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A Catalogue of Unconventional Player Housing

  • Member
    July 13, 2015

    Good afternoon all, Wadsworth here.

    What I've noticed is how little people stray from the normal when choosing player housing, and I can see why; with eight homes thanks to DLC and charm to each one, who needs to live elsewhere?

    There problem lies in the lack of diversity, as not all characters can fit the existing homes comfortably, and in how people are skeptical to trust a random hut in the wilderness with their prize possessions, perhaps scared of losing the cheese wheel collections that took years to amass.

    Therefore I am posting my definitive guide to the best abodes one can find outside the city walls, all obtainable for free and with no cells that reset - your cheese is in safe hands!

    And play this while you read. Just do it. Or this to feel motivated to do it.

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    Note: I actually really like the purchasable houses, especially Hjerim - I'm just suggesting good alternatives with a simple guide. I also recognise that many people know about these - this guide was made more for players who haven't, and because to my knowledge there aren't any other guides on the subject on the site. There's also a tl;dr at the bottom. 

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    SEE TL;DR FOR THE LINK TO THE WIKI PAGE

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    CRACKED TUSK KEEP

    Cracked Tusk Keep is the perhaps the best starting point when considering this type of home as it is the most tested cell that I know of, with whole discussions to it's name, meaning you will be most comfortable leaving your gear here. There's even a bug where you cannot complete Kharjo's quest, just because this place doesn't respawn - a major problem, but very reassuring. Might want to do that one beforehand.

    The place sports an underground vault to keep your precious artifacts, a cosy bedroom and a dining area overlooking the doorway. There are plenty of crafting opportunities, with an alchemy station inside and an almost-complete blacksmith workshop outside in the courtyard. Ah yes, you have a courtyard. Because you get a whole freaking FORT. An enchanter can be found nearby in Falkreath. There's a large chest and a dresser in the bedroom, with sacks and dressers around the place for your storage needs.

    > PROS: Lots o' crafting, secluded but accessible, very close to Falkreath.

    > CONS: No enchanter, nearest smelter is in Whiterun, clearing it can bug a quest.

    > Suitability: Hunters and Assassins

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    THE TOWER OF MZARK

    Did anyone else know this was a thing? It's pretty cool. Tower of Mzark, [spoilers] safehouse to the Elder Scroll [\spoilers] and crib to the Dovahkiin. The main living area is a bit of a pain to get to, through a loading screen and down a sizable curly ramp, and you need to discern the transmundane before you can get in, but it looks nice enough. The rivers by the Blackreach entrance look stunning.

    While the Elder Scroll room offers not much but space, the lower floor has a bedroll and knapsack, with a non-functional cooking pot and several dwemer chests around the place. There are a few desks and shelves for showing off gear, and this is the only house with electrical lighting and central heating, if you can call a burst steam pipe "heating". I'm still not sure what's up with the glowy chandelier. 

    > PROS: Underground base, lockable front door, fast access to Blackreach, nice entrance visuals.

    > CONS: No crafting, limited storage options, constant mechanical clanking.

    > Suitability: Dwemer Fanatics and Fugitives.

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    ANISE'S CABIN

    Anise's Cabin is the other starting point, and much more convenient to get to; just travel across the bridge at Riverwood and follow the base of the (Bleak Falls) mountain or the river bank until you get there. The old lady is nice at first, but [spoilers] exploring the basement will reveal that she is a witch, and upon exiting she will attack. Kill her to claim the cabin. [\spoilers] Items will retain the "stolen" tag, but you are free to take what you want.

    The cabin is perfect for the magically-inclined, with alchemy and enchanting facilities. The topside bed works, and the underground cell is safe for storage. You can also store items in the cupboard and dresser by the bed, but avoid the barrel as that will respawn (unless testing, try to avoid using food containers). The close proximity to Riverwood's blacksmith and mill are appreciated, as is the fast travel marker.

    > PROS: Magical equipment, working bed, accessible from the start of the game.

    > CONS: No smithing, cellar is a trespass zone, containers marked as "steal".

    > Suitability: Mages and Rangers.

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    WRECK OF THE ICERUNNER

    If you find yourself helping the scheming Argonian siblings in Solitude, [spoilers] you'll encounter this shipwreck being pillaged by your "allies" after shutting off the Lighthouse. After being attacked by Deeja, clear the ship of Marauders for a safe place to call home [\spoilers]. In short, you need to have progressed through the "Lights Out!" quest for Jaree-Ra.

    Other than being a relatively easy place to get, it has great views of the Solitude arch and surrounding marshes. The interior has various barrels and cupboards around for storage, beds and furniture for that warm, welcome feel. [spoilers] If your definition of "warm and welcoming" is being surrounded by the bodies of the sailors you got killed, then yeah. [\spoilers]

    > PROS: It's a boat, plenty of storage, nice views from the deck, close to Windstad Manor.

