Outlaws Refuges

Outlaws Refuges are a new location type added underneath or nearby each Hold capital. They vary in size, population, and style based on the surrounding area, incorporated lore, and progression through the related Thieves Guild city quest. The Refuges are inspired by the same-named underground locations found in The Elder Scrolls Online.

Outlaws Refuges are home to a variety of shady characters, often including fences that are accessible before or without joining the Thieves Guild.

Locations and Entrances

 * Dawnstar - The Three Eye Tavern
 * Falkreath
 * Markarth
 * Morthal
 * Riften
 * Solitude
 * Whiterun
 * Windhelm
 * Winterhold

Original Mods
The Outlaws Refuges added by Echoes are a combination of new content created for Echoes and existing content added by mod authors.


 * New content: additional characters, remastered and expanded environments, new vendors, new NPC routines, quests
 * Legacy content by:
 * Outlaws Refuges by Sokkvabekk - Characters, environments, mod name/concept
 * Sewers for Thieves by rubypele - Environments (originally Thieves Guild Hideouts in major cities)

Compatibility and Functionality Notes

 * Outlaws Refuges and Thieves Guild Hideouts were combined
 * Outlaws Refuges exterior entrances were moved or reworked for better compatibility with popular mods
 * Sewer connections added
 * Fast travel points added
 * Fast travel from the cells enabled
 * Entrances blocked or disabled during civil war/quest-breaking sequences