- Morrowind Player House
- Morrowind Great Houses
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- Houses Of Morrowind
In modern times Morrowind is ruled by five Great Houses: House Hlaalu, House Redoran, House Telvanni, House Indoril, and House Dres. Only three of these Houses have interests in Vvardenfell. The three Great Houses on Vvardenfell identify themselves by their traditional colors: red for Redoran, yellow for Hlaalu, and brown for Telvanni. Thus, members of House Hlaalu may be referred to collectively as Yellows.
Feb 06, 2017. Name mangler license code. Vori's House - Vori's house has a scenic view of the Odai River and is quite a cozy place to live in. Caius Cosades - The humble home of the head of the Blades in Vvardenfell. Fighters Guild - If you don't mind a few roomates, the Fighters Guild can be a very accommodating abode.
The Great Houses traditions derive from ancient Dunmer clan and tribes, but now function as political parties. Dunmer Great House membership is largely a matter of birth and marriage, but Imperial colonists may also become retainers of a Great House, or may be adopted into a Great House. Initially an outlander may gain status in a house as an oath-bonded hireling, pledging exclusive loyalty to a single house and forsaking ambitions with all other houses. Later, after faithful service and advancement in lower ranks, an outlander may seek adoption into a Great House. Adoption and advancement to higher ranks in a Great House requires that a Great House councilor stand as sponsor for the candidate's character and loyalty. Finding a councilor to sponsor an outlander often involves performing a great service for the prospective sponsor.
House Redoran is one of the three Dunmer Great Houses with holdings on Vvardenfell. The Redoran prize the virtues of duty, gravity, and piety. Duty is to one's own honor, and to one's family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods, and the virtues they represent. A light, careless life is not worth living. Redoran settlements are designed in the Dunmer village style, built of local materials, with organic curves and undecorated exteriors inspired by the landscape and by the shells of giant native insects. Redoran villages are typically centered on Temple compounds and their courtyards, with huts and tradehouses gathered around a central plaza, as in the West Gash village of Gnisis. Ald'ruhn, the Redoran district seat, is exceptional, with its distinctive feature being the colossal prehistoric bug shell that has been adapted as the house's council house.
As a result of its close relationship with the Imperial administration, House Hlaalu has emerged as politically and economically dominant among the Great Houses of Vvardenfell and Morrowind. Hlaalu welcomes Imperial culture and law, Imperial Legions and bureaucracy, and Imperial freedom of trade and religion. Hlaalu still honors the old Dunmer ways -- the ancestors, the Temple, and the noble houses -- but has readily adapted to the rapid pace of change and progress in the Imperial provinces. Unlike the other Great Houses, which are largely hostile to non-Dunmer, House Hlaalu aspires to live in peace and harmony with the other races, and to share in the growth and prosperity of the Empire. Hlaalu public buildings -- tradehouses and craft guilds, manors and council halls -- are designed as simple multi-storied buildings roughly rectangular in plan, featuring arched entranceways and modest decorated exteriors. More modest one-story private dwellings follow the same plan, except with less decoration. Hlaalu plantation estates resemble Temple compounds, with walled precincts enclosing outbuildings for craftsmen and servants, dominated by a grand manor residence in place of a Temple shrine.
The wizard-lords of House Telvanni have traditionally isolated themselves, pursuing wisdom and mastery in solitude. But certain ambitious wizards-lords, their retainers, and clients have entered whole-heartedly into the competition to control and exploit Vvardenfell's land and resources, building towers and bases all along the eastern coast. According to Telvanni principles, the powerful define the standards of virtue, and the Telvanni are unwilling to allow the ambitious Hlaalu to dominate Vvardenfell's untapped resources by default. Telvanni architecture is dominated by the wizards' tower, a fantastic organic form grown and sculpted from stems, caps, and root-like holdfasts of the giant native mushrooms. Telvanni villages are comprised of smaller mushroom pods hollowed out for craftsmen and commoners. Open-air markets often include the giant cages displaying the wares of the slave masters.