    > CONS: More dead things than the Black Pearl, guilt trips, no crafting available.

    > Suitability: Pirates and Smugglers.

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    HELGEN KEEP

    Don't you just love that place where you almost got decapitated and a time-travelling dragon went to town on the residents, burning them alive? Cheery place, huh? Don't you just want to live there?

    Well, you can, but not as some have suggested before - you can live in the burned inn, but the beds don't work and there's only one container. On the other hand, you can slay the bandits inside the keep itself and claim it as your own. The building has four chests including the warden's, and various other forms of storage like sacks and barrels. It also features a dining room and kitchen, and barracks with usable beds. The torture room is still there, and a fitting place to leave corpses for dead-thralling.

    > PROS: Nostalgia (...?), decent storage, beds, well-designed rooms.

    > CONS: No crafting, bandits respawn outside, lengthy to navigate.

    > Suitability: Adventurers and Necromancers.

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    INNER SANCTUM (VALE)

    This area requires the Dawnguard DLC to appear in-game. The Inner Sanctum is found in the Forgotten Vale, and to be used as a home the resident frozen Falmer and Chaurus need to be removed.

    There are plenty of chests here, but they are sparsely distributed, and there is no bed or any form of crafting station. There are some perks - you can be in close proximity to Gelebor (for Sunhallowed Arrows) and the shrine of Auri-el, and other sections of the Vale can be accessed from the wayshrine on the balcony. This is the only safe place for storage in the Forgotten Vale.

    While this cell is livable, you really need to used console commands to fix the emptiness.

    > PROS: Only possible Vale home, close to shrine and wayshrine, nice balcony view.

    > CONS: No crafting, no bed, extremely long journey to Skyrim without fast travel.

    > Suitability: Paladins and Priests.

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    THALMOR HEADQUARTERS

    In the walls of Solitude, the conniving Thalmor look down on the populace of the city... or not. Seriously, where are they? This is meant to be their base of operations, and it's emptier than Gyldenhul Barrow after the Dovahkiin visits. Still, that leaves us with a suitable living space.

    Without joining the Legion or completing Ondolemar's task in Markarth, entering this cell counts as trespassing and the containers are flagged as "steal"; doing either of these tasks will allieviate that and allow you to sleep in the bed. There is a cooking pot present, as well as storage in the form of various cupboards and a chest. You are also just a short walk away from the blacksmith shop.

    Ponty already made a post about this, so check that out here.

    > PROS: No Thalmor, great view, close to blacksmith.

    > CONS: No crafting, long walk from either fast travel point.

    > Suitability: Justiciars and Anti-Thalmor Trolls.

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    FROKI'S SHACK

    Ah, here's one for the hunters. Froki's Shack offers a quiet retreat in the hills of the Rift, but you do have to share that serenity with old man Froki and his grandson Haming. It's very fitting, with animal pelts strewn across the walls and a view of the autumnal forest.

    The bed is owned, but there is a tanning rack, cooking pot and chopping block. The shack is also close to an Orichalcum vein and Talos shrine with some loot. Completing Kyne's Sacred Trials may or may not allow you to access the containers freely, but dumping gear on the shelves is an option.

    > PROS: Isolated, perfect facilities for a hunter, nice view.

    > CONS: No bed, almost no crafting, far from merchants, sharing.

    > Suitability: Hunters and Rangers.

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    ABANDONED HOUSE

    Uh, it's... uh... Markarth... uh... poltergeist reference... uh... many containers... uh...

    > PROS: More containers than any other house, decent loot, usable bed.    YEAH, NOPE.

    > CONS: Leave while you can, you saw what happened to Tyranus!

    > Suitability: Anyone who is strong and has a friend who is weak and able to be crushed.

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    *SPOILERS* --- NIGHTINGALE HALL --- *SPOILERS*

    Once you restore the Thieves' Guild to it's former glory by pimping out the Ragged Flagon and attending the ceremony, Karliah will have restored the hall to it's former glory too. It's a very secluded base for a secret organisation, and it looks great, but there's not much here.

    There are a few beds around the place, as well as chests and shelves for open storage. The Nightingale armoury can also serve as a nice display room, and there is a side room for training with practice dummies. For the Nightingale, this home is extremely convenient as it contains a portal to the Twilight Sepulcher, meaning you don't have to trek through Falkreath Hold to change your agent power.

    > PROS: Quaint look, water features, decent storage, convenience for indecisive Nightingales, being 

    roommates with an old friend, close to Riften.

    > CONS: No crafting, dark, need to complete questline to fully furnish.

    > Suitability: Thieves (derp) and Vigilantes.

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    SINDERION'S FIELD LAB

    Back to Blackreach with the next home; and since Sinderion doesn't need the place anymore it's ours for the taking. Again, you need to have spoken to Septimus Signus in order to access Blackreach.

