Dawnguard Main Quest: The Bloodstone Chalice
      • Dawnguard Main Quest: A New Order
      • Dawnguard Main Quest: Prophet
      • Dawnguard Main Quest: Seeking Disclosure
      • Dawnguard Main Quest: Scroll Scouting
      • Dawnguard Main Quest: Chasing Echoes
      • Dawnguard Main Quest: Beyond Death
      • Dawnguard Main Quest: Unseen Visions
      • Dawnguard Main Quest: Touching The Sky
      • Dawnguard Main Quest: Kindred Judgment
    • Postquest Activities
      • Overview
      • Postquest Activity: Elder Scrolls For Sale
      • Postquest Activity: Repairing The Castle
      • Postquest Activity: Serana’s Cure
      • Postquest Activity: Valerica’s Return
    • Dawnguard Faction Quests
      • Overview
      • Dawnguard Faction Quest: Ancient Technology
      • Dawnguard Faction Quest: Bolstering The Ranks
      • Dawnguard Faction Quest: Cleansing Light
      • Dawnguard Faction Quest: Hide And Seek
      • Dawnguard Faction Quest: Hunting The Monster
      • Dawnguard Faction Quest: A Jarl’s Justice
      • Dawnguard Faction Quest: Lost Relic
      • Dawnguard Faction Quest: Preemptive Strike
    • Vampire Faction Quests
      • Overview
      • Vampire Faction Quest: Rescue
      • Vampire Faction Quest: Amulets Of Night Power
      • Vampire Faction Quest: Ancient Power
      • Vampire Faction Quest: Culling The Beast
      • Vampire Faction Quest: Deceiving The Herd
      • Vampire Faction Quest: Destroying The Dawnguard
      • Vampire Faction Quest: The Gift
      • Vampire Faction Quest: The Hunt
      • Vampire Faction Quest: New Allegiances
      • Vampire Faction Quest: Protecting The Bloodline
      • Vampire Faction Quest: Rings Of Blood Magic
    • Dawnguard Side Quests
      • Overview
      • Side Quests: Durnehviir
      • Side Quests: Face To Face
      • Side Quests: Impatience of a Saint
      • Side Quests: The Great Skyrim Cache Grab
    • Dawnguard Regional Activities: Soul Cairn
      • Overview
      • Regional Activity: Arvak The Spectral Steed*
      • Regional Activity: Dark Conjurations
      • Regional Activity: (Don’t Fear) The Reaper
      • Regional Activity: The Soul Husk Merchant
      • Regional Activity: Valerica’s Concoction
      • Regional Activity: The Whole Soul
    • Dawnguard Regional Activities: Forgotten Vale
      • Regional Activity: Ancient Falmer Tomes
      • Regional Activity: Paragons of the Frost Giants
  • Dragonborn Quests
    • Overview
    • Important Locations
    • Important Characters
    • Available Quests
    • Dragonborn Main Quest
      • Dragonborn Main Quest: Dragonborn
      • Dragonborn Main Quest: The Temple Of Miraak
      • Dragonborn Main Quest: The Fate Of The Skaal
      • Dragonborn Main Quest: Cleansing The Stones
      • Dragonborn Main Quest: The Path of Knowledge
      • Dragonborn Main Quest: The Gardener of Men
      • Dragonborn Main Quest: At the Summit of Apocrypha
    • Solstheim Side Quests
      • Overview
      • Solstheim Side Quests: Azra’s Staffs
      • Solstheim Side Quests: Black Book: Filament And Filigree
      • Solstheim Side Quests: Black Book: The Hidden Twilight
      • Solstheim Side Quests: Black Book: The Sallow Regent
      • Solstheim Side Quests: Black Book: The Winds Of Change
      • Solstheim Side Quests: Black Book: Untold Legends
      • Solstheim Side Quests: Briarheart Necropsy
      • Solstheim Side Quests: The Chief Of Thirsk Hall
      • Solstheim Side Quests: Deathbrand
      • Solstheim Side Quests: Experimental Subject
      • Solstheim Side Quests: Filial Bonds
      • Solstheim Side Quests: The Final Descent
      • Solstheim Side Quests: From The Ashes
      • Solstheim Side Quests: Healing A House
      • Solstheim Side Quests: Heart Stones
      • Solstheim Side Quests: Lost Knowledge
      • Solstheim Side Quests: Lost Legacy
      • Solstheim Side Quests: March Of The Dead
      • Solstheim Side Quests: A New Source Of Stalhrim
      • Solstheim Side Quests: Old Friends
      • Solstheim Side Quests: Reluctant Steward
      • Solstheim Side Quests: A New Debt
      • Solstheim Side Quests: Retaking Thirsk
      • Solstheim Side Quests: Served Cold
      • Solstheim Side Quests: Telvanni Research
      • Solstheim Side Quests: Unearthed
      • Solstheim Side Quests: Wind And Sand
      • Solstheim Side Quests: The Challenges Of Kagrumez
      • Solstheim Side Quests: The Great Solstheim Strongbox Hunt
      • Solstheim Side Quests: Karstaag’s Resurrection
      • Solstheim Side Quests: Masks of the Acolyte Priests
      • Solstheim Side Quests: Rings of the Werewolves
      • Solstheim Side Quests: Spider Crafting
    • Solstheim Regional Activities
      • Overview
      • Raven Rock Regional Activities
      • Skaal Village Regional Activities
      • Tel Mithryn Regional Activities
      • Thirsk Mead Hall Regional Activities
  • World Interactions and Encounters
    • Overview
    • World Interactions
    • World Encounters
    • Dawnguard World Interactions
    • Dawnguard World Encounters
    • Dragonborn World Interactions
    • Dragonborn World Encounters
  • The Atlas
    • Atlas of Skyrim
    • Hold 1: Haafingar
      • Overview
      • Hold Capital: Solitude
      • [1.01] Northwatch Keep
      • [1.02] Rimerock Burrow
      • [1.03] Pinefrost Tower
      • [1.04] Volskygge
      • [1.05] Steepfall Burrow and Lower Steepfall Burrow
      • [1.06] Lost Echo Cave
      • [1.07] Orphan's Tear
      • [1.08] Fort Hraggstad
      • [1.09] Widow's Watch Ruins
      • [1.10] Pinemoon Cave
      • [1.11] Clearpine Pond
      • [1.12] Ravenscar Hollow
      • [1.13] The Steed Stone
      • [1.14] Ironback Hideout
      • [1.15] Wolfskull Cave
      • [1.16] Statue to Meridia and Kilkreath Ruins
      • [1.17] Dragon Bridge
      • [1.18] Haafingar Stormcloak Camp
      • [1.19] Broken Oar Grotto
      • [1.20] Shadowgreen Cavern
      • [1.21] Thalmor Embassy
      • [1.22] Solitude Sawmill
      • [1.23] Katla's Farm
      • [1.24] East Empire Company Warehouse
      • [1.25] Brinewater Grotto
      • [1.26] Solitude Lighthouse
      • [1.27] Dainty Sload
      • [1.28] The Katariah
      • Secondary Locations
      • Additional Locations
    • Hold 2: Hjaalmarch
      • Overview
      • Hold Capital: Morthal
      • [2.01] Meeko's Shack
      • [2.02] Chillwind Depths
      • [2.03] Robber's Gorge
      • [2.04] Dead Men's Respite
      • [2.05] Crabber's Shanty
      • [2.06] Orotheim
      • [2.07] Talking Stone Camp
      • [2.08] Folgunthur
      • [2.09] The Apprentice Stone
      • [2.10] Fort Snowhawk
      • [2.11] Brood Cavern
      • [2.12] North and South Cold Rock Pass
      • [2.13] Eldersblood Peak
      • [2.14] Wreck of the Icerunner
      • [2.15] Abandoned Shack
      • [2.16] Ustengrav
      • [2.17] Hjaalmarch Stormcloak Camp
      • [2.18] Mzinchaleft
      • [2.19] Great Lift at Mzinchaleft
      • [2.20] Movarth's Lair
      • [2.21] Hjaalmarch Imperial Camp
      • [2.22] Kjenstag Ruins
      • [2.23] Stonehills
      • [2.24] Labyrinthian
      • [2.25] Lost Valkygg
      • [2.26] Skyborn Altar
      • Secondary Locations
      • Additional Locations
    • Hold 3: The Pale
      • Overview
      • Hold Capital: Dawnstar
      • [3.01] High Gate Ruins
      • [3.02] Wreck of the Brinehammer
      • [3.03] Pale Imperial Camp
      • [3.04] Windward Ruins
      • [3.05] Dawnstar Sanctuary
      • [3.06] Nightcaller Temple
      • [3.07] Red Road Pass
      • [3.08] Frostmere Crypt
      • [3.09] Hall of the Vigilant
      • [3.10] Fort Dunstad
      • [3.11] Shrine of Mehrunes Dagon
      • [3.12] The Lord Stone
      • [3.13] Volunruud
      • [3.14] Stonehill Bluff
      • [3.15] Tower of Mzark
      • [3.16] Loreius Farm
      • [3.17] Blizzard Rest
      • [3.18] Weynon Stones
      • [3.19] Duskglow Crevice
      • [3.20] Silverdrift Lair
      • [3.21] Shrouded Grove
      • [3.22] Korvanjund
      • [3.23] Tumble Arch Pass
      • [3.24] Shearpoint
      • [3.25] Nightgate Inn
      • [3.26] Blackreach Elevator (Alftand)
      • [3.27] Forsaken Cave
      • [3.28] Yorgrim Overlook
      • [3.29] Bronze Water Cave
      • [3.30] Pale Stormcloak Camp
      • [3.31] Irkngthand
      • [3.32] Raldbthar
      • [3.33] Blackreach Elevator (Raldbthar)
      • [3.34] Anga's Mill
      • Secondary Locations
      • Additional Locations
    • Hold 4: Winterhold Hold
      • Overview
      • Hold Capital: Winterhold
      • [4.01] Hela's Folly
      • [4.02] Yngvild
      • [4.03] The Tower Stone
      • [4.04] Winterhold Imperial Camp
      • [4.05] Hob's Fall Cave
      • [4.06] Frostflow Lighthouse
      • [4.07] Driftshade Refuge
      • [4.08] Fort Fellhammer
      • [4.09] Snowpoint Beacon
      • [4.10] Pilgrim's Trench
      • [4.11] Ysgramor's Tomb
      • [4.12] Saarthal
      • [4.13] Alftand
      • [4.14] Wayward Pass
      • [4.15] Ironbind Barrow
      • [4.16] Mount Anthor
      • [4.17] Sightless Pit
      • [4.18] Shrine of Azura
      • [4.19] Fort Kastav
      • [4.20] Septimus Signus's Outpost
      • [4.21] Skytemple Ruins
      • [4.22] Wreck of the Pride of Tel Vos
      • [4.23] The Serpent Stone
      • [4.24] Bleakcoast Cave
      • [4.25] Whistling Mine
      • [4.26] Journeyman's Nook
      • [4.27] Stillborn Cave
      • [4.28] Snow Veil Sanctum
      • [4.29] Winterhold Stormcloaks Camp
      • [4.30] Yngol Barrow
      • [4.31] Wreck of the Winter War
      • Secondary Locations
    • Hold 5: The Reach
      • Overview
      • Hold Capital: Markarth
      • [5.01] Mor Khazgur
      • [5.02] Deepwood Redoubt
      • [5.03] Hag's End
      • [5.04] Deep Folk Crossing
      • [5.05] Bruca's Leap Redoubt
      • [5.06] Bthardamz
      • [5.07] Druadach Redoubt
      • [5.08] Dragontooth Crater
      • [5.09] Harmugstahl
      • [5.10] Reach Stormcloak Camp
      • [5.11] Liar's Retreat
      • [5.12] Cliffside Retreat
      • [5.13] Dragon Bridge Overlook
      • [5.14] Ragnvald
      • [5.15] Reach Imperial Camp
      • [5.16] Shrine of Peryite
      • [5.17] Karthwasten
