Fellglow Keep

Ruined fort east-northeast of Whiterun where renegade College of Winterhold mages under The Caller guard stolen books, caged vampires and plenty of loot.

Fellglow Keep is a ruined fort east-northeast of Whiterun, taken over by mages who left the College of Winterhold to pursue forbidden experiments. Their leader, The Caller, sits on a stash of books the College would very much like back. Expect a lot of spellcasters, a lot of books and a keep full of crafting stations.

What you’ll find

  • Conjurers, ice, fire and storm mages, cryomancers, a Necromancer Adept and novice necromancers, plus frostbite spiders, skeletons and wolves.
  • A locked main door: the Fellglow Keep Key is on a mage sleeping in a bed. Without a related quest, the door is open but rubble blocks the way to the Ritual Chamber.
  • A ruined tower with stairs down to Fellglow Keep Dungeons.
  • A room with three caged vampires and switches to free them.
  • A workroom with an anvil, arcane enchanter, alchemy lab and workbench (first door on the right after climbing the stairs).
  • A Shrine of Julianos behind an Adept-locked door, and a fallen Shrine of Talos that still grants a blessing.
  • The Ritual Chamber, where The Caller guards the stolen books, and a treasury room full of potions and ingredients.

Quests

  • Hitting the Books – recover the stolen books from The Caller.
  • Treasure Hunter’s Note, Rescue Mission and Arniel’s Endeavor.
  • No Stone Unturned – a Stone of Barenziah in the workroom.

Notable items

  • Rare Hooded Black Robes (during Hitting the Books), in a circular room before The Caller
  • A Hypothetical Treachery (Destruction) and The Doors of Oblivion (Conjuration)
  • Lost Legends, The Legend of Red Eagle, Boethiah’s Proving, The Aetherium Wars (Dawnguard), A Dance in Fire Book I and The Wolf Queen Book VII
  • Three quicksilver ingots, a Briar Heart, petty soul gems and random spell tomes
  • A leveled greatsword half-buried by the Shrine of Talos

Tips

Free the caged vampires and they will rush the next room and kill the mages for you, then leave you alone. At higher levels the mages outscale them, so be ready to help. In the Ritual Chamber you have options: a high Speech skill can talk The Caller out of the books, a freed Orthorn can be traded for them, or you can fight her, possibly against a storm atronach. Her key opens the treasury, but you can also return later and reach it through a trapdoor, so peaceful players lose nothing. If Barbas is tagging along, the vampires may go for him.

Good to know

Stealth-kill the mage watching the prisoners and one of the vampires may approvingly comment on the power of the night. The keep may also not show as cleared until both related quests are done.

Nearby

Closest places covered on TamrielSaga: Valtheim Towers, Shimmermist Cave, Graywinter Watch, The Ritual Stone, Darkshade.

Location data (hold, map position, editor ID) read from the Skyrim game files; details checked against community wiki articles and summarised in our own words.

Characters found here

Quests that lead here

Side Quest
Help College of Winterhold scholar Arniel Gane with his secret four-part experiment to discover how the Dwemer vanished.
Dragonborn Quest
Neloth wants a staff made by the ancient shadowmage Azra Nightwielder, hidden in a random dungeon in Skyrim or on Solstheim.
Dawnguard Quest
Gunmar sends you to slay a Master Vampire at a random location, with a leveled piece of apparel as payment.
Dawnguard Quest
Florentius Baenius sends you to recover one of three ancient Dawnguard rune artifacts from a random location. Can be done three times.
Dawnguard Quest
Gunmar sends you to a dungeon to destroy a Master Vampire before it can turn its allies into more vampires. A radiant Dawnguard quest.
Dawnguard Quest
Florentius Baenius learns that a Master Vampire has kidnapped one of your friends or your spouse. Save them and kill the vampire. Repeatable.
Dawnguard Quest
Feran Sadri asks a Vampire Lord to recover the Ring of the Beast and the Ring of the Erudite, two rings Molag Bal once gave to ancient Vampire Lords.

Creatures you will meet

Frostbite Spiders lurk in Skyrim’s caves and ruins, spitting venom from the ceiling. Variants, tactics and the ingredients they drop.
Wolves are Skyrim’s most common wilderness threat. Variants, the Rockjoint disease, pelts and tips for handling a pack.

Weapons found here

Armor found here

Items found here

Conjuration Scrolls in Skyrim: all 16 summoning, reanimation and banishing scrolls with values, form IDs, Atronach Forge recipes and where to find them.
Destruction Scrolls in Skyrim: all 14 fire, frost and shock scrolls with effects, values and form IDs, plus where to buy them and fixed spots to loot them.
Quicksilver Ingot in Skyrim: smelt ore from Quicksilver Mine in Dawnstar or buy from blacksmiths. Needed for Elven weapons, Nordic and Stalhrim gear.

More places like this

Nordic Ruin
Falkreath Hold
Ancient Nordic tunnel through the mountain above Riverwood linking North and South Skybound Watch, held by bandits and a Giant Frostbite Spider.
Dwemer Ruin
Hjaalmarch
Dwemer elevator south of Mzinchaleft linking the surface to Blackreach; its gate opens only from below, after you ride up from the underground cavern.
Fort
The Reach
Forsworn fortress east of Karthwasten where the kidnapped Sybil of Dibella is held, led by a Briarheart and stocked with two skill books and a Dibella shrine.
Fort
The Reach
Compact underground fort northeast of Markarth where the mage Kornalus enchants frostbite spiders with fire, frost and shock, guarded by a lever puzzle.
Temple
The Rift
Riften’s temple to the goddess of love, where Maramal sells Amulets of Mara, weddings are held and Dinya Balu hands out The Book of Love.
Inn
The Pale
Dawnstar’s inn run by Thoring, where townsfolk plagued by nightmares gather around Erandur and the Daedric quest Waking Nightmare begins.
Sources checked: Skyrim game files (map markers, location records, read 2026-10-11); Elder Scrolls Fandom location articles (export 2026-10-11)