House Indoril and House Dres are the two Great Houses without holdings or interest in Vvardenfell. Indoril District occupies the heartland of Morrowind, comprising the lands south of the Inner Sea and the eastern coast. The city of Almalexia is located in Indoril District, and the Indoril are orthodox and conservative supporters of the Temple and Temple authority. House Indoril is openly hostile to Imperial culture and religion, and preserves many traditional Dunmer customs and practices in defiance of Imperial law. Dres District is in the south of Morrowind, bordering the swamps and marshes of Black Marsh. House Dres is an agrarian agricultural society, and its large saltrice plantations rely completely on slave labor for their economic viability. Always firm Temple supporters, House Dres is hostile to Imperial law and culture, and in particular opposed to any attempts to limit the institution of slavery.
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Houses in Morrowind are buildings in which a player may rest and store their belongings. They may also serve as convenient navigational waypoints for traversing Vvardenfell and its maze of transport networks. Placing a mark spell within a house will allow the player to return to it through the use of recall, which can be particularly useful when moving loot, restocking after an adventure, or when connecting to other travel hubs through the use of Almsivi and Divine Intervention.
There are four dedicated player houses in Morrowind and its expansions, as well as four further dwellings that are designated by quests as being for the player's use. All of these homes are earned as quest rewards and cannot be conventionally purchased.
These player houses can be differentiated from other dwellings that a player might choose to live in by several features that make them ideal for habitation. Most importantly, they provide faction-friendly containers for storing belongings and offer support services such as merchants or trainers that can be helpful for questing adventurers. By contrast, squatting in vacant homes, ruins, caves, or taking over city houses that have been acquired by killing their NPC inhabitants can cause issues with container ownership that will flag the player's stored belongings as stolen when retrieved. Nevertheless, some players may opt to outfit one of these impromptu dwellings for perceived advantages in location, size, organisation, or (rarely) access to permanent corpses that offer indefinite and unlimited storage.
- 1Player Houses
- 2Houses Given as Quest Rewards
- 3Other Dwellings
Player Houses[edit]
Each of the three playable Great House factions include a questline to build and outfit a player stronghold. The Bloodmoon expansion adds a similar questline for the East Empire Company. In standard playthroughs, players will normally only be able to build two player homes: one Great House stronghold and the Raven Rock Factor's Estate. However, due to a glitch that allows players to join multiple Great Houses, it is possible to safely use several (or even all) of the faction homes on a single save file once they have been constructed.
Rethan Manor[edit]
Rethan Manor
Rethan Manor is a House Hlaalu stronghold located on a small plot of land southwest of Balmora known as Odai Plateau. The stronghold consists of a stone wall encircling four separate structures that house the stronghold's seven inhabitants.
Rethan Manor is the smallest of the three Great House strongholds. The main dwelling is divided into two rooms (upstairs and downstairs) with no interior doors. In addition to the storage listed below, the living area has three bookshelves, two tables, a set of drawers and a bed.
Note: a significant difference between Rethan Manor and the other Great House strongholds involves container ownership. Whereas the other strongholds provide communal containers and belongings in the NPC dwellings that the player is safe to use, Rethan Manor designates all NPC possessions and containers within their dwellings as belonging to their inhabitants. In practical terms, this means picking up or moving anything in the NPC dwellings will cause them to attack you, which in turn severely limits the use of their spaces.
Rethan Manor is well-connected to various travel networks. Almsivi Intervention teleports to Balmora, which has Silt Strider service to Ald'ruhn, Seyda Neen, Suran and Vivec. Balmora's Mages Guild provides Guild Guide service throughout Vvardenfell. To the west, a boat departs from Hla Oad with connections to Ebonheart, Gnaar Mok, Molag Mar and Vivec. Lastly, the ancient Dunmer stronghold of Hlormaren lies northwest of Balmora, providing access to Vvardenfell's network of Propylon Chambers.
Region | Bitter Coast | Balmora | Faction | House Hlaalu | ||||||||||||||||||||||||||||||||||||||||||||||||
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Moonmoth Legion Fort | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Storage | Merchants | Trainers | ||||||||||||||||||||||||||||||||||||||||||||||||||
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- † Storage is counted for the player's dwelling only, as containers in other areas are owned by their inhabitants
Indarys Manor[edit]
Indarys Manor
Indarys Manor is a House Redoran stronghold located northwest of Ald'ruhn in an area of the Ashlands known as Bal Isra. The stronghold consists of a stone wall encircling four separate structures that house the stronghold's eleven inhabitants.