      • [5.18] Broken Tower Redoubt
      • [5.19] Markarth Stables
      • [5.20] Salvius Farm
      • [5.21] Left Hand Mine
      • [5.22] Kolskeggr Mine
      • [5.23] The Lover Stone
      • [5.24] Blind Cliff Cave
      • [5.25] Four Skull Lookout
      • [5.26] Red Eagle Redoubt
      • [5.27] Sundered Towers
      • [5.28] Rebel's Cairn
      • [5.29] Karthspire Camp
      • [5.30] Karthspire
      • [5.31] Sky Haven Temple
      • [5.32] Soljund's Sinkhole
      • [5.33] Bleakwind Bluff
      • [5.34] Old Hroldan
      • [5.35] Hag Rock Redoubt
      • [5.36] Dead Crone Rock
      • [5.37] Purewater Run
      • [5.38] Dushnikh Yal
      • [5.39] Reachwater Rock
      • [5.40] Reachwind Eyrie
      • [5.41] Reachcliff Cave
      • [5.42] Valthume
      • [5.43] Gloomreach
      • [5.44] Lost Valley Redoubt
      • [5.45] Bard's Leap Summit
      • [5.46] Cradle Stone Tower
      • [5.47] Fort Sungard
      • Secondary Locations
      • Additional Locations
    • Hold 6: Whiterun Hold
      • Overview
      • Hold Capital: Whiterun
      • [6.01] Lund's Hut
      • [6.02] Rorikstead
      • [6.03] Serpent's Bluff Redoubt
      • [6.04] Whiterun Imperial Camp
      • [6.05] Swindler's Den
      • [6.06] Gjukar's Monument
      • [6.07] Broken Fang Cave
      • [6.08] Sleeping Tree Camp
      • [6.09] Rannveig's Fast
      • [6.10] Drelas' Cottage
      • [6.11] Greenspring Hollow
      • [6.12] Dustman's Cairn
      • [6.13] Hamvir's Rest
      • [6.14] Redoran's Retreat
      • [6.15] Fort Greymoor
      • [6.16] Silent Moons Camp
      • [6.17] Halted Stream Camp
      • [6.18] Bleakwind Basin
      • [6.19] Western Watchtower
      • [6.20] Whiterun Stables
      • [6.21] Pelagia Farm
      • [6.22] Honningbrew Meadery
      • [6.23] Chillfurrow Farm
      • [6.24] Battle-Born Farm
      • [6.25] Whitewatch Tower
      • [6.26] White River Watch
      • [6.27] Riverwood
      • [6.28] Shimmermist Cave
      • [6.29] Fellglow Keep
      • [6.30] Graywinter Watch
      • [6.31] The Ritual Stone
      • [6.32] Whiterun Stormcloak Camp
      • [6.33] Valtheim Towers
      • [6.34] Darkshade
      • [6.35] Guldun Rock
      • [6.36] Hillgrund's Tomb
      • [6.37] High Hrothgar
      • [6.38] Throat of the World
      • Secondary Locations
      • Additional Locations
    • Hold 7: Eastmarch
      • Overview
      • Hold Capital: Windhelm
      • [7.01] Uttering Hills Cave
      • [7.02] Gallows Rock
      • [7.03] Mara's Eye Pond
      • [7.04] Morvunskar
      • [7.05] Kynesgrove
      • [7.06] Windhelm Stables
      • [7.07] Brandy-Mug Farm
      • [7.08] Hlaalu Farm
      • [7.09] Hollyfrost Farm
      • [7.10] Traitor's Post
      • [7.11] Refugees' Rest
      • [7.12] Sacellum of Boethiah
      • [7.13] Cradlecrush Rock
      • [7.14] Abandoned Prison
      • [7.15] Mixwater Mill
      • [7.16] Broken Limb Camp
      • [7.17] Cronvangr Cave
      • [7.18] Riverside Shack
      • [7.19] Witchmist Grove
      • [7.20] Bonestrewn Crest
      • [7.21] Steamcrag Camp
      • [7.22] Narzulbur
      • [7.23] Gloombound Mine
      • [7.24] Cragwallow Slope
      • [7.25] Mzulft
      • [7.26] Lost Knife Hideout
      • [7.27] Fort Amol
      • [7.28] Darkwater Pass
      • [7.29] Snapleg Cave
      • [7.30] Eldergleam Sanctuary
      • [7.31] Darkwater Crossing
      • [7.32] The Atronach Stone
      • [7.33] Mistwatch
      • [7.34] Eastmarch Imperial Camp
      • [7.35] Kagrenzel
      • [7.36] Stony Creek Cave
      • [7.37] Cragslane Cavern
      • [7.38] Ansilvund
      • Secondary Locations
    • Hold 8: Falkreath Hold
      • Overview
      • Hold Capital: Falkreath
      • [8.01] Bilegulch Mine
      • [8.02] Sunderstone Gorge
      • [8.03] Glenmoril Coven
      • [8.04] Falkreath Imperial Camp
      • [8.05] Moss Mother Cavern
      • [8.06] Hunter's Rest
      • [8.07] Knifepoint Ridge
      • [8.08] Twilight Sepulcher
      • [8.09] Bannermist Tower
      • [8.10] Evergreen Grove
      • [8.11] Half-Moon Mill
      • [8.12] Bloated Man's Grotto
      • [8.13] North Brittleshin Pass
      • [8.14] South Brittleshin Pass
      • [8.15] Ilinalta's Deep
      • [8.16] The Lady Stone
      • [8.17] Secunda's Kiss
      • [8.18] Bleak Falls Barrow
      • [8.19] Anise's Cabin
      • [8.20] Cracked Tusk Keep
      • [8.21] Halldir's Cairn
      • [8.22] Dark Brotherhood Sanctuary
      • [8.23] Roadside Ruins
      • [8.24] Falkreath Watchtower
      • [8.25] North Shriekwind Bastion
      • [8.26] South Shriekwind Bastion
      • [8.27] Peak's Shade Tower
      • [8.28] Pinewatch
      • [8.29] Angi's Camp
      • [8.30] The Guardian Stones
      • [8.31] Embershard Mine
      • [8.32] Helgen
      • [8.33] South Skybound Watch
      • [8.34] North Skybound Watch
      • [8.35] Orphan Rock
      • [8.36] Falkreath Stormcloak Camp
      • [8.37] Haemar's Shame
      • [8.38] Bonechill Passage
      • [8.39] Ancient's Ascent
      • [8.40] Bloodlet Throne
      • [8.41] Greywater Grotto
      • [8.42] Fort Neugrad
      • [8.43] Southfringe Sanctum
      • Secondary Locations
      • Additional Locations
    • Hold 9: The Rift
      • Overview
      • Hold Capital: Riften
      • [9.01] Ivarstead
      • [9.02] Shroud Hearth Barrow
      • [9.03] Pinepeak Cavern
      • [9.04] Geirmund's Hall
      • [9.05] Nilheim
      • [9.06] Sarethi Farm
      • [9.07] Rift Stormcloak Camp
      • [9.08] Rift Watchtower
      • [9.09] Alchemist's Shack
      • [9.10] Honeystrand Cave
      • [9.11] Rift Imperial Camp
      • [9.12] Ruins of Bthalft
      • [9.13] Arcwind Point
      • [9.14] Autumnwatch Tower
      • [9.15] Froki's Shack
      • [9.16] Treva's Watch
      • [9.17] Angarvunde
      • [9.18] Avanchnzel
      • [9.19] Clearspring Tarn
      • [9.20] Boulderfall Cave
      • [9.21] Northwind Mine
      • [9.22] Northwind Summit
      • [9.23] Tolvald's Cave
      • [9.24] Shor's Watchtower
      • [9.25] Shor's Stone
      • [9.26] Fort Greenwall
      • [9.27] Heartwood Mill
      • [9.28] Faldar's Tooth
      • [9.29] Goldenglow Estate
      • [9.30] Autumnshade Clearing
      • [9.31] Merryfair Farm
      • [9.32] Riften Stables
      • [9.33] Fallowstone Cave and Giant's Grove
      • [9.34] Lost Prospect Mine
      • [9.35] Black-Briar Lodge
      • [9.36] Largashbur
      • [9.37] Darklight Tower
      • [9.38] Ruins of Rkund
      • [9.39] Crystaldrift Cave
      • [9.40] Lost Tongue Overlook
      • [9.41] Snow-Shod Farm
      • [9.42] The Shadow Stone
      • [9.43] Nightingale Hall
      • [9.44] Broken Helm Hollow
      • [9.45] Forelhost
      • [9.46] Stendarr's Beacon
      • Secondary Locations
      • Additional Locations
    • Blackreach
      • Overview
      • [10.00] Khajiit Caravans
      • [10.01] Azura's Star
      • [10.02] Blackreach
      • [10.03] Blue Palace Pelagius Wing
      • [10.04] Japhet's Folly
      • [10.05] Skuldafn
      • [10.06] Sovngarde
    • Soul Cairn
      • Overview
      • [SC1.1] Portal to Volkihar Ruins
      • Soul Cairn Minor Locations
    • Forgotten Vale
      • Overview
      • Area 1: Hidden Vale
      • [FV1.1] Portal to Darkfall Passage and Cave Entrance
      • [FV1.2] Wayshrine of Sight
      • Forgotten Vale Minor Locations
    • Solstheim: Northern Mountains
      • Overview
      • Skaal Village
      • [S.N01] Damphall Mine
      • [S.N02] Water Stone
      • [S.N03] Fahlbtharz
      • [S.N04] Hvitkald Peak
      • [S.N05] Abandoned Lodge
      • [S.N06] Bristleback Cave
      • [S.N07] Northshore Landing
      • [S.N08] Broken Tusk Mine
      • [S.N09] Stalhrim Source
      • [S.N10] Castle Karstaag Ruins
      • [S.N11] Castle Karstaag Caverns
      • [S.N12] Glacial Cave
      • [S.N13] Mortrag Peak
      • [S.N14] Frykte Peak
      • [S.N15] Saering's Watch
      • [S.N16] Benkongerike
      • [S.N17] White Ridge Barrow
      • [S.N18] Hrothmund's Barrow
      • [S.N19] Moesring Pass
      • [S.N20] Snowclad Ruins
      • [S.N21] Mount Moesring
      • [S.N22] Frostmoon Crag
      • [S.N23] Altar of Thrond
      • [S.N24] Temple of Miraak (Tree Stone)
      • [S.N25] Beast Stone
      • [S.N26] Thirsk Mead Hall
      • [S.N27] Headwaters of Harstrad
      • [S.N28] Wind Stone
      • [S.N29] Haknir's Shoal
      • [S.N30] Frossel
      • [S.N31] Bujold's Retreat
      • [S.N32] Gyldenhul Barrow
      • [S.N33] Horker Island
      • Secondary Locations
    • Solstheim: Southern Ash Lands
      • Overview
      • Raven Rock
      • Tel Mithryn
      • [S.S01] Earth Stone
      • [S.S02] Bloodskal Barrow
      • [S.S03] Old Attius Farm
      • [S.S04] Kolbjorn Barrow
      • [S.S05] Wreck of the Strident Squall
      • [S.S06] Hrodulf's House
      • [S.S07] Brodir Grove
      • [S.S08] Kagrumez
      • [S.S09] Ramshackle Trading Post
      • [S.S10] Highpoint Tower
      • [S.S11] Fort Frostmoth
      • [S.S12] Ashfallow Citadel
      • [S.S13] Vahlok's Tomb
      • [S.S14] Nchardak
      • [S.S15] Sun Stone
      • Secondary Locations
    • Apocrypha
      • Overview
      • [S.A01] Apocrypha: Epistolary Acumen
      • [S.A02] Apocrypha: Filament and Filigree
      • [S.A03] Apocrypha: The Hidden Twilight
      • [S.A04] Apocrypha: The Sallow Regent
      • [S.A05] Apocrypha: Untold Legends
      • [S.A06] Apocrypha: The Winds of Change
      • [S.A07] Apocrypha: Waking Dreams of a Starless Sky
  • Interactive World Map
    • Skyrim Atlas
  • Appendices
    • Overview
    • Appendix I: Achievements and Trophies
    • Appendix II: Traders
    • Appendix III: Shrines
    • Appendix IV: Unique Weapons
    • Appendix V: Unique Armor and Items
    • Appendix VI: Skill Books
    • Appendix VII: Other References
    • The Language of Dragons
  • Bonus Content Videos
    • Favored Archetypes
    • Favored Followers
    • Top 5 Shouts
    • Traps
  • Extras
    • Choosing the Correct Attire
    • The Path of the Undeath
    • The Path of the Lycanthrope
    • Advanced Crafting
    • Hearthfire: Owning a Home
    • Top Ten Inventory Items
    • Places to See in Solstheim

