HOMES · STORIES · BUILDERS

ESO Housing

Opening ESO Housing…

← The gallery

Den of Clavicus Vile

Current objective

Strike a bargain

A blue flame and a red flame at the gates
← The gallery

A house by AhzidalThrones

Den of Clavicus Vile

Every door has a price.

Enter the story
The world within

Everything here was paid for. Not always by the buyer.

Behind a round door ringed with green light lies a den kept for Clavicus Vile, the Daedric Prince of trickery and bargains. He grants wishes, every one of them, and every one has a way of turning on whoever asked. His halls are warm, lamplit and richly kept, the way a merchant keeps the rooms where customers sit down to talk.

The way leads from the lantern hall past a hoard of gold and a blue mask lying before a shrine, up a great stair, through a trader's hall with its counter and its wares, along rose-hung alcoves and long corridors, to the gryphon rooms and a council table where golden armour sits in the host's chair.

At the end waits a hall where a blue flame and a red flame burn at the gates, and no one will say what either costs. Barbas would advise you to read the terms. Nothing in this den is free - the door included.

The Prince of bargains

The Prince who grants wishes

Clavicus Vile is the Daedric Prince of trickery and bargains. He grants power and wishes through pacts and rituals, and he gives you exactly what you asked for - which is precisely the trouble. One mage wished for his spell to work well. It did: it summoned the atronachs that burned a forest to the ground.

At his side walks Barbas, who looks like a dog, talks like a courtier, and often has more sense than his master. Vile is said to keep as much as half his power in him; some scholars think the two are halves of one being.

This is AhzidalThrones’ own vision of the den. What the blue mask at the shrine and the golden armour at the council table stand for is his story to tell.

The Masque of Clavicus Vile
A helm that makes its wearer charming and trusted. Vile can take it back whenever he pleases, and sooner or later he always does.
Umbra
A sword forged at his request to trap souls. A piece of his power went into the blade and woke there as Umbra, with a will of its own.
His day
The 1st of Morning Star, during the New Life Festival: the day to summon him, if you truly must.
His realm
The Fields of Regret, where he often appears as a jovial horned Skaafin.
Lore sources

Clavicus Vile · UESP ↗ · Barbas · UESP ↗

Chapter 01 10

The Moon Door

Every door here has a price.

Two lanterns, a carpet, and a round door ringed with points of green light. It does not look locked, and in a house built for the Prince of bargains, that is exactly what should worry you.

Photographs of this space · 1
The moon door with its glowing ring
The moon door with its glowing ring
Chapter 02 10

The Lantern Hall

Sit. Talk. Agree to something.

Lanterns hang over a round table beneath carved lattice windows, and the chairs are drawn close, the way they are wherever deals are made. At the far end a second round gate leads deeper into the den. Vile likes his guests comfortable. Comfortable guests sign.

Photographs of this space · 3
Lanterns over the round table
Lanterns over the round table
The sitting hall from the other side
The sitting hall from the other side
The round gate into the halls
The round gate into the halls
Chapter 03 10

The Hoard of Bargains

What others paid.

Chests spill gold around a small shrine, and on the floor before it lies a blue mask. Whether it is the Masque of Clavicus Vile itself or only a reminder of it, the room makes one thing plain: everything here was given in exchange for something, and not all of it was gold.

Photographs of this space · 1
Chests of gold and a blue mask at the shrine
Chests of gold and a blue mask at the shrine
Chapter 04 10

The Great Stair

Up, under the lattice light.

A wide stair climbs beneath tall lattice windows, past lanterns and potted palms, with a sitting corner at its foot. The den is larger than its door promised. Most of Vile's gifts are - until you see what they cost.

Photographs of this space · 2
The great stair under the lattice windows
The great stair under the lattice windows
The stair hall from the side
The stair hall from the side
Chapter 05 10

The Trader's Hall

Everything has a price. Ask.

A long counter beneath hanging lamps, wares on the shelves behind it, a table of goods by the wall. A Prince of bargains would keep a shop, of course, and this one has everything a mortal might want. Do read the terms. Barbas always does.

Photographs of this space · 3
The trader's counter
The trader's counter
Wares behind the counter
Wares behind the counter
Shelves and a table of goods
Shelves and a table of goods
An interlude

Vile’s Wager

A game at the counter: one coin, three cups. Watch the coin, then pick the cup it is under.

A round gaming table with a red cloth, in lamplight
Chapter 06 10

The Rose Alcoves

A quiet table, for quieter deals.

Under the arches stands a dining nook with candles on the table; beyond it, red cushions lie beneath trailing roses. The softer rooms are kept for the agreements nobody should overhear - and for the guests who have not yet noticed they are agreeing to anything.

Photographs of this space · 2
A dining nook under the arches
A dining nook under the arches
Red cushions beneath the roses
Red cushions beneath the roses
Chapter 07 10

The Long Corridors

Every corridor leads somewhere you agreed to go.

Arched corridors run past flower boxes and iron grilles, a tapestried rose alcove, a banner over every far doorway. Look back once: the way you came looks longer than it was. In the Fields of Regret, they say, every road looks like that.

Photographs of this space · 5
The long corridor
The long corridor
A banner over the far doorway
A banner over the far doorway
The rose alcove and its tapestry
The rose alcove and its tapestry
The corridor, looking back
The corridor, looking back
Through the bannered doorway
Through the bannered doorway
Chapter 08 10

The Gryphon Rooms

Blue light, stone wings.

Two gryphon statues guard a blue door. Behind it wait a canopy bed in cold blue light and a table set between the gryphons: the den's private rooms, and the only place here that feels like rest. It is also the only room with no price on its door, which should make you wonder why.

Photographs of this space · 3
Gryphon statues at the blue door
Gryphon statues at the blue door
The canopy bed in blue light
The canopy bed in blue light
The gryphon room's table
The gryphon room's table
Chapter 09 10

The Council Table

Golden armour sits at the head.

Past flower boxes and a latticed door, a long red table waits under lanterns, and at its head, where a host would sit, stands a suit of golden armour. Whoever called this council is either absent or very patient. With Vile it is usually both.

Photographs of this space · 5
Flower boxes along the corridor
Flower boxes along the corridor
The lattice door
The lattice door
The council table
The council table
Golden armour at the head of the table
Golden armour at the head of the table
The council table from the end
The council table from the end
Chapter 10 10

The Hall of Twin Flames

One flame blue, one red. Choose.

Behind the last bannered door a blue flame and a red flame burn at the gates, and the hall beyond holds desks, tapestries and quiet light. It is the den's last room and its last offer: two fires, and not a word on what either one costs.

Photographs of this space · 4
The bannered door to the flame hall
The bannered door to the flame hall
A blue flame and a red flame at the gates
A blue flame and a red flame at the gates
The blue flame by the tapestry
The blue flame by the tapestry
The red flame among the desks
The red flame among the desks

Music on this page

Every track belongs to its composers and rights holders and is credited here. If you hold the rights to one of them and want it removed, write to us: contact

  • The Blessings of Morwha Brad Derrick. The Elder Scrolls Online: Music of Tamriel, Vol. 2 (Original Game Soundtrack). © ZeniMax Online Studios Official release - The Blessings of Morwha Plays during: The entrance, The Moon Door, The Lantern Hall, The Hoard of Bargains, The Great Stair, The Trader's Hall, Vile’s Wager, The Rose Alcoves, The Long Corridors, The Gryphon Rooms, The Council Table, The Hall of Twin Flames
The story continues

More worlds by AhzidalThrones

Explore the builder’s portfolio, characters and creations.

Open original ↗