Skyrim talk:Fellglow Keep

Moving Khajiit tailsEdit

Wouldn't really see a point of adding it to the page but I found it rather funny so I thought I'd share. There's a room with a couple of dead Khajiit in it, one laying face down and one in a cage, well both of their tails are rhythmicaly moving around, like they do when they're alive. --Lyco499 19:19, 4 December 2011 (UTC)

Shalidor's insights: Quest arrow ponts to nothingEdit

The quest for Shalidor's insights sent me here, but the arrow points to nothing on the floor. Any ideas? 20:29, 16 December 2011 (UTC)

Generally when the arrow points to nothing, the NPC or the item has been strangely removed from the game. Bethesda needs more insight on this. The same happened to me when I had to ask an Imperial captain in Solitude about someone's daughter, or saved before killing Paarthurnax to check out what the blades were like. In both cases, the NPC (dragon and captain) where both gone. So the marker just sits there, bugged. (AT THE RISK OF ADDING NONSENSE) 05:53, 4 January 2012 (UTC)

No Lockpicks RequiredEdit

Found I had no lockpicks. Returned with lockpicks and found vampires had gone into next room and done the job. — Unsigned comment by (talk) at 01:59 on 27 December 2011 (UTC)

Ritual Chamber UnnecessaryEdit

The section detailing the fight with The Caller is misplaced, due to the fact that the quest Hitting the Books is already mentioned below it, and citing quest-specific material on place pages beyond linking to the related quest just adds clutter. I suggest removing that entire section, as the Ritual Chamber also will not even open unless the player is on the quest. Insight? MethodicMockingbird 16:35, 2 January 2012 (UTC)

If indeed the room is locked out till you are on the quest, I agree completely. If anyone can confirm this detail.. perhaps move the info about this encounter to the Hitting the Books page, and leave behind a note and link on this page (I'd suggest keeping a mention of Fellglow Keep Ritual Chamber here for completeness). Krag 19:43, 9 January 2012 (UTC)
I stumbled over this place as a Level 13 and worked my way through it -- it is indeed true that if you are not on the quest, you cannot access the ritual chamber. The way up to it is blocked by a collapsed arch. In addition, the caged vampires were all dead in their cages and there seemed to be several fewer mages in the area than when you access it on the quest. If someone can confirm these two points, they can change the article. (Incidentally, Fellglow Keep seems to be a great place to go if you're a lower level character. Only one or two of the mages inside were at all challenging, and the place is absolutely stuffed with alchemy supplies. Quite a few soul gems too.) -- 04:41, 24 December 2012 (GMT)

Black Soul GemEdit

I have had two visits to this dungeon and only found 1 black soul gem, and not in the place as per the description, on both visits a common soul gem was at that site. 09:22, 5 January 2012 (UTC)

I found a petty and a greater soul gem in the bookcase with the quicksilver ingots -- where the black soul gem is listed to be. 17:11, 26 May 2013 (GMT) AC Grecor
I found a black soul gem in the chest behind The Caller. ACGrecor (talk) 17:55, 26 May 2013 (GMT)

Clearing the DungeonEdit

I have had to do the following procedure on two different characters to have the dungeon cleared (xbox 360, Caller killed with both characters)). Come back when the dungeon respawns, enter the Keep proper (not the dungeons), and kill the enemy in the first room you came to on the related quest. It's the room with the boss chest, the altar, and the four soul gems arranged in a square on the floor. You do not need to enter the Caller's chambers or the dungeons. Has anyone else had to do this to clear the dungeon? 03:32, 6 January 2012 (UTC)

PC - Possible fix for Hitting the BooksEdit

I had cleared Fellglow Keep long before taking the quest Hitting the Books. When I went back to said dungeon I faced a well-known bug which prevents you from entering any area of the keep, if you had already cleared it, once you get said quest (goes back to desktop as you change area). Not even coc commands worked, as "teleporting" has the same result for me.