Elder Scrolls V: Skyrim Special Edition Guide › Training

Training Part 4: Hearthfire

Overview: A Place to Call Home

Meet Jarl Siddgeir of Falkreath, one of three Jarls with whom to curry favor.

Becoming a powerful and noble member of Skyrim’s society has its privileges; the title of “Thane” and a Housecarl and a home of your own are the main perks. But those seeking the approval from the Jarls of the smaller Holds—Jarl Igrod Ravencrone of Hjaalmarch, Jarl Skald the Elder of the Pale, or Jarl Siddgeir of Falkreath (or their Civil War replacements)—may be crestfallen at the lack of a property to purchase. Fortunately, this is about to change.

This chapter explains how to purchase land, improve it, construct a property you can be suitably proud of, and then stock it with as many household (and esoteric) items, ingredients, and added benefits as you wish.

Crafting: Build Your Own House

Note

View a showcase of sample homes and upgrades in Hearthfire: Owning a Home.

Part 1: Land Grab

Learning about land for sale and purchasing it.

Hjaalmarch Hold: A rather pleasing view across the salt marshes toward Solitude. Expect amazing sunsets.

The Pale: A swath of Tundra with exceptional views of the Loreius Farm, Dragonsreach, and the Throat of the World in the distance.

Falkreath Hold: The body of water is Lake Ilinalta. The view is fabulous, perched between the Shriekwind Hills.

In order to construct a dwelling fit for an adventurer of your stature, you must begin by purchasing a plot of land in your chosen Hold.

Learning About the Land

You can purchase land in one of two ways:

  • If you’re Level 9, you eventually receive a letter (via a courier, when you enter a settlement) requesting you meet with the Jarl of Falkreath (provided you don’t have a Bounty in that Hold). The letter mentions the possibility of land being purchased once you complete a few Favors. From this point, you must complete Thane Task: Thane of Falkreath.
  • If you’ve already attempted some Thane Tasks by working for any or all of the Jarls of Morthal, Dawnstar, or Falkreath, continue these Favors. Once you receive the title of Thane, you also receive news (delivered via courier) that land has become available. Simply return to the Steward (or Jarl) and purchase the land.

Tip

What exactly must you do to become a Thane of Hjaalmarch, the Pale, or Falkreath? Various tasks demanded by the Jarl and his or her citizens. Refer to the Thane Task section of this book for all the answers.

Purchasing the Land

Once you’ve befriended the Jarl, they will acknowledge your service to the Hold and inform you that a piece of property is for sale. Talk to the Jarl’s Steward (or, for the Pale, Jarl Skald) and tell them “I’d like to purchase a house.” There isn’t one available, but there is a plot of land. Agree to pay for it. Each plot is 5,000 gold. There is one plot per Hold, so your house is always in the same place. Pay the gold and you receive a charter for the land in question. Your world map updates to show the location of your plot.

  • Miscellaneous Objective: Visit your new property in [the Hold in question]
  • Windstad Manor Charter (Hjaalmarch Hold)
  • Heljarchen Hall Charter (the Pale)
  • Lakeview Manor Charter (Falkreath Hold)

Note

If you visit the proposed site of your home prior to purchasing the land, it is “unimproved,” with no evidence that it’s available to buy. You can purchase all three plots of land and build one house on each plot. If you also purchase the houses in the remaining Holds, you can have a total of eight properties across Skyrim.

Only Jarl Korir of Winterhold lacks a house or a plot of land to grant you; he’s still recovering from the decimation of his capital.

Part 2: Outstanding in Your Field

Commencing construction on your manor house.

The remaining information applies to each of the three building plots available.

  • Miscellaneous Objective: Use the drafting table to begin building your house

The tools of the home builder: the drafting table, carpenter’s workbench, storage chest, and anvil.

The Right Tools for the Job

Now that you have a deeded property, construction can begin. When you reach the cleared area of land, you come across four important workstations to aid you in this task: the drafting table, carpenter’s workbench, storage chest, and anvil.

The Drafting Table

Approach this first, as it allows you to create the plans for a basic small house layout. After that, you can return to the drafting table and add additional structures to this first one. For now, create the small house layout.

  • Miscellaneous Objective: Use the carpenter’s workbench to build the foundation of your house

The small house layout, in mid construction.

The final exterior construction is finished.

Carpenter’s Workbench

This allows you to take the drafted plans and realize them. The various elements of the structure are broken down into separate pieces so you know what components they require, much in the same way as smithing or alchemy. For now, build the “house, foundation” and “house, wall framing.” Then stop, turn around, and watch the skeletal form of your house take shape.

Return to the carpenter’s workbench and construct the “house, walls.” Then add the “house, floor” and “house, roof framing.” Then finally, add the “house, roof” and “house, door.” Congratulations! You’ve just built yourself a home!

At this point, you can add a variety of outbuildings (from the carpenter’s workbench), and your drafting table updates with another plan. This continues until you’ve finished a house with a main hall; a cellar; and east, west, and north wings.

The Beginner’s Guide to Homesteading

A riveting read, this book provides information and advice on building your home, as well as who can live in it and the types of structures you can create. Refer to it (or this book) if you get stuck.

Chest and Anvil

Inspect the chest. It is filled with components for creating the house. As you gather additional raw materials, you can store them here without fear of them being stolen. In fact, it’s an excellent plan to leave all the components you’re going to need in this chest so you aren’t encumbered, and you’ll know where all your building materials are. To help you get started, the Jarl has filled this chest with a supply of raw materials, so take the clay, Corundum Ingots, Iron Ingots, and Quarried Stone that you want from here.

Inspect the anvil (or indeed, any anvil you find in Skyrim), and you’ll see an additional menu: Building Materials. This is where you can mold your raw materials into components, if required. As each component is made up of two or more materials, you’re going to run out and will need to buy or forage for more. But return here and create all the hinges, iron fittings, locks, and nails you need (and many more components as your house becomes more grand).

Part 3: Measure Twice, Cut Once

Gathering supplies to turn into building components.

Taking a pickaxe to a clay deposit yields malleable building blocks.

Raw materials are the vital and literal building blocks for your homestead. So it is important to source them. The four main types are quarried stone, clay, sawn logs, and Iron and Corundum Ingots.

Quarried Stone: Fortunately, your house is located near an inexhaustible supply of stone. Of course, you’re the one who has to chip away at the stone quarry with a pickaxe to gather the stone you need. Quickly place the stone into your chest so you aren’t encumbered.

Clay: The grounds of your dwelling are nestled on clay soil. This is fortunate, as you also need to unearth clay in large quantities for much of your house’s structure. This is also quarried using the pickaxe. Quickly place the clay into your chest so you aren’t encumbered.

Sawn Logs: You aren’t equipped to fell trees, so you must source your supply of logs from a lumber mill. This can be done when prompted or at any time. Any settlement with a lumber mill has logs for your needs, but actual mills are perfect:

  • Windstad Manor is reasonably close to Solitude Sawmill.
  • Heljarchen Hall is in the middle of nowhere! The nearest mill is Anga’s Mill in Eastmarch, though it’s quite a distance up the road.
  • Lakeview Manor is close to Half-Moon Mill (especially handy if you’re a vampire!).

Visit the proprietor of the lumber mill, and request they provide you with logs. Twenty sawn logs cost 200 gold, so carry your coin purse with you. These are automatically added to the log pile at your dwelling.

Iron and Corundum Ingots: All of your basic hinges, fittings, locks, and nails require Iron Ingots, while a lock also needs a lesser metal called corundum. Just like before, these are sources from ore deposits scattered throughout the realm. Fortunately, there are a couple of iron ore veins around Lakeview Manor (Falkreath), while Heljarchen Hall has a corundum deposit nearby. When those run out, locate what you need from vendors or mines.

