Nchuanthumz: Dwarven Home
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Added by Nchuanthumz: Dwarven Home
# of Zones 2
Respawn Time Never (storage is safe)
Bandits, Skeevers (non-respawning)
Console Location Code(s)
North of Kagrenzel, within Frostroot Cave
Special Features
# of Alchemy Labs 2
# of Arcane Enchanters 1
# of Tanning Racks 1
# of Smelters 1
# of Forges/Anvils 1
# of Grindstones 1
# of Workbenches 1
# of Cooking Pots/Spits 2
# of OvensHF 1
# of Wood Chopping Blocks 1
Nchuanthumz: Dwarven Home

Nchuanthumz is a Dwarven player home in Eastmarch, north of Kagrenzel. It can be entered via the passage in Frostroot Cave.

Related Quests[edit]


This home has no exterior, with the front door opening out into Frostroot Cave. The doorway consists of typical Dwemer double doors, with Dwarven pipes and containers poking out of the snow and ice of the cave.

The house is entered from the south; keeping this in mind can help you navigate while inside.




Before and after renovations[edit]

Nchuanthumz is an incredibly spacious underground home that comes with many amenities when fully furnished. These include six beds for a total of seven possible occupants, several trophy bases which are otherwise only available in the Homesteads of Hearthfire, 15 plots of fertile soil(14 due to a bug), and a full set of crafting facilities (a smithy, a kitchen with an oven and cooking station, an arcane enchanter, and two alchemy labs). However, it is left to you to restore the house to its former glory.

When you first enter Nchuanthumz, it is a badly neglected Dwarven Ruin strewn with cobwebs and infested by Skeevers. On entering, you will be given the objective to access the Nchuanthumz Manufactory. You will have to walk all the way to the back of the house, defeating the Skeevers as you go, to reach the lift that brings you to your objective. Bringing the Manufactory back online will allow you to renovate and furnish the house.

To the left of the entrance hall, a closed door leads to what was once the smithy, in the southeast (front right) corner of the house. Three bandits are present and have laid down bed rolls on the floor.

Further ahead from the entrance hall, a Skeever already lies dead. The hallway turns left and then right again before the next set of doors. This doorway is closed. The next room is vacant apart from a shallow bathing pool on the left that is fed by a working fountain; this will become the children’s room. A hallway leads to the right and the doors are already open. Should you take the opened hallway, you will pass a stone table on the right and go through another opened doorway, leading to a room north of the smithy with even thicker cobwebs. A trio of Skeevers lives here and will attack you once they detect you.

Heading south from here (back towards the entrance), you will pass through another room with some stone tables and a divider. The door to the smithy is closed, giving you an extra barrier against the three bandits. You can eavesdrop on their idle conversation.

If you head back north, you will open the door to the master bedroom. The double bed is in fact functional, but another Skeever lurks down the hall to the left so you will likely not get any sleep just yet. The way to the manufactory is to go towards the Skeevers and back to the western (left-hand side) of the house to continue on.

Nchuanthumz Manufactory[edit]

Once a bustling hub for the building of Animunculi, the Manufactory is now quiet except for a few enemy automatons. A long hallways connects three rooms: right, left, and straight ahead. Seeks-Ancient-Artifacts has fallen prey to the guardians of the Manufactory, and lies dead in the center room, directly ahead of where the lift lets out. Take the second part of his journal from his inventory for instructions to restore Nchuanthumz.

On the tables to the left and right of Artifacts are several Cogs, Actuators, and units of Dwarven Oil that you can gather to meet the requirements of the next quest objective. Soul Gems, Ruined Books, two bowls, and a tankard are also present in this room.

Three buttons on the console in front of Artifacts serve different purposes during restorations. Pressing either the left or right button once will summon the Dwarven Sphere Overseer, while the central button revives the Manufactory with a grinding of gears as the house shakes.

Artifacts died before he could revive the Manufactory, but the instructions he left will direct you to press the left or right button on the console and summon the Dwarven Sphere Overseer. Artifacts’ directions give you the list of items that the Overseer will need to reactivate the Manufactory. Use the machinery to create a Dwarven Spider Renovator. After this part of the quest is finished, the Manufactory has no further use.

In the large room to the left when coming from the lift, a Dwarven Centurion Master lies broken in front of its charging gantry. It is guaranteed to have a Centurion Dynamo core for another part of the quest. (?)

During/After Renovations[edit]

Once the Manufactory is reactivated and the Dwarven Spider Renovator is ready to be summoned, any remaining enemies upstairs will disappear.


  • The large banquet hall contains a button pedestal that activates steam above the throne, and there's a hidden Thistle plant and long table underneath the floor in the same spot.. There's also a couple small platforms behind the wall on both sides where the trophy displays are.
  • There's a steam room that contains a valve that when interacted with turns the steam on and off.
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