Indarys Manor is the most populated Great House stronghold. Consequently, it is of generous size. In terms of usable space and the total number of containers, the compound has as much as 3.5x the storage of the next-largest stronghold. The main dwelling features a reception area and storeroom on the main level, with a common room and two large bedrooms located downstairs. There is ample storage and furniture provided for displaying belongings. In the upstairs area, a dining table, two benches, a chest and a side table can be used for organisation. In the common area downstairs, a large bar and bookshelf face two dining tables, four benches and three side tables. The bedrooms have yet more display options, including five beds, six tables, six chests, a bookshelf, and a set of drawers. In a pinch, most of the fifteen chairs in the manor can be used for display as well.
It is worth noting that all of the support buildings within the stronghold (including Raram's and Berandas' houses) share the same ownership as the manor and therefore can be safely used for storage and display. Two of the three support dwellings are large, multi-level buildings, meaning that the effective size of the stronghold is more than doubled should the player choose to use them.
Indarys Manor is well-connected to several travel hubs. Almsivi Intervention teleports to Ald'ruhn, which has Silt Strider service to Balmora, Gnisis, Khuul and Maar Gan. Guild Guide teleportation from Ald'ruhn is available at the local Mages Guild as well. From the connection to Khuul, one can catch a boat to Fort Frostmoth, which is the only fast travel route to Solstheim. Ub40 labour of love ii zip. Lastly, Indarys Manor is centrally placed for trips to the ancient Dunmer strongholds of Andasreth, Falasmaryon and Kogoruhn, which may be used for training, looting, or transport via Propylon Chamber.
Region | Ashlands | Ald'ruhn | Faction | House Redoran | ||||||||||||||||||||||||||||||||||||||||||||||||
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Buckmoth Legion Fort | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Storage | Merchants | Trainers | ||||||||||||||||||||||||||||||||||||||||||||||||||
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- † Storage is counted for all dwellings
Tel Uvirith[edit]
Tel Uvirith
Tel Uvirith is a House Telvanni stronghold located southwest of Sadrith Mora in an area of the Molag Amur ashlands known as Uvirith's Grave. This stronghold differs from the House Redoran and House Hlaalu offerings in that it consists only of a single central tower with no defensive wall to enclose it; instead, Dwemer constructs are provided for fortification.
Tel Uvirith is the least populated Great House stronghold. All four of the stronghold's inhabitants live in small pods attached to the exterior of the tower and each of them offer merchant or spell services. However, there are no trainers located at Tel Uvirith.
The tower itself is divided into three sections: Tower Upper, Tower Lower, and Tower Dungeon. The living quarters are in the upper and lower sections, while the Tower Dungeon is empty, save for an underground cavern of moderate size that contains a permanent corpse. The Lower Tower contains a small vestibule inhabited by a Dwemer Centurion as well as one bedroom with two single beds, a table, a chest and a bookshelf. The upper tower constitutes the main dwelling and will require levitation to navigate. It has three rooms: an entryway, a dining room and a bedroom. The entryway is separated from the upper levels of the chamber by a walkway that helps facilitate navigation from room to room. The furniture in the Upper Tower consists of two large tables, a side table, a bed, a desk, and a closet.
Much of the tower's usable space is limited by its organic construction and there are very few containers inside. Players may wish to make use of the the permanent corpse in the dungeon for bulk storage (as its inventory is infinite), or the NPC dwellings, as all containers are faction-owned except for the three inventory chests used by the merchants.
Tel Uvirith is somewhat geographically remote. However, it benefits from its proximity to Wolverine Hall, which is accessible via Divine Intervention. At Wolverine Hall, one can find the Fighters and Mages Guilds, as well as the latter's Guide Guide service for fast travel throughout Vvardenfell. The boat from Sadrith Mora services Dagon Fel, Ebonheart, Tel Branora and Tel Mora. Almsivi Intervention connects to Molag Mar, which in turn has Silt Strider service to Suran and Vivec, as well as boat service to Hla Oad, Vivec and Tel Branora. The nearest Propylon Chamber is located at Falensarano to the north.