Tip

If you have iron or corundum ore but don’t want to traipse to a smelter elsewhere in Skyrim to turn it into ingots, why not build one yourself?

There are many other necessary components as well, but those are mainly used for furnishing or augmenting your abode. All are listed below.

Don’t fancy lugging rocks or mining for clay? Then have your own Steward do the dirty work for you (see below). You can hand over your mining, collecting, and locating of components, although this costs you additional funds.

In a hurry to quarry stone or dig up some clay? By far the fastest way to amass a rock collection is to equip pickaxes in both hands, use your Elemental Fury Shout, and then attack the rock with a vengeance.

Part 4: Architectural Improvements (Advice)

The additional structures you can add to your abode.

Extending Your Abode: Outbuildings

Animal Pen

A small enclosure is built against the wall of your home. Initially empty, you can ask your Steward to populate it with a cow or up to three chickens (see below).

Apiary

(Lakeview Manor only) For those wishing to harvest bees and honeycomb, build this beehive, which is much more flame-resistant than the ones in the Goldenglow Estate.

Armorer Workbench

If you want to hone your smithing, you can construct a workbench where you can improve any type of armor, provided you have the necessary Smithing Perks.

Fish Hatchery

(Windstad Manor only) A small hatchery is constructed in the marsh lake just below Windstad Manor. Initially empty, you can add fish or fish eggs to it, which will hatch into fish of the same type after a day or so.

Fish Hatchery Ingredients

  • Silverside Perch
  • Abecean Longfin
  • River Betty
  • Cyrodilic Spadetail
  • Histcarp
  • Salmon Roe
  • Slaughterfish Egg
  • Clam Meat

Garden

A large section of earth is tilled near the side of your house, and 11 patches of fertile soil are ready to receive food or ingredients that you’ve collected on your travels. Once planted, wait a day, and these sprout and can be harvested for several items of the same type. This is particularly handy if you use an ingredient in your potions that is usually difficult to obtain. Note that ingredients that don’t grow in regular weather conditions (such as Crimson Nirnroot) or that aren’t plants (such as Giant Toes) can’t be grown. For more planting spots, build a greenhouse addition.

Plantable IngredientsQuantity Grown
Bleeding Crown 3
Blisterwort 4
Blue Mountain Flower 3
Cabbage 2
Canis Root 4
Carrot 4
Creep Cluster 5
Deathbell 3
Dragon’s Tongue 4
Fly Amanita 4
Giant Luchen 4
Glowing Mushroom 5
Gourd 3
Grass Pod 3
Imp Stool 4
Jazbay Grapes 3
Juniper Berries 4
Lavender 3
Leek 2
Mora Tapinella 3
Namira’s Rot 3
Nightshade 3
Potato 3
Purple Mountain Flower 3
Red Mountain Flower 3
Scaly Pholiota 5
Snowberries 4
Swamp Fungal Pod 3
Thistle Branch 3
Tundra Cotton 3
Wheat 4
White Cap 2

Grindstone

A grinding wheel with a place to sit and sharpen your blades is positioned close to the other crafting stations a Blacksmith uses (such as the workbench or smelter). As with any other grindstone, you can improve your weapons here.

Mill

(Heljarchen Hall only) A small milling stone is sunk into the earth close to your dwelling. With three sheaves of wheat, you can create a bag of flour, which you use in many of your kitchen’s baking recipes. For this reason, you may wish Heljarchen Hall to be primarily a place where you grow crops in your garden and greenhouse, and you may want to install a kitchen addition.

Smelter

As with all smelters, you can reduce ore and raw materials (such as Dwarven scrap) into metal ingots, which are required to create and improve weapons and armor. Only now, you have a smelter in your backyard.

Stable

Do you want your Steward to purchase a horse of your own? Then construct a stable where your equine chums can whinny to their hearts’ content.

Extending Your Abode: Winging It

Choose your additions carefully; your properties can have aesthetic and functional differences, as shown in three finished home examples:

The Enchanter’s Tower, alchemy laboratory, and library create an imposing wizard’s domain.

The bedrooms, storage room, and armory create a linked upper porch for panoramic views.

The greenhouse, trophy room, and kitchen create a hunter and collector’s paradise.

Once you’ve finished constructing a small house on your plot of land, your drafting table and carpenter’s workbench both have additional structures for you to build:

  • The Drafting Table: This allows you to begin work on a main hall (a substantial, two-story extension), after which you can add a cellar and north, east, and west wings. You can also remodel your initial small house into an entryway (which opens up the far end of the original structure). As soon as you choose a plan, a series of perimeter markings appear on the ground where the section will be built.
  • The Carpenter’s Workbench: This has a “Misc” menu to check out, which lists a number of outbuildings you can build (some of which are unique to that particular Hold, see above) and all the parts for the house structure you have selected in the drafting table.

Simply continue to collect the necessary components to build the structure you want. Your house can be as large or small as you wish. Once the main hall has been added and your building starts to look more like a manor and less like a hovel, inspect the various options available when constructing new “wing” additions.

When it comes to building a wing, you can build out in three directions (to the north, east, and west). For each wing, you must choose between three mutually exclusive options. For example, your west wing could house bedrooms, a greenhouse, or an Enchanter’s Tower, but only one of those. Look to the Beginner’s Guide to Homesteading (or the pictures below) for more information about what each wing adds to your home.

You can’t demolish an addition once it is built, so plan out what you want your finished manor to look like. Here are some design decisions to think about:

  • Aesthetics: You may not think you need west wing bedrooms until you realize it comes with a large exterior porch. This offers elevated views of the scenery around your abode, so if your home is Heljarchen Hall (with arguably the best view), you might want this addition to show off the environment. Similarly, you might want a north, east, and west tower on each part of your domain so it looks imposing or symmetrical. But these decisions come down to your personal preferences.
  • Functionality: The skills you’ve perfected and the items you enjoy collecting should dictate the manor you construct. Consult the lists that follow to find out what interior benefits you the most. For example, the Enchanter’s Tower allows you to construct an Arcane Enchanter. Is that crafting station important to you? Then favor the tower over an alternate west wing addition. Also consider how the additions relate to one another. For example, the storage room (north wing) has a porch you can connect to the east and west wings, provided you also build the bedrooms and armory additions.
  • Maximizing: If you want to fully appreciate all three of the different options for each wing of the house, then you’ll need to build homes in all three Holds that offer them, and make sure you choose a different wing addition each time. This way, you can see and use every extension to your property that is available. Just don’t duplicate an Enchanter’s Tower if you don’t need two of them!
  • Buyer’s Remorse: Don’t worry if you accidentally construct a bedroom when you really wanted a greenhouse! There’s no “wrong” addition, as you can always construct a different combination of rooms at a different manor.

The following sections cover all the different structures you can build together to create your main house.

Small House

This tiny cottage may be all you require, and you don’t need to add to it if you aren’t interested in a sprawling mansion. However, if you do want to add to it, be sure to remodel this into an entryway (as it is more aesthetically pleasing and allows for more interior furnishings).

Main Hall

This expansion substantially improves the footprint of your house and adds a main hall with a dining area, an upstairs landing, two bedrooms, and a back room. When further additions are made, they all connect to your main hall. Note that an Arcane Enchanter, alchemy lab, and anvil can all be placed in this area.

Addition: Cellar

Don’t overlook the musty basement you can dig out underneath the main hall (this is the last part of the main hall to be built). With more furnishings than any other addition, the cellar gives you numerous storage and forging options. Best of all, you can create a shrine to rival the Temple of the Divines in Solitude, with nine divinities to receive blessings from!

Addition: West Wing—Bedrooms

If you plan on adopting a child or just want more space to stretch out, choose this addition. There’s a master bedroom, two children’s beds, and several wardrobes and display cases with which to furnish the interior. The spacious exterior porch allows access on two floors and gives an excellent view of the wilderness around your house. It can be attached to the storage room for an even bigger platform.

Addition: West Wing—Greenhouse

For the horticulturist, the greenhouse has planters you can furnish the room with, allowing you to take the plants that you have and grow them in more clement conditions (see the Plantable Ingredients list). When used in conjunction with the garden outside, you may never again run out of ingredients for your potions.

Addition: West Wing—Enchanter’s Tower

An imposing tower designed with the magician in mind, this addition allows you to furnish the area with an Arcane Enchanter, and there are numerous racks and a mannequin for your staffs and robes. The tower features an exterior viewing platform, which allows for roof access and a vista.

Addition: North Wing—Storage Room

If you have an overabundance of items and need additional places to keep them, construct the storage room. The multitude of chests and cases gives you plenty of places to store and organize your items; you no longer need shove everything in one place. Think about the bedrooms (west) and armory (east), as the upper porch can be extended if you pick those two additions as well.

Addition: North Wing—Trophy Room

After a titanic struggle with a particularly fearsome foe, you may want to display your conquest as a trophy. If so, this room is for you (consult the Trophies section below for all the different, life-sized effigies you can create). Choose this extension if simple “wolf heads on a wall” aren’t showcasing your true hunting prowess.

Addition: North Wing—Alchemy Laboratory

Featuring the same imposing elements as the Enchanter’s Tower, this addition provides a three-floor chamber of solace for an Alchemist, including an alchemy lab and storage for your potions and ingredients. The tower features an exterior viewing platform, too, which allows for roof access and a vista.

Addition: East Wing—Armory

Perfect for adventurers with a penchant for weapon and apparel collecting. Use the anvil or the forge in the cellar, then hang your martial collections throughout the mounts, cases, and mannequins in this chamber. Think about the bedrooms (west) and storage room (north), as the upper porch can be extended if you pick those two additions as well.

Addition: East Wing—Kitchen

Chefs who crave the latest in technology should consider this kitchen, which allows you to prepare food in a brand-new device called an “oven”! Apparently, these are all the rage in Solitude and allow you to use baking recipes. For those who cook their own meals, this is the pinnacle of Nordic cuisine preparation.

Addition: East Wing—Library

Have you run out of space for your rare Lusty Argonian Maid first editions? Then create this imposing tower, which has more bookcases than you can hope to fill and a certain ambience those scholars familiar with the great book repositories of Skyrim will crave. Can you gather and display every book in Skyrim? Alphabetically?

Note

What’s this “remove workbench” option on the drafting table? Well, once a structure has been finished externally, it can be furnished (see below) using the interior workbench inside each of the structure sections. When you’re happy with how the interior looks, you can remove the workbench if you aren’t making any more improvements to that section. Don’t worry; if you decide to change the decor, just reinstate the workbench at the drafting table.

Part 5: Architectural Improvements (Tables)

The following tables provide an exhaustive list of the items needed to create the structural elements of your home.

