General Information | |
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Tiny yet sufficient | |
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Big and more spacious | |
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General InformationEdit
OverviewEdit
Seyda Neen is a small, Imperial-owned port town in the Bitter Coast region, bordering the Ascadian Isles. Its population is made up of a few commoners and several guards as well as a few rogue travelers who frequent it from time to time. The player starts off in this town after receiving their duties. Though the town is small there are a few related quests, so make sure you don't kill the wrong people.
KeyEdit
Services: Services and establishments inside or next door to the house.
Storage: All the kinds of storage options available in the house
Occupant(s): The names and occupations of the people inside
Description: A detailed description of the house's features.
Tiny yet sufficientEdit
Foryn Gilnith's ShackEdit
Services: A short climb to Arrille's Tradehouse.
Storage: One chest, a few bags, and several large baskets
Occupant: A murderous peasant, whom you can be rewarded for killing
Description: A one-room shack, with a hammock and a table. The door faces Arrille's Tradehouse, across a fetid puddle.
This house becomes available during the tax collector quest. Find the body and accept the quest to find the murderer. The murderer is in one of the shacks in the lower area behind Arrille's Tradehouse. Ask each person about the tax collector, and Foryn will brag that he did the deed. Kill him and claim your rewards, not just the gold from Ergalla, but also the house and everything in it! Plenty of storage space (baskets and a trunk), a comfy hammock, the Mercantile book A Dance in Fire, Chapter 6 and lots of odds & ends to sell. It's a real small town, so you're automatically close to everything, including transport out of this dive.
Erene Llenim's ShackEdit
Services: Also a short climb to Arrille's Tradehouse.
Storage: One crate, four barrels, and several sacks
Occupant: No one.
Description: A one-room shack, but roomier, with a hammock and a small table. It is located across the inlet from the lighthouse.
This house belongs to Erene Llenim. This fine house is locked with a 20 level lock and the owner is almost always near it. It is the biggest shack in Seyda Neen and has a lot more storage than Foryn Gilnith's. The only drawback is the difficulty to enter the house unseen, unless you have a Chameleon spell.
Indrele Rathryon's ShackEdit
Services: The closest shack to Arrille's Tradehouse.
Storage: One crate, one basket, one barrel, two cloth sacks, and four sacks
Occupant: No one is inside the shack.
Description: One-room shack with hammock, small table and a fishing basket
This shack is very small and cozy and your character can only go two steps without being blocked by something. The owner of the house is part of a Thieves Guild quest so it's not recommended to kill her. The house is locked, but only with a level 15 lock. Indrele Rathryon does not have a key.
Fine-Mouth's ShackEdit
Services: The farthest shack from Arrille's Tradehouse.
Storage: One crate, two barrels, one cloth sack, and one sack.
Occupant: Fine-Mouth
Description: One room shack with a bedroll and a table. Not so much stuff in this shack.
The owner of this house is easy to kill and there is no consequence if you do so. Fine-Mouth does not turn you in and he only fights hand-to-hand and he's bad at it too. The only reason you would want this shack would probably be to start your own village/hideout in Seyda Neen.
Big and more spaciousEdit
Arrille's TradehouseEdit
Services: Store
Storage: a few boxes and crates
Occupant(s): The trader Arrille, and a handful of other helpful folks (some with quests).
Description: The "It" place in town, this two-story building serves as the trading center for Seyda Neen. There is a basement, but it is not accessible internally, so it doesn't really count as part of the house. It is not advisable to dispatch Arrille, as it makes the whole town much less functional. If you can manage to clear out everyone else but him, you can use most of the building (2nd story). However, one of the NPCs on the second story, Elone (the scout), is a member of the Blades, and killing her will result in the player being thrown out of the Blades and thus being unable to complete the main quest. Also, the main room and its loot still belongs to Arrille, and so using those containers will cause problems. The first floor will be much more functional, if you can manage to steal all the items on display in front of Arrille unnoticed.
The LighthouseEdit
Services: a skill book, none besides being used in a few quests
Storage: a few boxes, crates, and sacks
Occupant: Thavere Vedrano
Description: This lighthouse is not as big as Arrille's Tradehouse, but it should suffice and it has the best view in town. It doesn't have much of a purpose in Seyda Neen besides its involvement in a few quests. You have to go to the top of the lighthouse at night and look for Fargoth in Fargoth's Hiding Place, but the quest isn't affected by your taking the lighthouse. In the Dead Tax Collector quest, you find out that the inhabitant of the lighthouse, Thavere Vedrano, was dating the deceased. Even though it is recommended to go to her and ask about the death of her boyfriend, you can just go straight to Foryn Gilnith and question him. She does give you two health potions after you kill Gilnith as a reward, which you'll find on her body if you kill her to take over the lighthouse. Vedrano is an easy kill; she is alone, unarmed and therefore not much of a threat. There are some crates & sacks with ingredients, and the Unarmored skill book The Wraith's Wedding Dowry is upstairs.