Skyrim Special Edition

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TwinCrows

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TwinCrows

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An expansive Dwemer manor with a forge and dungeon. Nordic furnishings. Seating for 14, bedrooms for 9+. Puzzle-locked vault with plenty of storage and displays.

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A cold draft blows in from the window of the tavern, as a stranger tells you of an abandoned manor, with an open claim.

"The previous owners of Mzurak Manor met a grisly end, and the deed is up for the taking. Any enterprising warriors who might clear the invading trolls could claim the deed.

About those trolls...

Spoiler:  
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There are a few of them. They're a bit weaker normal trolls, but still tough enemies.

Good thing is, they won't come back once killed. Clear the place out, and it's yours for good.

(You can remove their bodies using the console "disable" command, or with a mod such as Clean Up Your Corpses.)


Where is it?
Spoiler:  
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Travel northeast of Riften, east of Fort Greenwall. Once you get close enough, you should see the Dwemer manor resting between the trees to the east, at the foot of the mountains.


The Layout of Mzurak Manor
It's an ancient Dwemer manor, though Nords have been living in it for ages. There's a big main room, a workshop, a vault, a shrine room, and a dungeon.

Tell me about the main room.
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The main room has a large feasting hall, with three tables. Together, it seats fourteen. There are these grand Nordic beams above... really fantastic design. And there's a cooking pit to the side.

Facing the entrance, across from the feasting hall, is a great stone throne up on a platform watching over the room.

Behind the throne, there's a hall leading to the four bedrooms, and the grand bedroom. Tons of beds, you could almost host your own guild there.

In the grand bedroom, there's even something called a "bath". Dwemer invention, I guess.


Tell me about the workshop.
Spoiler:  
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The workshop's main feature is a large Dwemer furnace. It has an anvil, smelter, workbenches, and grinding stone by the forge. There's also an alchemy lab, and a tanning rack.

For enchanting, you'll have to get into the vault.

There's also a hall that leads down to the dungeon...


A vault?
Spoiler:  
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It's locked behind some kind of puzzle, having to do with levers. Inside that room, though, is an enchanting bench. There are glass display cases, and some mannequins inside. Mighty fine place to store some artifacts. There's even a big Dwemer cube room in there.

At least, that's what Egald the Eye said after he spied through the locked gates. He'll be spying no more, though, because of those trolls.


Tell me about the shrine room.
Spoiler:  
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It's got shrines to all the Nine Divines, including Talos. Quite a pretty room, lots of light gets in there.

There are even "guardian stones" there, with a mark for each constellation.


The dungeon...
Spoiler:  
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At the furthest depths of the Manor lies a forgotten dungeon. Perhaps this is where the trolls emerged from? By Sheogorath, who on Nirn would keep trolls in their own manor?

The dungeon contains four lockable cells, as well as an expansive central chamber with one large cage, and two smaller cages. A clever person might even get some of the trolls back into the cage, and lock them there.

Each cell is a Dwemer room, with mushrooms growing from the ground. Each has a common bed, and a bedroll, and a table with a book on it. They're unlocked and locked using the lever outside.


Anything else?
Spoiler:  
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There are lots of chests around, so there's plenty of room to store and organize anything you've got.

As well, there are a few items around. Not many, I think the former residents were able to take most of what they owned with them. But there are some valuables to make clearing the trolls out worthwhile.

(The items found within are set to not respawn. This means you can rearrange the tableware, anything on the shelves, etc. to your heart's content.)


You toss some gold to the stranger for their information, pick up your pack, and head out into the frosty night air.

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