Drafting Table: Options

    • Small house layout
    • Main hall
    • Addition: West Wing
    • Bedrooms
    • Greenhouse
    • Enchanter’s Tower
    • Addition: North Wing
    • Storage room
    • Trophy room
    • Alchemy laboratory
    • Addition: East Wing
    • Armory
    • Kitchen
    • Library
    • Remodel house into entryway
    • Add/remove workbenches for each room

Carpenter’s Workbench

Main Hall

ComponentsProducesNotes
1 Iron Fittings, 1 Sawn Log, 1 Lock, 2 Hinges, 2 Nails Main Hall, Door
4 Sawn Logs, 16 Nails, 8 Clay Main Hall, First-Level Walls
6 Quarried Stone Main Hall, Floor
4 Sawn Logs, 30 Quarried Stone Main Hall, Foundation
25 Nails, 2 Sawn Logs Main Hall, Roof
10 Sawn Logs Main Hall, Roof Framing
6 Sawn Logs, 10 Nails Main Hall, Second-Floor Supports
12 Nails, 8 Clay, 4 Sawn Logs Main Hall, Second-Level Walls
16 Sawn Logs, 20 Nails Main Hall, Wall Framing

Outbuildings

ComponentsProducesNotes
1 Sawn Log Animal Pen
2 Sawn Log, 1 Nail, 2 Straw Apiary Lakeview Manor only
2 Quarried Stone, 1 Iron Ingot, 1 Sawn Log Armorer Workbench
3 Quarried Stone, 3 Sawn Logs, 4 Nails Fish Hatchery Windstad Manor Only
1 Sawn Log Garden
1 Quarried Stone, 1 Sawn Log, 1 Iron Fittings Grindstone
2 Quarried Stone, 2 Sawn Logs, 2 Iron Fittings Mill Heljarchen Hall only
2 Iron Fittings, 5 Iron Ingots, 6 Clay, 4 Quarried Stone Smelter
3 Sawn Logs, 5 Nails Stable

Small House

ComponentsProducesNotes
1 Iron Fittings, 1 Sawn Log, 1 Lock, 2 Hinges, 2 Nails House, Door
4 Quarried Stone House, Floor
1 Sawn Log, 10 Quarried Stone House, Foundation
10 Nails, 1 Sawn Log House, Roof
6 Sawn Logs House, Roof Framing
6 Sawn Logs, 10 Nails House, Wall Framing
2 Sawn Logs, 8 Nails, 4 Clay House, Walls

West Wing: Bedrooms

Cellar

ComponentsProducesNotes
8 Sawn Logs, 50 Quarried Stone Cellar
ComponentsProducesNotes
3 Iron Fittings, 3 Sawn Logs, 3 Locks, 6 Hinges, 6 Nails Bedrooms, Doors
4 Quarried Stone Bedrooms, Floor
2 Sawn Logs, 10 Quarried Stone Bedrooms, Foundation
4 Quarried Stone, 1 Sawn Log Bedrooms, Roof
7 Sawn Logs, 8 Nails Bedrooms, Wall Supports
3 Clay, 1 Sawn Log Bedrooms, Walls

West Wing: Greenhouse

ComponentsProducesNotes
2 Iron Fittings, 2 Sawn Logs, 2 Locks, 4 Hinges, 4 Nails Greenhouse, Doors
4 Quarried Stone Greenhouse, Floor
2 Sawn Logs, 10 Quarried Stone Greenhouse, Foundation
8 Nails, 1 Sawn Log Greenhouse, Roof
4 Sawn Logs Greenhouse, Roof Framing
8 Sawn Logs, 8 Nails Greenhouse, Wall Supports
3 Clay, 1 Sawn Log Greenhouse, Walls

West Wing: Enchanter’s Tower

ComponentsProducesNotes
3 Iron Fittings, 3 Sawn Logs, 3 Locks, 6 Hinges, 6 Nails Enchanter’s Tower, Doors
1 Sawn Log, 3 Clay Enchanter’s Tower, First-Floor Walls
4 Quarried Stone Enchanter’s Tower, Floor
2 Sawn Logs, 8 Quarried Stone Enchanter’s Tower, Foundation
10 Sawn Logs, 10 Nails Enchanter’s Tower, Main Supports
1 Sawn Log, 4 Quarried Stone Enchanter’s Tower, Roof
1 Sawn Log, 6 Nails Enchanter’s Tower, Roof Canopy
4 Sawn Logs, 12 Nails Enchanter’s Tower, Second-Floor Supports
2 Sawn Logs, 6 Clay Enchanter’s Tower, Second-Floor Walls

North Wing: Alchemy

ComponentsProducesNotes
3 Iron Fittings, 3 Sawn Logs, 3 Locks, 6 Hinges, 6 Nails Alchemy Laboratory, Doors
1 Sawn Log, 3 Clay Alchemy Laboratory, First-Floor Walls
4 Quarried Stone Alchemy Laboratory, Floor
2 Sawn Logs, 8 Quarried Stone Alchemy Laboratory, Foundation
10 Sawn Logs, 10 Nails Alchemy Laboratory, Main Supports
1 Sawn Log, 4 Quarried Stone Alchemy Laboratory, Roof
1 Sawn Log, 6 Nails Alchemy Laboratory, Roof Canopy
4 Sawn Logs, 12 Nails Alchemy Laboratory, Second-Floor Supports
2 Sawn Logs, 6 Clay Alchemy Laboratory, Second-Floor Walls

North Wing: Storage Room

ComponentsProducesNotes
3 Iron Fittings, 3 Sawn Logs, 3 Locks, 6 Hinges, 6 Nails Storage Room, Doors
4 Quarried Stone Storage Room, Floor
2 Sawn Logs, 10 Quarried Stone Storage Room, Foundation
4 Quarried Stone, 1 Sawn Log Storage Room, Roof
7 Sawn Logs, 8 Nails Storage Room, Wall Supports
3 Clay, 1 Sawn Log Storage Room, Walls

North Wing: Trophy Room

ComponentsProducesNotes
2 Iron Fittings, 2 Sawn Logs, 2 Locks, 4 Hinges, 4 Nails Trophy Room, Doors
4 Quarried Stone Trophy Room, Floor
2 Sawn Logs, 10 Quarried Stone Trophy Room, Foundation
8 Nails, 1 Sawn Log Trophy Room, Roof
4 Sawn Logs Trophy Room, Roof Framing
8 Sawn Logs, 8 Nails Trophy Room, Wall Supports
3 Clay, 1 Sawn Log Trophy Room, Walls

East Wing: Armory

ComponentsProducesNotes
3 Iron Fittings, 3 Sawn Logs, 3 Locks, 6 Hinges, 6 Nails Armory, Doors
4 Quarried Stone Armory, Floor
2 Sawn Logs, 10 Quarried Stone Armory, Foundation
4 Quarried Stone, 1 Sawn Log Armory, Roof
7 Sawn Logs, 8 Nails Armory, Wall Supports
3 Clay, 1 Sawn Log Armory, Walls

East Wing: Kitchen

ComponentsProducesNotes
2 Iron Fittings, 2 Sawn Logs, 2 Locks, 4 Hinges, 4 Nails Kitchen, Doors
4 Quarried Stone Kitchen, Floor
2 Sawn Logs, 10 Quarried Stone Kitchen, Foundation
8 Nails, 1 Sawn Log Kitchen, Roof
4 Sawn Logs Kitchen, Roof Framing
8 Sawn Logs, 8 Nails Kitchen, Wall Supports
3 Clay, 1 Sawn Log Kitchen, Walls

East Wing: Library

ComponentsProducesNotes
3 Iron Fittings, 3 Sawn Logs, 3 Locks, 6 Hinges, 6 Nails Library, Doors
1 Sawn Log, 3 Clay Library, First-Floor Walls
4 Quarried Stone Library, Floor
2 Sawn Logs, 8 Quarried Stone Library, Foundation
10 Sawn Logs, 10 Nails Library, Main Supports
1 Sawn Log, 4 Quarried Stone Library, Roof
1 Sawn Log, 6 Nails Library, Roof Canopy
4 Sawn Logs, 12 Nails Library, Second-Floor Supports
2 Sawn Logs, 6 Clay Library, Second-Floor Walls

Part 6: Home Is Where the Hearth Is (Advice)

Furnish your grand manor with fine furniture or complete clutter.

Turn a bare floor and walls (1) into an inviting interior for yourself and your family (2).

Now that the outside of your manor has been covered, it’s time to head inside. Poke around inside your dwelling, and you’ll notice it’s rather sparse, with only a chest and workbench to be found in the small house and another workbench in each addition. The moment you complete the small house, you can furnish it with objects. This involves the use of the small interior workbench. Step over to it and inspect the menu. You have a variety of objects (such as containers, furniture, shelves, and the like) that you can construct in the same way as the structure you’re standing in—by collecting components.

The tables that follow reveal every interior object you can create for each room. If you don’t see them in your Workbench menu, it usually means you need to create other objects first. Continue to choose and create objects until the room you’re in is staged to your satisfaction or you’ve constructed every furnishing available (remember that your main hall has more than one workbench). The actual components needed vary wildly: While locks and fittings can be easily crafted at any forge, you may need to scour Skyrim for other items.

Some of the more unhinged Skyrim adventurers decorate their rooms entirely in refuse, scavenged bric-a-brac, and even gore and body parts. These people aren’t well.

Some of the objects you make have particular properties; for example, some rooms include crafting stations such as cooking pots or alchemy labs. Mounted heads require the pelt of a slain animal. You can sit on chairs and sleep in beds. Wardrobes, chests, bookcases, and safes can be stuffed with items you’ve collected. Mannequins and racks hold your apparel and weapons. Lighting is important to the ambience of your room. Trophies are displays even more impressive than mounted heads. Cellar shrines can be built and blessings received from them.

Tip

Remember that you can pick up, place, and display objects on the top of tables, on shelves, or even scattered in a pattern on the floor. Need somewhere to show off your ingot collection? Then find a flat surface and place whatever you wish.

Don’t want to spend the time building a collection of objet d’art when your trusted Steward can furnish each room for a piffling 1,500 coins? Then spend your funds finishing a room instead of doing it yourself! See the Steward section below.

Part 7: Home Is Where the Hearth Is (Tables)

The following tables list the items needed to create different furnishings in your home.

Small House

The perfect dwelling for one. If a bigger manor is in your future, your furnishings are repositioned in the entryway improvement instead.

ComponentsProducesNumber
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels
1 Sawn Log, 3 Nails Corner Shelf
2 Sawn Logs, 2 Nails, 4 Leather Strips, 2 Straw Double Bed
1 Sawn Log, 3 Nails, 1 Iron Fitting Dresser
1 Sawn Log, 2 Nails End Table
1 Quarried Stone Firepit
1 Iron Ingot, 1 Iron Fitting Hanging Rack
2 Sawn Logs, 4 Nails Square Table and Chairs
2 Sawn Logs, 4 Nails, 1 Glass, 1 Hinge Tall Shelf with Display Case
1 Iron Fitting, 1 Goat Horn Wall Sconces (2) x2
1 Sawn Log, 1 Nail Wall Shelves (3)

Entryway

A more suitable entrance to your manor. Remember that the exterior sconces give your home a welcoming light on the outside.

