Fellglow Keep

Fellglow Keep is a fort in . 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.
==Sublocations==
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 Chamber===
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 did free Orthorn, he can be traded for the books. 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 from this side without the key, and pickpocketing it off The Caller is not possible. Note that the room can be accessed through a trapdoor if the Dragonborn goes back after taking the books, therefore the Caller does not have to be killed in order to acquire everything within. At higher levels, she will summon a storm atronach; even if she is apparently killed in one hit, the atronach will disappear just as it begins to attack.
==Quests==
*Hitting the Books
*Treasure Hunter's Note
*No Stone Unturned
*Rescue Mission
*Arniel's Endeavor
==Notable items==
*Rare Hooded Black Robes, during the quest "Hitting the Books." They are in a circular room before fighting The Caller.
*A good variety of alchemy & cooking ingredients.
*A good amount of petty soul gems.
*Random Spell Tomes.
*1 Stone of Barenziah, in the keep itself, in the room with the Anvil, Arcane Enchanter, Alchemy Lab and a workbench. Upon entering, go straight up the stairs. It is the first door on the right.
*3 Quicksilver ingots, in the same room.
*A Hypothetical Treachery (Destruction) – on a table in between the circle of eight bookcases, just before the library.
*The Doors of Oblivion (Conjuration) – just after arriving at Fellglow Keep from the dungeons.
*Lost Legends, on a shelf near the fireplace in the room with an alchemy lab and an arcane enchanter.
*The Legend of Red Eagle, on a table in the shooting range where two vampires are imprisoned.
*Boethiah's Proving in a circular library before fighting The Caller, on a bookshelf.
*The Aetherium Wars in the same library mentioned above, on a bookshelf.
*Fellglow Keep Key is in a mage's equipment, who is asleep in a bed.
*One Briar Heart (inside the 1st door on the left).
*A Shrine of Julianos can be found behind an Adept-locked door, which can be unlocked with the Fellglow Keep Key.
*Coming from Fellglow Keep Dungeons, a fallen Shrine of Talos can be found lying on a pile of rubble in the first room with the Novice Conjurer and Apprentice Storm Mage. A blessing can still be received from the shrine, which is located in front of the broken table.
*A leveled greatsword (half-buried to the left of the Shrine of Talos).
==Enemies==
*Conjurers
*Ice Mages
*Fire Mages
*Storm Mages
*Cryomancers
*Mages
*Necromancer Adept
*Novice Necromancers
*Frostbite Spiders
*Skeletons
*Wolves
==Trivia==
*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.
*This is one of the few dungeons, possibly the only one in the game that will autosave as you approach the boss door, even if autosaves are disabled.
==Bugs==
Click to see the list of bugs encountered
* 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.
* 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.
** 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.
* 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.
* 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.
* 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.
* 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.
** 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.
* 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.
* 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.
* 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.
==Appearances==
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de:Festung Dämmerlicht
es:Bastión del Brillo Tenue
pl:Twierdza Zabójczego Blasku
ru:Крепость Феллглоу
Category:Skyrim: Whiterun Hold Locations
Category:Skyrim: No Stone Unturned Locations