    It has alchemical and enchanting facilities, a workbench and a functional bed, with four containers around the room for storage. The lighting is great to make the house feel cosy, unlike the dark abyss outside with the annoyingly bright blue mushroom lamps. On your first visit, you can bag a hell of a lot of loot as well.

    Personally this is my favourite house on the list, due to the minimalism and location.

    Am I the only one who thinks Blackreach is a great place to live? ...Am I?

    > PROS: Small and cosy, good facilities, close to Alftand Great Lift.

    > CONS: Lack of smithing, annoying blue glow on outside wall, hard to get to, gentleman caller outside.

    > Suitability: Researchers and Vampires.

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    *SPOILERS* --- THE KATARIAH --- *SPOILERS*

    This home is free (and amazing, but quite overlooked), but you need to complete Hail Sithis to claim ownership, as it won't be there prior to the quest.

    Once you get the go-ahead from the Night Mother to kill the Emperor, this beauty will spawn - a fully decked-out ship that overshadows practically everything in grandeur. Once you've dispatched the big guy and his guards, you can explore such locations as the bar, cargo hold, deck, jail, private quarters and balcony. It's very big, to say the least. You even get a throne on deck, to overlook your ship and the majesty of the Solitude arch and surrounding area, so pretty good.

    Surprisingly for a place you're not expected to return to there's plenty of crafting facilities, with an alchemy station (with nearby satchel), anvil, workbench and grindstone. The bed in the Emperor's quarters doesn't work, but the other twenty-two on the ship do. And there's storage everywhere, in the form of dressers, cupboards and chests, on top of which you can find entire series of books - in the right places it's more like a library than a ship. There are weapon plaques and display cases, though the cases are locked and I can't confirm whether either of them work (i.e. whether you can interact with them).

    > PROS: Good availability of crafting and storage, made for royalty, looks amazing inside and out.

    > CONS: You murdered a poor old man, traitor! Alas, no smelter, tanning rack or enchanting, and you can only get in via fast travel or the anchor hatch underwater.

    > Suitability: Assassins (derp again), Nobles and Pirates.

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    Note: While some of these may seem barren, you can liven them up with console commands on the PC edition, adding objects to improve the aesthetics. I recommend this site for finding id codes, or use the Creation Kit to locate them yourself.

    See here for how to do all that, and see here for the series that demonstrates what you can do.

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    TL ; DR

    Sweet mother, sweet mother, send your... Oh, hey. I'm certainly not calling a hit on you for IGNORING MY HARD WORK OR ANYTHING, UNGRATEFUL N'WAH.

    I'm joking, there's a lot of text, I get it. I pulled a lot of the information from in-game testing and the UESP, so to find all of the safe locations (no respawn zones) just have a look here, and make sure you check the note at the bottom of each location's page.

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    Update: Thanks to everyone leaving suggestions in the comments for other location to add to this list, and everyone please keep doing so! It'll make the page much better.

    Thalmor Headquarters - Albino

    Wreck of the Icerunner - Delidas

    Anise's Cabin - R. A. Barefoot

  • Member
    July 13, 2015

    Dear Mr Claw

    Or may I call you 'Death'?

    Would you mind if I kissed you? Or at least offered a good firm handshake.

    This is brilliant!

    Thank you

  • Member
    July 13, 2015

    Here's some more resources to reassure you that your gear is safe:

    Cracked Tusk Keep

    Abandoned House

    Sinderion's Field Laboratory

    The Katariah

    Be wary with the unconfirmed ones, like the Inner Sanctum and Froki's Shack. I can personally say the the Tower of Mzark and Cracked Tusk Keep are safe, having dummy-tested both of them.

  • Member
    July 13, 2015

    No problem! I just think that there's a lot of homes people are missing out on, so spent the afternoon on this.

    *virtual handshake back atcha*

  • Member
    July 13, 2015

    This is literally pure gold. Figuratively.

  • Member
    July 13, 2015

    Thanks, just trying to be helpful. See any you like?

  • Member
    July 13, 2015

    And here's some more evidence for security:

    Helgen Keep

    Froki's Shack

    Froki's Shack info is vague but mentioned, nothing on Nightingale Hall yet but UESP confirms it.

    Luckily someone thoroughly tested Helgen Keep. 

  • Member
    July 13, 2015

    You might want to consider adding the Icerunner to this list. it's a pretty good ship-home, and it provides an alternative to the Katariah, for those of us who are averse to the means of acquiring it. From my experience, it doesn't respawn at all.

  • Member
    July 13, 2015

    Thanks, that's much more convenient to get.

    I'll put that above Nightingale Hall.

  • Member
    July 13, 2015

    Agreed, the Icerunner is great for pirate types. The Thalmor Headquarters are a nice pick too, though that's been covered already. I think it's worth mentioning in here too though for the sake of covering all the good non-conventional player homes.

    Regardless, this is a fantastic guide! I think I'll give it a feature so more people see it (the good kind of feature, not the CB Group kind :P).