Region | Molag Amur | Molag Mar | Faction | House Telvanni | |||||||||||||||||||||||||||||||||||||||||||||||
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Wolverine Hall | |||||||||||||||||||||||||||||||||||||||||||||||||||
Storage | Merchants | Trainers | |||||||||||||||||||||||||||||||||||||||||||||||||
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| No Trainers |
- † Storage is counted for all dwellings except for three chests owned by merchants
Raven Rock Factor's Estate[edit]
The Raven Rock Factor's Estate
Raven Rock from above; possible Factor's Estate locations are indicated at 2, 7 and 12
The Bloodmoon expansion adds another settlement questline, this time offering the opportunity to expand East Empire Company influence into Solstheim by way of the Raven Rock mining settlement. Raven Rock is located on the southwest side of the island and is conveniently placed at the end of a deep harbour; the area is rich with ebony deposits that give the settlement its name.
Raven Rock can grow to a substantial size through the player's efforts. Some sixteen buildings are eventually constructed, including a Factor's Estate in a location of the player's choosing and either a trader or a smithy depending on preference. To the east and north, a large, fortified stone wall separates the outpost from the Hirstaang Forest, while the harbour forms a natural boundary to the south and a small copse of trees encloses the western end.
Raven Rock is a true settlement in the sense that most of its inhabitants are entitled to their own houses and possessions. The player retains ownership over the Factor's Estate and may additionally use the southern, northern and southeastern storehouses as well as the two vacant NPC homes and the mine itself. Containers in each of these areas are either faction-owned or undesignated; notably, the NPC Sados Relothan does not appear in-game and thus owns no containers or belongings--his home can be considered vacant although it may not appear as such.
The Raven Rock Factor's Estate is a unique building that is well-arrayed with furnishings. Organisational options predominantly include ten very large bookcases, a dining table, two benches, a bar, a hearth, as well as a closet, a bed, a chest and a side table located upstairs. There are few containers inside of the dwelling, but there's plenty of floor space for additional display. If storage seems lacking, there are a variety of bulk storage containers in the storehouses, the mine and Sados Relothan's house; however, a vacant house located near two of the three possible Factor's Estate locations rivals the Estate in both size and splendor and is therefore the first building a player might consider expanding into.
Raven Rock is remote by most conventional standards but it is conveniently placed within Solstheim. A boat located in the harbour offers a ferry service between Raven Rock and Fort Frostmoth, and thence from Fort Frostmoth to Khuul. Divine Intervention teleports to Fort Frostmoth, while Almsivi Intervention reverts to Gnisis on the mainland.
Region | Hirstaang Forest | Gnisis | Faction | East Empire Company | |||||||||||||||||||||||||||||||||||||||
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Fort Frostmoth | |||||||||||||||||||||||||||||||||||||||||||
Storage | Merchants | Trainers | |||||||||||||||||||||||||||||||||||||||||
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| No Trainers |
- † Storage is counted for all dwellings with faction-owned or undesignated containers.
- * Only one of either Sathyn Andrano or Sabrina Vitellia appears depending on player choice.
Houses Given as Quest Rewards[edit]
The homes in this section are specifically granted to the player as quest rewards. They should be distinguished from a comparatively large number of homes in Morrowind that are left vacant by quest events (e.g. by killing NPCs).
Caius Cosades House[edit]
Caius Cosades' House
Upon completion of Caius Cosades' quests, he will depart for Cyrodiil and name the player his immediate replacement as 'Operative' and head of the Blades in Vvardenfell. In his absence, he loans the player his house.
Caius does indeed disappear from the game after this point, but he still retains ownership over all his possessions and the containers within his home, which somewhat limits the home's usefulness as a base of operations. The player may still sleep here for free, however, and the home's placement within Balmora is useful for travelling to several other areas encountered during the early stages of the game.
Morrowind Player House
Ahnassi's House[edit]
Ahnassi's House
Political theory by rajeev bhargava pdf file. In Pelagiad, players may happen upon a female Khajiit in the Halfway Tavern who is looking for a special friend. While the quest is available to male characters only, successfully completing the tasks Ahnassi sets for you eventually leads to her offering her companionship and joint ownership of her home, to which she gives you a key.
It is not possible to acquire the key to Ahnassi's house through any other means. However, players may simply pick the lock and move into the dwelling if they choose to, as none of the containers or belongings inside are owned by Ahnassi either before or after her quest. This is the only way to acquire the home for female characters, and is ostensibly a more convenient method for low-level players who may not yet have the skills to accomplish Ahnassi's tasks.
