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|# of Zones||1|
|Respawn Time||10 days|
|Console Location Code(s)|
|Middle of Riverwood|
|# of Tanning Racks||1|
|# of Forges/Anvils||1|
|# of Grindstones||1|
|# of Workbenches||1|
|# of Cooking Pots/Spits||1|
Alvor and Sigrid's House is a medium-sized home in Riverwood. It is home to the local blacksmith, Alvor, and his family.
The building encompasses both the house and a smithing area outside and to the side of the house.
All the tools to make and temper weapons and armor are here, namely a forge, a grindstone, a tanning rack, and a workbench. There are seven iron ingots and five steel ingots beside the workbench. On the table by the tanning rack are two helmets, a pair of boots, a shield, a dagger and a mace; these are all made of iron at first but will later upgrade to steel quality. Around the corner from the workbench is a display rack with an iron warhammer, and an iron sword.
The house consists of one area only, Alvor and Sigrid's House.
- Before the Storm: Inform the Jarl of Whiterun about the dragon attack on Helgen.
- Blacksmithing Tutorial: Learn the basics of smithing. (radiant)
- Unbound: Escapar da custódia Imperial e do ataque de um dragão.
- Note: This location is one of many potential targets for one or more of the radiant quests found on this page.
Alvor and Sigrid's House
There are two floors to the house: the first floor and the cellar. They are split into areas discernible by the furniture, with the stairs to the cellar by the far left wall. The first floor is split into two areas: the bedroom and the kitchen. The bedroom contains two beds, two chairs by a table, a wardrobe, and a chest. The double bed is Alvor and Sigrid's, and the single bed is Dorthe's, there is a coin purse and some loose coins on the table, and a blacksmith's apron. Stump can sometimes be found sleeping on the rug between the beds, after following Dorthe home. The other side of the room is a mix between a dining room and kitchen; by the fire is a cooking pot, and above the fire is a steel sword. Between the dining table that has three chairs and the shelves you can find two chicken's eggs, three elves ears, a frost mirriam, three garlic buds, and a snowberry.
The cellar is both a social and living area for the family, and a storage room for any extra weapons and armor that Alvor has made. Moving from the stairs there is a small table with a chair, a weapons table to the right, an L-shaped "bar", shelves behind the bar, a chair by an end table, and a wardrobe and chest by the far wall. On the weapons table are three iron arrows, and a hunting bow, and on the woodpile next to the table is a woodcutter's axe. On top of the end table are two blacksmith's potions, while the chest has a random pelt in it. On the bar you can find an iron armor piece, an iron dagger, a pair of iron gauntlets, an iron sword, and a pair of iron boots under the bar. Hanging under the stairs is a garlic bud, a dried frost mirriam, and a dried elves ear.
Everyone wakes at 8am and eats breakfast at the dinner table, then Alvor leaves for his work and Dorthe leaves to both play with Stump and Frodnar, and learn her father's trade. Sigrid stays at home all day, and cooks and cleans, Alvor and Dorthe return for lunch and again for dinner, but stay after dinner. They all eat dinner before moving downstairs to relax around the bar. Dorthe goes to bed at 9pm and her parents follow at around midnight. If Hadvar was followed during Unbound, then he will stay home until the first few quests for the Imperial Legion have been completed, then he will leave to rejoin the fight. Afterwards he does not return to his home, but instead moves to the local inn. While still at home he wanders around the house, eating and cooking, but never venturing outside; he does not sleep as there is no bed available to him.
- The front door has a novice-level lock. The house is locked most of the time, so it does not make a very good temporary home for the player despite Alvor's proffered hospitality. Furthermore, if you manage to get inside the house after midnight you are not welcome and may be told to leave.
- The key to the house is carried by Alvor, Sigrid, and Dorthe.