ComponentsProducesNumber
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels
1 Sawn Log, 3 Nails Corner Shelf
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case on Low Table x2
1 Sawn Log, 3 Nails, 1 Iron Fitting Dresser
1 Sawn Log, 2 Nails Low Table
1 Leather Strip, 1 Bear Pelt Mounted Bear Head
1 Deer Hide, 1 Large Antler, 1 Leather Strip Mounted Elk Head x2
1 Leather Strips, 1 Sabre Cat Pelt, 2 Sabre Cat Teeth Mounted Sabre Cat Head
1 Leather Strip, 1 Sabre Cat Snow Pelt, 2 Sabre Cat Teeth Mounted Snowy Sabre Cat Head
1 Leather Strip, 1 Wolf Pelt Mounted Wolf Head
2 Sawn Logs, 4 Nails Night Tables (2)
1 Iron Fitting, 1 Goat Horn Wall Sconces (2) x3
1 Sawn Log, 1 Nail Wall Shelves (2)
2 Sawn Logs, 2 Iron Fittings Weapon Racks (2) x2

Main Hall: Main Room

The largest room in your manor is dominated by a warm hearth, a long dining table for banquets, and two crafting stations.

ComponentsProducesNumber
1 Sawn Log, 2 Nails, 1 Glass, 1 Quicksilver Ingot, 1 Iron Ingot Alchemy Lab
1 Sawn Log, 1 Nail, 1 Glass, 1 Moonstone Ingot, 1 Iron Ingot, 1 Filled Grand Soul Gem, 1 Gold Ingot Arcane Enchanter
1 Sawn Log, 1 Nail, 1 Quarried Stone Armor Mannequin
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels
1 Sawn Log, 1 Nail Chair
2 Iron Ingots, 2 Iron Fittings Chandelier, Large
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest x2
1 Sawn Log, 3 Nails Corner Shelf x2
3 Sawn Logs, 5 Nails Dining Table and Chairs
2 Nails, 1 Sawn Log, 1 Hinge, 1 Glass Display Case
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case on Low Table
1 Sawn Log, 4 Quarried Stone Fireplace
1 Deer Hide, 1 Large Antler, 1 Leather Strip Mounted Elk Head
1 Leather Strip, 1 Goat Hide Mounted Goat Head
1 Leather Strip, 2 Horker Tusks Mounted Horker Head
1 Leather Strip, 2 Mudcrab Chitin Mounted Mudcrab
1 Leather Strip, 4 Slaughterfish Scales Mounted Slaughterfish
1 Sawn Log, 2 Nails Square Table x2
2 Sawn Logs, 4 Nails Tall Shelf
1 Iron Fitting, 4 Nails, 2 Sawn Logs, 1 Hinge Tall Wardrobe
1 Sawn Log, 1 Nail Wall Shelves (2)
2 Sawn Logs, 2 Nails Wall Shelves (4)
1 Iron Fitting, 2 Nails, 1 Sawn Log Wardrobe, Small
1 Sawn Log, 1 Nail, 1 Iron Ingot Washbasin on Stand

Main Hall: Bedrooms

Placing beds here is obvious, but it also gives you (and your family) places to sleep: Staring at the cold dead eyes of a mounted elk head.

ComponentsProducesNumber
1 Sawn Log, 1 Nail Chair
1 Iron Ingot, 3 Goat Horns, 1 Iron Fitting Chandelier, Small x2
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest, Long
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case and Shelf
1 Iron Fitting, 4 Nails, 2 Sawn Logs, 1 Hinge, 1 Glass Display Case and Small Wardrobe
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case on Low Table
2 Sawn Logs, 2 Nails, 4 Leather Strips, 2 Straws Double Bed
1 Sawn Log, 3 Nails, 1 Iron Fitting Dresser
2 Sawn Logs, 4 Nails End Tables (2)
1 Deer Hide, 1 Large Antler, 1 Leather Strip Mounted Elk Head
1 Leather Strip, 1 Sabre Cat Snow Pelt, 2 Sabre Cat Teeth Mounted Snowy Sabre Cat Head
1 Leather Strip, 1 Wolf Pelt Mounted Wolf Head x2
1 Sawn Log, 1 Nail, 2 Leather Strips, 1 Straw Single Bed x2
2 Sawn Logs, 4 Nails Tall Bookshelf
2 Sawn Logs, 4 Nails Tall Shelf
2 Sawn Logs, 4 Nails, 1 Glass, 1 Hinge Tall Shelf with Display Case
1 Iron Fitting, 4 Nails, 2 Sawn Logs, 1 Hinge Tall Wardrobe x2
1 Sawn Log, 1 Nail Wall Shelves (3)
2 Sawn Logs, 2 Nails Wall Shelves (4)
1 Sawn Log, 1 Iron Fitting Weapon Plaque

Main Hall: Back Room

Note the anvil (allowing quicker smithing than heading outside), the safe and storage areas, and a trapdoor down to the cellar, if built.

ComponentsProducesNumber
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels
4 Iron Ingots, 1 Sawn Log Blacksmith Anvil
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard
1 Iron Fitting, 2 Nails, 1 Sawn Log Desk
1 Iron Fitting, 4 Nails, 2 Sawn Logs, 1 Hinge, 1 Glass Display Case and Small Wardrobe
1 Large Antler, 1 Leather Strip Mounted Elk Antlers
1 Leather Strip, 4 Slaughterfish Scales Mounted Slaughterfish
2 Sawn Logs, 4 Nails Round Table and Chairs
1 Lock, 1 Hinge, 3 Steel Ingots Safe
2 Sawn Logs, 4 Nails Square Table and Chairs
2 Sawn Logs, 4 Nails Tall Shelf
1 Sawn Log, 1 Nail Wall Shelves (2)
1 Iron Fitting, 2 Nails, 1 Sawn Log Wardrobe, Small
1 Sawn Log, 1 Iron Fitting Weapon Plaque

West Wing: Bedrooms

Your spouse and children will prefer these more luxurious accommodations, although they aren’t required if you’ve built the bedrooms in your main hall. But there’s plenty of storage here, too.

ComponentsProducesNumber
1 Sawn Log, 1 Nail Bench x3
1 Sawn Log, 1 Nail Chair
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest, Long
1 Sawn Log, 1 Nail, 2 Leather Strips, 1 Straw Child’s Bed x2
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Child’s Chest x2
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case and Shelf
1 Iron Fitting, 4 Nails, 2 Sawn Logs, 1 Hinge, 1 Glass Display Case and Small Wardrobe
2 Sawn Logs, 2 Nails, 4 Leather Strips, 2 Straws Double Bed
1 Sawn Log, 2 Nails Low Table x3
1 Leather Strip, 1 Bear Pelt Mounted Bear Head
1 Leather Strip, 2 Mudcrab Chitin Mounted Mudcrab
1 Lock, 1 Hinge, 3 Steel Ingots Safe
1 Sawn Log, 3 Nails Small Shelf
2 Sawn Logs, 4 Nails Square Table and Chairs
2 Sawn Logs, 4 Nails Table with Benches
2 Sawn Logs, 4 Nails Tall Shelf x2
1 Iron Fitting, 4 Nails, 2 Sawn Logs, 1 Hinge Tall Wardrobe
1 Iron Fitting, 1 Goat Horn Wall Sconces (2) x2
1 Sawn Log, 1 Nail Wall Shelves (2)
1 Sawn Log, 1 Nail Wall Shelves (3)
1 Iron Fitting, 2 Nails, 1 Sawn Log Wardrobe, Small x2
1 Sawn Log, 1 Nail, 1 Iron Ingot Washbasin on Stand x2
1 Sawn Log, 1 Iron Fitting Weapon Plaque

West Wing: Greenhouse

The planters are unique to this room, as you can place food and ingredients in them for cultivation and eventual harvesting.

ComponentsProducesNumber
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels x2
1 Iron Ingot, 3 Goat Horns, 1 Iron Fitting Chandelier, Small x2
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard x2
2 Nails, 1 Sawn Log, 1 Hinge, 1 Glass Display Case
2 Sawn Logs, 4 Nails, 2 Hinges, 1 Iron Fitting, 2 Glasses Display Case and Cupboard x2
2 Clay, 2 Quarried Stone, 1 Sawn Log Large Planter x3
1 Leather Strip, 1 Goat Hide Mounted Goat Head x2
1 Leather Strip, 2 Mudcrab Chitin Mounted Mudcrab x2
2 Sawn Logs, 4 Nails Night Tables (2) x2
2 Sawn Logs, 1 Iron Fitting, 4 Nails, 2 Clay Small Planter with Cupboard x6
2 Nails, 1 Sawn Log, 1 Hinge, 1 Glass Tall Shelf
2 Sawn Logs, 2 Nails Wall Shelves (4)

West Wing: Enchanter’s Tower

Although the conditions can be cramped, you’re able to place an Arcane Enchanter in here and can access the turret platform and view.

ComponentsProducesNumber
1 Sawn Log, 1 Nail, 1 Glass, 1 Moonstone Ingot, 1 Iron Ingot, 1 Filled Grand Soul Gem, 1 Gold Ingot Arcane Enchanter
1 Sawn Log, 1 Nail, 1 Quarried Stone Armor Mannequin
2 Iron Ingots Brazier x2
1 Sawn Log, 1 Nail Chair
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest x2
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case on Low Table
1 Sawn Log, 2 Nails End Table
1 Leather Strip, 1 Goat Hide Mounted Goat Head
2 Sawn Logs, 4 Nails Tall Shelf x2
1 Iron Fitting, 1 Goat Horn Wall Sconce
1 Sawn Log, 1 Nail Wall Shelf
1 Sawn Log, 1 Iron Fitting Weapon Plaque
2 Sawn Logs, 2 Iron Fittings Weapon Racks (3)

North Wing: Storage Room

This is the place to store all your items! To avoid confusion, pick particular storage vessels to hold specific item types.