The house is one of the more regal offerings in the game and is of moderate size. Decorative features include a stone fireplace, wood paneling, coffered ceilings and tapestries throughout. Storage is respectable and includes 4 chests (2 large, 2 small), 2 barrels, 7 baskets, 8 sacks, a chest of drawers and a wardrobe. Furnishings are predominantly a dining table, 2 side tables, a bookshelf and a very large bed.
There is no fast travel to or from Peligiad, but it may be reached by Divine Intervention via Fort Pelagiad. Travel elsewhere can be accomplished via Almsivi Intervetion, which redirects to Vivec when used inside the house, or to Balmora if used in some other parts of town.
The Blodskaal's House[edit]
The Blodskaal's House
During the course of the Bloodmoon main quest, siding with the Skaal will result in the player being awarded Rigmor Halfhand's former hut. In the process, the hut is renamed the 'Blodskaal's House' and is completely refurnished. Sadly, while Rigmor's hut contained a number of containers and belongings, the Blodskaal's House is virtually empty aside from basic furniture; it has no containers whatsoever.
Nevertheless, the Blodskaal's House can prove to be a useful northerly waypoint for navigating Solstheim. In particular, its close proximity to Castle Karstaag and its placement within the Skaal Village make it a convenient base for completing the remainder of the Bloodmoon main quest.
Thirsk Mead Hall[edit]
The Thirsk Mead Hall
The Thirsk Mead Hall has a storied history. Shortly after its construction roughly 100 years ago by a group of Skaal separatists, it was gripped by the depredations of the fearsome Udyrfrykte. The creature laid waste to half of the Hall's warriors before it could be warded off and sealed back in its icy cavern. Worse, the bloodshed and destruction left in the Udyrfrykte's wake caused uncertainty over the Mead Hall's leadership and future. Hrothmund the Red, the first of Thirsk's warrior-chieftains, defended his right to rule the Hall by decapitating the betrayer Drengr Bronze-Helm. Hrothmund placed Drengr's head on a pedestal within the Hall as a symbol of his proven leadership and thus initiated Thirsk's peculiar tradition of royal succession: whoever places the most grand and gruesome trophy upon the pedestal in the Hall wins the right to rule. Fortunately for the player, strange happenings at Lake Fjalding may have awakened old evils, and thus provided an opportunity to claim Thirsk's throne.
Physically, Thirsk is a large and architecturally unique structure built in traditional Nordic style. Completing the second of the Mead Hall's three associated quests will result in leadership over the Hall and some other perks. Recent renovations have prepared new accommodations for the player, which can be found upstairs. The Hall itself is very large with plenty of floor space, but the player's bedroom is small with only a single cupboard and chest of drawers for storage. A third and final quest places three crates in the bedroom which are stocked with mead from Skyrim. Oddly, Thirsk's last chieftain, Skjoldr Wolf-Runner, still owns the three barrels and chest underneath the stairs in the main hall, as well as several other belongings throughout the dwelling.
Thirsk is placed on a scenic hill overlooking Lake Fjalding just south of the Skaal Village. Aside from this, its location should be considered remote. There are no fast travel services operating within Solstheim and Thirsk is placed deep within the wilderness. The only services available nearby are located at the Skaal Village to the north, while Thirsk's own smith, Brynjolfr, will buy weapons and armor or repair them, as well as craft custom armor for the player from snow bear and snow wolf pelts they've collected.
Other Dwellings[edit]
Morrowind Great Houses
Listed below are some other places a player may choose to call home. Currently, this is a partial list.
City Houses[edit]
- Caldera Homes — Small mining town at the foothills of Red Mountain
- Ald'ruhn Homes — The council seat of House Redoran in the dusty Ashlands
- Sadrith Mora Homes — The large, Telvanni-influenced mushroom town on Azura's Coast
- Balmora Homes — The council seat of House Hlaalu on the Bitter Coast
- Pelagiad Homes — The small village that has grown up near an Imperial Fort
- Suran Homes — Relatively small Hlaalu governed city in Southern Morrowind
- Seyda Neen Homes — Live the small-town life in the entry point of Seyda Neen
- Vivec Homes — The largest city in Vvardenfell, a canaled metropolis composed of nine cantons
Other Houses[edit]
Morrowind Best House To Live In Mexico
- Boat Homes — The NPCs that 'operate' boats remain outside on the dock, making it possible to occupy the interior
- Abandoned Houses — Unoccupied houses throughout Vvardenfell
Houses Of Morrowind
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