So I have one last possible way of doing this: maybe it could be possible to reset the whole keep, in order to "cheat" the game to believe you hadn't cleared it already. This would require to reset the three interior which Fellglow Keep is made up, AND un-clear the location on the map, everything via console commands. But while the three interior require the "location code" in order to be reset, un-clearing the location icon requires the location's ID, which is not shown in the article, and which I have not been able to acquire (I'm not skilled with the modding stuff, either).

I would like to try if this hypothesis of mine is correct, if anyone could provide said ID. — Unsigned comment by (talk) at 15:51 on 26 January 2012 (UTC)

Perfect for J'zargo's ExperimentEdit

The 3 vampires, all in separate jail cells, create the perfect setting to use J'zargo's scrolls for the J'zargo's Experiment quest. Once the lone jailer is dispatched, take your time with no fear of killing more than 3 undead... and since they are jailed, they cannot run away either =) — Unsigned comment by (talk) at 01:16 on 5 March 2012 (UTC)

Bugs: Shouldn't the No Stone Unturned Bug be listed here?Edit

Since the stone is mentioned in the walkthrough, shouldn't there be a bug listed that sometimes the stone will simply not be there. Also, nothing is yet known to help fix this. 04:54, 25 September 2012 (GMT)

Bugs that are specific to a quest are listed on that quest's page. There are two work-arounds that are listed on the quest page that may help: one that is specifically for PC players that uses console commands, and one that may work for all players (repeatedly pressing the activate button on a Stone that you do find). --Xyzzy Talk 05:24, 25 September 2012 (GMT)

Prisoners can mysteriously leave their cellsEdit

I've previously had the vampires get out of their cells - despite the doors still being locked and shut - and on this playthrough Orthorn somehow managed to escape and get himself killed in the crossfire (or possibly had been killed before I got there). I'm not sure whether this is a common problem with prisons, or specific to this area, but I thought it worth mentioning. 00:03, 28 October 2012 (GMT)

Fellglow Keep Ritual ChamberEdit

According to the map, there are 2 doors to the ritual chamber. One seems to be nonexistent, the other.. well that's what this is about. I am on the quest 'Hit the Books' so I should have access. I can approach a wooden door that is right in front of the entrance to the chamber. (I am using the Xbox360) I can press 'a' to open the door, but it won't open. I have Lydia as a follower and I told her to open and she can't open it. I've restarted the game a couple times, and loaded. Nothing changes. The door isn't locked either. anastasia0812 (talk) 22:33, 12 July 2013 (GMT)

Orthorn & the Caller are weirdEdit

When they force conversation with you, they don't seem to care or even notice if you are a transformed Werewolf or Vampire Lord. So should they be added to the do not attack the player list on the lycanthropy page?Wrath425 (talk) 02:37, 21 July 2013 (GMT)

I think this is usual forcegreet behaviour. -- SarthesArai Talk 08:31, 21 July 2013 (GMT)

Oddly unhostile VampiresEdit

After they did their thing and "ran away," they stopped before leaving the dungeon. Then I attacked them, and they just kepot saying things like "don't press your luck" and "what are you doing" but never attacked me. They turned into red dots on the radar, indicating enemies, but they would never attack me. — Unsigned comment by (talk) at 02:26 on 4 September 2013

The lack of hostility is already in the article, but not that they remain so after being attacked. What platform are you playing? If PC, do you have any add-ons or mods installed? —MortenOSlash (talk) 05:11, 4 September 2013 (GMT)
I can confirm on PC with all add-ons and a few mods (but none that should affect this), that they will not attack me even after I attack them, they just allow you to kill them. I always just imagined that the caller, in her experiments, gave them a lobotomy or a spell that makes them never attack anyone. — Unsigned comment by (talk) at 20:59 on 26 September 2014 (GMT)
Just to be sure, you are not the same anonymous posting it the first time? —MortenOSlash (talk) 18:37, 30 September 2014 (GMT)

levelled weaponEdit

Is the weapon found on the barrels near the locked dungeon doors 'levelled' ? — Unsigned comment by (talk) at 19:44 on 31 October 2013

Yes, it is a leveled battleaxe. — ABCface 21:36, 31 October 2013 (GMT)

Dead PrisonersEdit

I went there the first time and they were all alive but on all my other characters the prisoners have been dead — Unsigned comment by (talk) at 15:56 on 19 February 2017 (UTC)


As far as I can tell the prisoners will be dead if you enter the keep while not the college of winterhold quest. If you come back for the quest the prisoners (and the mages) will be back alive. — Unsigned comment by (talk) at 16:40 on 23 August 20170 (UTC)

Vampires not undeadEdit

Doing yet another play through and found something interesting with the vampires in the cages.