ComponentsProducesNumber
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels x3
1 Sawn Log, 1 Nail Bench x2
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest x7
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard x2
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case and Shelf
1 Iron Fittings, 4 Nails, 2 Sawn Logs, 1 Hinge, 1 Glass Display Case and Small Wardrobe
1 Sawn Log, 3 Nails, 1 Iron Fitting Dresser
1 Sawn Log, 2 Nails End Table x2
2 Sawn Logs, 4 Nails, 2 Hinges, 1 Iron Fitting, 1 Lock Large Table with Chest
1 Sawn Log, 2 Nails Low Table x2
1 Leather Strip, 1 Goat Hide Mounted Goat Head
1 Leather Strip, 2 Mudcrab Chitin Mounted Mudcrab
1 Leather Strip, 1 Wolf Pelt Mounted Wolf Head
1 Lock, 1 Hinge, 3 Steel Ingots Safe
2 Sawn Logs, 4 Nails Table with Benches
2 Sawn Logs, 4 Nails, 2 Hinges, 2 Glasses Table with Display Cases
2 Sawn Logs, 4 Nails Tall Shelf
1 Iron Fitting, 1 Goat Horn Wall Sconces (2) x2
1 Sawn Log, 1 Nail Wall Shelves (2) x4
1 Sawn Log, 1 Nail, 1 Iron Ingot Washbasin on Stand x2

North Wing: Trophy Room

This is the only room where life-size models of enemies you’ve encountered can be constructed: Check the Trophies table below.

ComponentsProducesNumber
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels
1 Iron Ingot, 3 Goat Horns, 1 Iron Fitting Chandelier, Small
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard x4
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case and Shelf
1 Leather Strip, 1 Goat Hide Mounted Goat Head
1 Leather Strip, 2 Horker Tusks Mounted Horker Head
1 Sawn Log, 2 Nails Night Table
2 Sawn Logs, 4 Nails Tall Shelf
1 Quarried Stone, 1 Sawn Log, 2 Clay Trophy Base, Large x3
1 Quarried Stone, 1 Sawn Log, 1 Clay Trophy Base, Small x4
1 Iron Fitting, 1 Goat Horn Wall Sconces (2)
1 Sawn Log, 1 Nail Wall Shelves (2) x2

North Wing: Alchemy Laboratory

A second Alchemy Lab is available here. There’s a lack of room but there are three floors, including an exterior roof turret.

ComponentsProducesNumber
1 Sawn Log, 2 Nails, 1 Glass, 1 Quicksilver Ingot, 1 Iron Ingot Alchemy Lab
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels x2
1 Iron Ingot, 3 Goat Horns, 1 Iron Fitting Chandelier, Small
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard
1 Iron Fitting, 4 Nails, 2 Sawn Logs, 1 Hinge, 1 Glass Display Case and Small Wardrobe x2
1 Sawn Log, 2 Nails End Table
2 Sawn Logs, 4 Nails End Tables (2)
1 Iron Ingot, 1 Iron Fitting Hanging Rack x2
1 Leather Strip, 2 Mudcrab Chitin Mounted Mudcrab
1 Lock, 1 Hinge, 3 Steel Ingots Safe x2
1 Sawn Log, 3 Nails Small Shelf
2 Sawn Logs, 4 Nails Tall Shelf
1 Iron Fitting, 1 Goat Horn Wall Sconce
1 Iron Fitting, 1 Goat Horn Wall Sconces (2) x3
1 Sawn Log, 1 Nail Wall Shelf
1 Sawn Log, 1 Nail Wall Shelves (2)
1 Sawn Log, 1 Nail, 1 Iron Ingot Washbasin on Stand

East Wing: Armory

Another option for those who refuse to throw anything away. Have you collected every type of weapon? Then display them here!

ComponentsProducesNumber
2 Leather Strips, 1 Sawn Log, 4 Straws Archery Targets (2)
3 Sawn Logs, 5 Nails, 1 Quarried Stone, 1 Iron Fitting Armor Mannequin with Cupboard x5
1 Sawn Log, 1 Iron Ingot, 2 Quarried Stone Armorer Workbench
1 Sawn Log, 1 Nail Bench x2
1 Sawn Log, 1 Nail, 1 Iron Fittings, 2 Hinges, 1 Lock Chest x2
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard
2 Sawn Logs, 4 Nails, 2 Hinges, 1 Iron Fitting, 2 Glasses Display Case and Cupboard x2
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case on Low Table x2
1 Sawn Log, 3 Nails, 1 Iron Fitting Dresser x2
1 Sawn Log, 1 Iron Fitting, 1 Quarried Stone Grindstone
1 Iron Ingot, 3 Goat Horns Lamp Stand x2
1 Leather Strip, 1 Bear Pelt Mounted Bear Head
1 Leather Strip, 2 Horker Tusks Mounted Horker Head
1 Leather Strip, 1 Sabre Cat Pelt, 2 Sabre Cat Teeth Mounted Sabre Cat Head
1 Leather Strip, 1 Wolf Pelt Mounted Wolf Head
1 Sawn Log, 2 Nails Round Table
1 Sawn Log, 2 Nails Square Table
1 Leather Strip, 1 Sawn Log Tanning Rack x2
1 Iron Fitting, 1 Goat Horn Wall Sconces (2) x3
1 Sawn Log, 1 Nail, 1 Iron Ingot Washbasin on Stand
1 Sawn Log, 1 Iron Fitting Weapon Plaque x2
3 Sawn Logs, 4 Iron Fittings Weapon Racks (4) x2

East Wing: Kitchen

The oven is a unique crafting station. With it, you can experiment with baking recipes for bread, dumplings, and the fabled sweetroll!

ComponentsProducesNumber
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels x2
1 Iron Ingot, 3 Goat Horns, 1 Iron Fitting Chandelier, Small x2
2 Sawn Logs, 4 Nails, 1 Iron Fitting Cupboard x3
1 Sawn Log, 4 Quarried Stone Fireplace
1 Iron Ingot, 1 Iron Fitting Hanging Rack x4
1 Sawn Log, 2 Nails Low Table x2
1 Antler (Large), 1 Leather Strip Mounted Elk Antlers
1 Leather Strip, 2 Horker Tusks Mounted Horker Head
2 Clay, 3 Quarried Stone Oven
1 Sawn Log, 2 Nails Round Table
2 Sawn Logs, 4 Nails Square Table and Chairs x2
2 Sawn Logs, 4 Nails Tall Shelf
1 Iron Fitting, 1 Goat Horn Wall Sconces (2)
1 Sawn Log, 1 Nail Wall Shelf
1 Sawn Log, 1 Nail, 1 Iron Ingot Washbasin on Stand

East Wing: Library

You want every book you’ve collected to be displayed in alphabetical order, right? Then you’ll have to manually sort them!

ComponentsProducesNumber
2 Sawn Logs, 4 Nails Bookshelf x4
1 Sawn Log, 1 Nail Chair
1 Iron Ingot, 3 Goat Horns, 1 Iron Fitting Chandelier, Small
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest x2
1 Sawn Log, 3 Nails Corner Shelf
1 Iron Ingot, 3 Goat Horns Lamp Stand
1 Sawn Log, 2 Nails Night Table
2 Sawn Logs, 4 Nails Tall Bookshelf x5
1 Iron Fitting, 1 Goat Horns Wall Sconce

Cellar

Masses of storage, a full forge, and a shrine to every one of the Nine Divines means the cellar should definitely not be overlooked.

ComponentsProducesNumber
1 Leather Strip, 1 Sawn Log, 2 Straws Archery Target
1 Sawn Log, 1 Nail, 1 Quarried Stone Armor Mannequin
1 Sawn Log, 1 Iron Ingot, 2 Quarried Stone Armorer Workbench
1 Sawn Log, 1 Nail, 1 Iron Ingot Barrels x4
1 Iron Fitting, 1 Iron Ingot, 2 Sawn Logs, 5 Quarried Stone Blacksmith’s Forge
1 Sawn Log, 1 Nail, 1 Iron Fitting, 2 Hinges, 1 Lock Chest x3
1 Leather Strip, 1 Sawn Log, 2 Straws Child’s Practice Dummy
2 Nails, 1 Sawn Log, 1 Hinge, 1 Vampire Dust Coffin
1 Sawn Log, 3 Nails Corner Shelf x2
2 Sawn Logs, 4 Nails, 1 Hinge, 1 Glass Display Case on Low Table
1 Sawn Log, 2 Nails End Table x2
1 Sawn Log, 1 Iron Fitting, 1 Quarried Stone Grindstone
1 Sawn Log, 2 Nails Low Table
1 Sawn Log, 1 Nail, 1 Iron Ingot, 2 Quarried Stone Mead Barrels (2)
1 Leather Strip, 1 Bear Pelt Mounted Bear Head x2
1 Large Antler, 1 Leather Strip Mounted Elk Antlers
1 Deer Hide, 1 Small Antler, 1 Leather Strip Mounted Elk Head
1 Leather Strip, 1 Sabre Cat Snow Pelt, 2 Sabre Cat Teeth Mounted Snowy Sabre Cat Head
5 Locks, 5 Hinges, 15 Steel Ingots Safe (5) x2
2 Clay, 2 Quarried Stone, 1 Sawn Log Shrine Base
1 Amulet of Akatosh, 1 Iron Ingot, 1 Flawless Amethyst, 1 Corundum Ingot Shrine of Akatosh
1 Amulet of Arkay, 1 Orichalcum Ingot, 1 Silver Ingot, 1 Iron Ingot Shrine of Arkay
1 Iron Ingot, 1 Amulet of Dibella, 1 Orichalcum Ingot, 1 Quicksilver Ingot Shrine of Dibella
2 Ebony Ingots, 1 Amulet of Julianos Shrine of Julianos
2 Moonstone Ingots, 1 Amulet of Kynareth, 1 Flawless Sapphire Shrine of Kynareth
1 Amulet of Mara, 1 Silver Ingot, 2 Malachite Ingots Shrine of Mara
1 Quicksilver Ingot, 1 Amulet of Stendarr, 1 Steel Ingot, 2 Silver Ingots Shrine of Stendarr
1 Amulet of Talos, 1 Steel Ingot, 1 Dragon Bone, 1 Dragon Scales Shrine of Talos
1 Amulet of Zenithar, 1 Steel Ingot, 2 Gold Ingots Shrine of Zenithar
2 Iron Fittings, 5 Iron Ingots, 6 Clay, 4 Quarried Stone Smelter
2 Sawn Logs, 4 Nails Square Table and Chairs
1 Sawn Log, 1 Leather Strip Tanning Rack
1 Iron Fitting, 1 Goat Horn Wall Sconce
1 Iron Fitting, 1 Goat Horn Wall Sconces (2) x4
1 Sawn Log, 1 Nail Wall Shelves (2) x2
1 Sawn Log, 1 Nail Wall Shelves (3)
1 Sawn Log, 1 Nail, 1 Iron Ingot Washbasin on Stand
1 Sawn Log, 1 Iron Fitting Weapon Plaque x2
4 Sawn Logs, 5 Iron Fittings Weapon Racks (5)

Trophies

You can only construct trophies in the trophy room addition. Why not create “sets” of creatures (such as “animals” with a bear, cave bear, deer, sabre cat, and wolf)?

