FANDOM


Fellglow Keep is a fort in The Elder Scrolls V: Skyrim.

It is a ruined fort located east-northeast of Whiterun in Whiterun Hold. Led by The Caller, mages that had left the College of Winterhold fled to this location to practice forbidden experiments.

SublocationsEdit

The main door to Fellglow Keep is locked and requires a key when first discovered. If the Dragonborn is not on any quest related to the keep the door will be unlocked but access to the path leading to the Ritual Chamber will be blocked by rubble. In a ruined tower there are stairs leading down to the door into the dungeon.

Fellglow Keep Ritual ChamberEdit

This is the final room in which the stolen books needed for the quest "Hitting the Books" are found. These books are guarded by the leader of the Fellglow Mages, named The Caller. With a high enough Speech skill, she can be convinced to let go of the books and avoid a fight. If the Dragonborn decides to kill her, she can be looted for her key. This key will open a treasury room filled with alchemy ingredients, potions, and a chest containing random loot. This treasury room cannot be opened without the key, and pickpocketing it off The Caller is not possible. One may attempt to persuade The Caller to give away the books if the Dragonborn is a stealth character, in order to kill her without resistance. At higher levels. she will summon a Storm Atronach; even if she is apparently killed in one hit, but the atronach will disappear just as it begins to attack.

QuestsEdit

Notable itemsEdit

EnemiesEdit

TriviaEdit

  • Fellglow Keep can be especially challenging for a vampire; almost every mage inside the keep uses fire magic, a weakness of the vampire (the higher stage vampire, the harder it becomes to sustain one's health).
  • In one room in Fellglow Keep there are three cages with vampires in them, with switches on the wall to open the cages. Opening the cages will release the vampires, who will run into the next room, kill the mages there, then leave without harming the Dragonborn.
    • The vampires will not level with the Dragonborn, whereas the mages will, so at higher levels they can be increasingly difficult to keep alive and may not even make it out of the first room without help.
    • If Barbas is in the party, the vampires may attack him.
    • If the Dragonborn successfully stealth kills the mage who is watching the prisoners, one of them may comment on this, saying "And so you learn the power of the night."
  • The map may not mark Fellglow Keep as cleared until completing both quests. It is most likely the Dragonborn has not randomly encountered the dead treasure hunter yet. Without the note, the item it identifies will not spawn in the chest.
  • Oddly enough, the vampires will still say, "Out of the way, meat," even if the Dragonborn is a vampire or a Vampire Lord.
  • If the Dragonborn sneaks through the entire dungeon without killing anything, The Caller will still comment on how you have "laid waste to [her] projects", "killed [her] assistants" and "disrupted [her] work".
  • Strangely, if the Dragonborn gets to the room with the caged vampires, does not release them, leaves the dungeon, and then returns, the vampires will be in the next room standing harmlessly near the mages and will not attack them. They will, however, attack if provoked. Once all the mages are killed, the vampires will flee as normal. Their cages will still be closed and locked.
  • The stairways leading to the ritual chamber will always auto-save the game, even after The Caller has been defeated.
  • To obtain multiple copies of Hooded Black Robes, do not give the collected books to Urag gro-Shub, as completing the quest will prevent any access into the ritual chamber area. Everything inside Fellglow Keep except The Caller will respawn after ten days. It is recommended to finish the quest after level 25 to gain the best enchantment for Mage's Circlet after the completion of "Good Intentions."
  • With a high enough Sneak and Archery skill, it is possible to kill The Caller in one hit. By entering the room in sneak mode, The Caller will still speak to the Dragonborn, but may lose sight of them if they are sneaking.

BugsEdit

This section contains bugs related to Fellglow Keep. Before adding a bug to this list, consider the following:

  1. Please reload an old save to confirm if the bug is still happening.
  2. If the bug is still occurring, please post the bug report with the appropriate system template  360  / XB1  ,  PS3  / PS4  ,  PC  / MAC  ,  NX  , depending on which platform(s) the bug has been encountered on.
  3. Be descriptive when listing the bug and fixes, but avoid having conversations in the description and/or using first-person-anecdotes: such discussions belong on the appropriate forum board.
Click to see the list of bugs encountered
  •  PC   360   PS3   Sometimes, the Ice Mage with the Fellglow Keep Key will not spawn where she is supposed to (in the room before the Ritual Chamber where the Flame Atronach is). This is not an issue for those choosing to fight The Caller further on in the Ritual Chamber, as it can be looted from her body. However, this is a problem for those who choose to persuade The Caller not to fight; as the door behind The Caller which exits to Skyrim will not open if that option is selected. The Caller cannot be pickpocketed and so the options are either to kill The Caller after all, or force the Ice Mage with the key to spawn. To do this, run noisily back and forth through the room where the Flame Atronach was. This will usually cause her to suddenly appear. You can then dispatch her, loot the Fellglow Keep Key from her and follow the passage back down until you get to the room adjacent to the Alchemy table. Use the key to exit to Skyrim through the large locked door in the center of the room.
  •  PC   360   PS3   There are hostile creatures that will sometimes interact through an impassable pile of rubble. This will sometimes cause a follower to chase after them by running into the rubble till they glitch through, and become stuck in the other zone which is only accessible through a loading screen door.
    •  PC(Fix)   A way of getting any follower back is to toggle no-collide; type tcl in console to enter the rubble to the companion, then walk the follower manually through the rubble again by selecting the "I need you to do something" chat option.
  •  PC   360   PS3   When trying to snipe the figures on the surface from the roof of the tower high against the cliff, most of the arrows will simply bounce off an invisible wall and end up behind the Dragonborn. Moving far enough forward onto the battlements to overcome this fault will result in people below being able to see who is around.
  •  PC   360   PS3   There is a bug that, when clearing out Fellglow Keep before accepting the related quest (Hitting the Books), results in being stuck on the loading screen.
  •  PS3   Dead Thralls may be lost when entering the ritual chamber, it is advised to kill the thrall in service before entering and reanimate it when coming back out. Do not re-enter the chamber after reanimating the thrall.
  •  PC   360   If the Dragonborn kills The Caller as she teleports, she may appear lying on the floor dead but shown as an enemy with a red dot. She will recover health but will not move or do anything in this state. Since she is not treated as dead, her body cannot be searched. Hitting her with weapons will not affect her.
    •  360(Fix)   Attacking her with destruction magic will reduce her health. Do this until her health is reduced to 0, whereupon the system now treats her as dead and enables searching her body.
  •  PS3   It is possible to access the Ritual Chamber from the exit ladder behind the barred door in the main keep. To do this, walk up to the door and quickly tap the action button. At a certain distance/angle, the bar behind the door can be activated and the door opened.
  •  PS3   After completing "Hitting the Books," it is possible that the hallway leading to the Ritual Chamber will become blocked off by falling rubble, preventing access to this area.
  •  PS3   When walking into the pond in the courtyard South of the Fellglow Keep icon and East of the Fellglow Keep Dungeons Icon the game will lock up as soon as the Catch Salmon action appears on screen.

AppearancesEdit