I'm a bit higher level (45) at this point and on the Xbox One. I have both detect dead and detect life spells, and the detect dead did NOT pick up the vampires in their cages. But detect life DID pick them up. I do have the Unofficial Patch running (thank the Divines for at least some mods on the Xbox One now), but nothing that should affect the game file on whether these critters are alive or dead. Anyone seen that yet? Agmen (talk) 20:06, 18 March 2018 (UTC)

Mage vs. Chicken and Unkillable SalmonEdit

Is it worth noting that the mages in the exterior area will attack and kill the chicken there?

Also, I could not kill the salmon in the flooded room. I tried several shouts and melee weapons. I could catch them, but not kill them. 02:59, 24 January 2019 (UTC)

Random or Levelled War Axe, Not SteelEdit

In the final paragraph of the section describing Fellglow Keep Dungeons, it says that there is a Steel War Axe in the last sarcophagus on the right. I found an Orcish War Axe there, so I'm thinking the war axe is either random or levelled. 03:39, 24 January 2019 (UTC)

After having been cleared in a prior session, Fellowglow Keep building layout changesEdit

In the current (2020-03-15 Ides of March) article's description the paragraph:

"To the west from the upper level is a room containing an alchemy lab, an arcane enchanter, a workbench, an anvil and fireplace. There is a small counter with an unusual gem (related to the No Stone Unturned quest), an apothecary's satchel, a bunch of lavender, a dragon's tongue flower, a random potion of magicka and three pieces of charcoal on top. There is also a cupboard with a blacksmith's apron, a hammer and tongs, three quicksilver ingots, three common books including a copy of Lost Legends which starts the Forbidden Legend quest and two soul gems, one filled and one empty, on the shelves. The door south is barred from the other side. The door to the east has a short passage leading to stairs up into a larger room above. There is a wardrobe and table with a bowl of bone meal on top at the bottom of the stairs. The room at the top has two leveled mages who may be alerted during previous fights."

has to change to reflect the fact that the sentence 66% through that paragraph starting with "The door to the east ..." becomes a doorway full of fallen rock collapsed pillars preventing walking up the stairs toward the library room of (ruined?) books on shelves and stairs going toward the ritual chamber containing "The Caller." Likely the map transformed the trap door / ladder escape from "the ritual chamber" as removed and replaced likely with brick flooring, etc. The local map in this "already cleared" situation shows no doorway, nor stair hallway leading away from it to the library room.

It is stated in "The Caller" article in UESP that when / if she as a Dead Thrall follower disappears that she "might" show up again in Fellowglow Keep and so must be reset by player actions or whatever so as to no longer being a Thrall, etc, but this is impossible if the way to the ritual camber has become unavailable due to scripted building layout changes after the place is "already cleared." 10:42, 15 March 2020 (GMT)

Beware... After exploring the place to discover the above information, my horse gets killed so I reloaded the last save. My expensive loaded high level vampire thrall that left with me from the building into Skyrim the first time around disappears permanently upon reloading the game saved at that point, yet Serana makes it out the door guaranteed. Reentering Fellowglow Keep to look for the thrall turned up no one/nothing. They're gone for good. 11:11, 15 March 2020 (GMT)

Main entrance openEdit

I'm not far enough in the College questline to do "Hitting the Books". I just wanted to get the Unusual Gem. So I killed the two mages and the atronach outside and, just for fun, tried the main entrance, only to find it open. No key was necessary, no lockpick minigame was started, and although I have the Wax Key perk, no key was created. And no atronach defended the staircase. In the crafting room where the gem can be found a mage was hammering away at the workbench. Now, it was very nice to just get to where I wanted, but it's not what is described in the article. 13:01, 7 July 2020 (UTC)

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