Large Trophy Base

ComponentsProduces
1 Straw, 2 Bear Claws, 1 Bear Pelt Bear
1 Straw, 2 Bear Claws, 1 Cave Bear Pelt Bear
1 Straw, 3 Chaurus Chitin Chaurus
1 Cow Hide, 1 Straw Cow
1 Deer Hide, 1 Large Antler, 1 Straw Deer
1 Dragon Bone Dragon Skull
5 Bone Meal, 1 Draugr Sword, 1 Straw Draugr
5 Dwemer Scrap Metal Dwarven Sphere
1 Falmer Sword, 2 Falmer Ears Falmer
1 Troll Fat, 1 Troll Skull, 1 Straw Frost Troll
2 Frostbite Venom, 1 Straw Frostbite Spider
2 Horker Tusks, 2 Straws Horker
1 Sabre Cat Pelt, 2 Sabre Cat Teeth, 1 Straw Sabre Cat
1 Snow Bear Pelt, 2 Bear Claws, 1 Straw Snow Bear
1 Troll Skull, 1 Straw, 1 Troll Fat Troll
1 Wolf Pelt, 1 Straw Wolf

Small Trophy Base

ComponentsProduces
5 Bone Meal, 1 Ancient Nord Bow, 1 Straw, 6 Ancient Nord Arrows Draugr
2 Dwemer Scrap Metal, 1 Petty Soul Gem Dwarven Spider
1 Falmer Sword, 2 Falmer Ears Falmer
1 Goat Hide, 2 Goat Horns, 1 Straw Goat
2 Hagraven Claws, 6 Hagraven Feathers, 1 Straw Hagraven
1 Ice Wolf Pelt, 1 Straw Ice Wolf
3 Mudcrab Chitin Mudcrab
1 Skeever Tail, 1 Charred Skeever Hide, 1 Straw Skeever
1 Skull, 5 Bone Meal, 1 Ancient Nord Bow, 1 Ancient Nord Arrow Skeleton
1 Straw, 3 Slaughterfish Scales Slaughterfish
1 Sawn Log, 1 Taproot Spriggan

Part 8: Home Security Part 1— Hiring a Steward

How to keep your properties properly manned by hiring help.

A Steward (in this case, Lydia) is an invaluable servant and helper.

Are the rigors of adventuring and running one or more houses making you weary? Then it might be time to hire a Steward to manage one of your properties (if you have multiple manors, be sure to pick the one most in need of help). Almost any Follower you can take on your adventures can fill this role. Complete any task or quest they require you to, and then agree to bring them on your travels. Head back to your home and (provided you’ve built the main hall) mention that you’d like them to be your Steward. They agree, and start right away (without payment!). The benefits of having a Steward are as follows:

House Improvements

When speaking with your Steward, you can request that they make the following improvements to your house (which are here the next time you return):

Carriage (500 gold): A horse and carriage are parked at your house. The driver is an amiable fellow and offers to drive you to any settlement in Skyrim, just like a carriage driver in any of the major cities. However, he doesn’t charge you and can trundle to any settlement (village, town, or Hold capital).

Bard (1,500 gold): A musician well versed in singing and playing the drums, lute, and flute can be found inside your home. Ask him or her to play a variety of tunes on any of those instruments, or sing ditties at your pleasure.

Horse (1,000 gold): Provided you’ve built the stables, a horse is waiting for you on your return. This horse belongs to you and will return to your house if you decide to leave it for another steed.

Cow (200 gold) and Chicken (25 gold): Provided you built an animal pen, a cow and (up to) three chickens are waiting on your return. Keep them or slaughter them for food.

Building Materials

You can make a request for building materials. Your Steward then goes off to gather the following based on your choices:

  • Lumber (Sawn Wood): 20 for 200 gold
  • Stone (Quarried Stone): 20 for 100 gold
  • Clay: 20 for 20 gold

These are added to the chest next to the carpenter’s workbench when you return.

House Furnishings

You can also ask your Steward to furnish each room of your abode, instead of you collecting the components and crafting the objects yourself. The rooms are furnished progressively over time, so when you return on subsequent occasions, you’ll witness more trinkets, tables, and other bric-a-brac added. Be patient! The costs are listed below:

Area of House to FurnishCost (Gold)Number
Small House 1,000
Entryway 1,000
Main Hall* 3,500
West Wing Addition: Bedrooms 2,000
West Wing Addition: Greenhouse 1,500
West Wing Addition: Enchanter’s Tower 2,500
North Wing Addition: Storage Room 1,000
North Wing Addition: Trophy Room 1,500
North Wing Addition: Alchemy Laboratory 2,500
East Wing Addition: Armory 2,000
East Wing Addition: Kitchen 1,500
East Wing Addition: Library 1,500

Note

* The cellar cannot be furnished by the Steward; that’s up to you.

Other Antics

After appointing a Follower as your Steward, you can still ask them to follow you whenever you need their services. Your Steward also has a good idea where to purchase straw and glass (two compounds you need for home improvements that aren’t available through foraging). Listen to the location and head to that vendor, remembering to return later should you run out.

Part 9: Home Security Part 2— Having a Housecarl

How to keep your properties properly manned by receiving a guard.

A Housecarl (in this case, the fearsome Valdimar) is an invaluable guardian.

Are the roving bands of bandits and other wilderness creatures taking a toll on your compound? Then it’s wise to receive a Housecarl who can help repel them and provide peace of mind as you leave on your adventures. In order to obtain a Housecarl, you need to complete the following:

  • Return to the Jarl of the Hold you have a property in and speak to them. Agree to complete any of the series of tasks the Jarl requires you to (these are part of the Thane Tasks or Jobs for the Jarls).
  • When you return from successfully finishing these jobs, head into the Jarl’s Longhouse and the Housecarl will be waiting to greet you. Is the Housecarl not there? Then continue finishing more jobs for the Jarl until one appears.

Once you’ve built the main hall of your dwelling, the Housecarl automatically travels to your abode and lives at your house.

  • Housecarls can also be hired as your Stewards, too.
  • Finally, your Housecarl is protective over any family members: Should bandits attack your dwelling while your spouse is inside, your Housecarl guards the door and prevents the foes from kidnapping him or her. For these reasons, it is well worth having a Housecarl at each of your three construction projects.

Available Housecarls

The following Housecarls are available, depending on your home’s location:

Hjaalmarch Hold: Valdimar

A Nord male adept in mace and spell combat.

The Pale: Gregor

A Nord male adept in two-handed combat.

Falkreath Hold: Rayya

A Redguard female adept in dual-wielding combat.

Part 10: Happy Families—Spouse and Children

Complete your bliss with a doting spouse and adopted child.

The sprawling Lakeview Manor, with residents, including wife and children.

There’s no point in crafting a rambling mansion without someone to share it with! Aside from your Steward, Housecarl, bard, carriage driver, and livestock, you can further improve your life by getting married, adopting a child, and asking your family to move in alongside you.

Spouse: Complete Temple Quest: The Bonds of Matrimony. Once married, be sure your house has a bed in it (a small house is fine, but a main hall or furnished bedroom also works). Then tell your wife or husband to join you at your house, and they move there. Switch to a different abode as you wish.

Adopted Children: Complete Hearthfire Quest: Adoption. Once you wish to have a child in your care, be sure your house has a main hall or bedroom addition furnished with two single beds and a dresser. This satisfies the requirements for adoption. Then you (or your spouse) can tell the child to move to the house. How the little tyke behaves in your abode relates to the Adoption Quest.

Part 11: Radiant Quests—Get Off My Land!

Combating undesirables who dare trespass on your property.

Life should be a breeze with a compound in the marsh, woods, or tundra and with an item collection to rival any Khajiit Caravan. But you must still be on your guard, as unwanted visitors sometimes make their presence felt.

Note

* Quest names marked with this symbol do not appear in your Quest menu, although their objectives may.

The Cow Clobbering Giant*

If you’ve bought yourself a shaggy cow for your compound, prepare to intercept a wandering giant who is on course for clobbering (and possibly eating) your prized heifer. Defeat the giant, or face losing your farm animal.

Wolves at Your Door*

If you’ve purchased chickens for your homestead, prepare to defend them viciously from a pack of hungry wolves. Expect up to three wolves to be skulking around your property when you return from your travels. Deal with them, or face a chickenless future!

Skeever Infestation*

Once you’ve dug down and built a cellar under your main hall, there’s a [random] chance that when you head down to inspect it next, you’ll find between one and four Skeevers living there. Your Steward, spouse, and child all comment on the vermin, saying they’ve heard noises from the cellar: The source of those sounds should be eradicated forthwith.

However, be judicious in your Skeever removal, as one of them is actually quite tame and isn’t hostile to you at all. If you keep the tame Skeever, it scurries around the cellar without causing you consternation (and you won’t need to worry about this problem reoccurring). However, if you slay it and all the other Skeevers, expect the infestation to return at a random point in the future.

Bandit Attack: Trespassers*

If you leave your premises, you may return to find three bandits (including a chief) mooching around your house. If you have a Housecarl, they are already engaged in combat against these foes. The bandits appear only if your structure has three or more rooms (so an entryway, main hall, and one or more additions). Simply slay these trespassers.

Bandit Attack: Kidnappers*

Bandits are becoming much more troublesome in your area, and your spouse is in danger of being kidnapped by them! Like the other bandit attack, this also occurs if you have a home with three or more rooms, but you also need a spouse living with you and no Housecarl (as your Housecarl guards the front door of the home and prevents this from happening). Either way, this [randomly occurring] quest will happen only once. When you return to your home, a bandit is waiting close to the front door. They stop and hand over a ransom letter. If you attack the bandit on sight, the note is on the corpse. Read it for the second objective.

  • Objective: Read the bandit’s ransom note for [your spouse]
  • Objective: Rescue [your spouse] from [a random bandit dungeon]

Rescue your betrothed by applying one of the following plans:

  • Storm the bandit dungeon, and slay everyone and everything you aren’t married to. This is your only option if you slew the bandit at your house. In fact, kill any bandit and all will turn on you.
  • Enter into negotiations with Rochelle the Red, the Bandit Chief who waits for you at the dungeon’s entrance (provided you took the ransom letter from the bandit’s hand, not their corpse). She has several options to ponder. You can:
  • Pay the ransom (the amount varies). Your spouse is then released to you (or travels back to the house). The bandits remain peaceful unless you enter the dungeon.
  • (Persuade) Use your charm and guile to insist that your spouse be freed. If successful, your spouse is then released to you (or travels back to the house). The bandits remain peaceful unless you enter the dungeon.
  • (Intimidate) Use your brawn to insist that your spouse be returned. If successful, your spouse is then released to you (or travels back to the house). The bandits remain peaceful unless you enter the dungeon.
  • Tell the chief you haven’t the money to pay them. This doesn’t sit well with the kidnappers, and all of them become hostile.

Just wandering off without choosing a plan causes the bandits to become hostile. Whatever you choose, find your spouse, release them, exit the dungeon, and return to your previously tranquil existence.

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