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< Shivering Isles: People
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Quests: not written

Schedule: not written

Services: written by Corevette789 N/A (In-Game), checked by Jeancey (CS)

Personal Inventory: written by Alpha Kenny Buddy (CS, Already written), checked by mxk101 (in-game)

House Contents: written by GK (N/A - lives in the Palace of Sheogorath), checked by Emoboy64 (In-Game)

Unique Dialogue: not written

Rumors: not written

Faction: written by already there, checked by Vulpa (CS)

Spells: written by Kalis Agea (CS), checked by KickbackYak (CS)
(RefID: 000133D4)
(lore page)
Home City New Sheoth
House Palace of Sheogorath
Race Breton Gender Male
Level PC+20 Class Savant
RefID 000133D4 BaseID 000133C0
Other Information
Health 35 + (4+1.4)x(PC+19), PC=1-23
Magicka 188 + 3.5x(PC+19) (max=300)
Respons. 50 Aggress. 5
Essential Always
Faction(s) Faction for all NPCs in Sheogorath's palace
Haskill in the Palace of Sheogorath

Haskill is a Breton and a Chamberlain of Sheogorath. He is the first to greet you when you travel to the Shivering Isles. It is possible to summon him with a lesser power acquired after speaking to Sheogorath for the second time. He generally has some useful information regarding quests during the Shivering Isles main quest. He is also unattackable—weapons and spells pass straight through him. He wears a unique suit called Haskill's Suit, which you can never acquire since Haskill is invincible and the clothing is not playable anyway.

He knows a powerful healing spell unique to him that restores 300 points of health.

Related QuestsEdit

All the Shivering Isles Main Quests. Haskill is also involved in Sheogorath's Daedric Shrine Quest if you complete Shivering Isles before doing the quest.

Quest-Related EventsEdit

A Door in Niben BayEdit

Haskill at the desk

When you enter the portal, you'll find Sheogorath's Chamberlain, Haskill, sitting behind a desk, he can say:

"Another mortal. Quaint."
"Let's be civil, shall we? Please, have a seat."
"Do sit down."
"Please, sit."
"Take a seat, please."

After sitting down:

"Yes. What can I do for you? I imagine you're here about the door?"
Strange Door
"Yes. You have entered and now you are here. Amazing. Truly."
Who are you?
"I am Haskill, Chamberlain to the Lord Sheogorath."
What is this place?
"You approach the Shivering Isles. Through the door behind me lies the realm of Sheogorath, Prince of Madness, Lord of the Never-There."
Why did that door appear in Cyrodiil?
"Because my Lord wills it to be so. It poses no danger to Mundus; no compact has been violated. It is a doorway, an invitation. Perhaps you will accept it for what it is."
What do you want with me?
"For you? I do not know. My Lord seeks a mortal to act as His Champion. As for His intent... to attempt to fathom it is a foolish endeavor. His will is His own; His reality follows suit. You are here because you chose to enter; you were not summoned."
And the people outside?
"They entered this Realm, and were ill prepared. Their minds are now the property of my Lord."
How can they be cured?
"Cured? You speak as if they are diseased. They live now in another state of being. Perhaps it is you who needs a cure."
What happens now?
"You do as you will. You may leave the way you entered. Your life will be none the worse for your time spent here. Or, you may continue onward, through the door behind me. If you can pass the Gates of Madness, perhaps the Lord Sheogorath will find a use for you."
And if I go through the door?
"Who is to say? There are always choices to be made. The Realm of Madness is no different in that regard. Your choices are your own. Enter or do not, but make your decision. I've other duties to which I must attend. Speak with me again when you have made up your mind. The anticipation is almost too much to bear."

When spoken to again:

"Well? Have you made up your mind? The tension is almost palpable."
No, thanks.
"Hmmm. Not surprising. Well, if you change your mind, and the position is still available, come speak with me again. I'd so enjoy that...."
I'll do it.
"Fine. I'm sure my Lord will be most pleased, assuming you ever manage to see Him. You'll want to pass through the Gates of Madness. Oh, and mind the Gatekeeper. He dislikes strangers to the Realm. Enjoy your stay."

If refused at first and spoken to:

"Yes? Change of heart? Do tell."

Through the Fringe of MadnessEdit

"So, you've managed to kill the Gatekeeper. Pity. Well, you'll now be able to enter the Realm proper. You'll notice there are two doors. One leads to the lands of Mania. The other to Dementia. Enter through either one. The lands are quite distinct, but both are Sheogorath's domain. You'll want to seek our Lord Sheogorath. I believe He has plans for you. Try not to disappoint Him."
"The lands of Dementia reflect the darker side of its residents. It is easy to get lost among the tangle of roots growing out of the ground. If you wish to meet Dementia's citizens, seek them out in Deepwallow or Fellmoor. I'm sure they'll welcome one such as you with open arms."
Gates of Madness
"The doorways into the Realm proper. You may enter through either one. Really, it depends on which aspect of the Realm more suits your disposition. As I've said, all choices have consequences, but don't trouble yourself too much with your decision. All those that enter the Realm are forever changed, but some believe it is for the better. A good portion of them, at least."
"The lands of Mania are bright, vibrant, and full of color. You'll find its inhabitants reflect the land itself. If you wish to meet the residents of Mania, you'll find them in the settlements of Hale and Highcross. Take care, though. Though the citizens and creatures of Mania are colorful, they can often be quite deadly. I'm sure you can handle it, though."
New Sheoth
"It is, of course, the capital of the Shivering Isles. It is divided into Bliss, Crucible, and the Palace districts."
"He is the Prince of Madness. The ruler of the Shivering Isles. It is by His will that we exist in this place. He is our Lord and Master. You'll want to speak with Him soon, as I believe he has plans for you. You will find Him in New Sheoth, in His palace. It is best not to make Lord Sheogorath wait. His whims are fleeting, and should He decide you are no longer necessary, it would be to your detriment."
Shivering Isles
"You will enter soon, I imagine, through the Gates of Madness and into the lands of Mania and Dementia. It is the Realm of Lord Sheogorath. It is what He wills it to be. The trees bloom according to His whim, and the wind blows at His command. Tread lightly into the Isles. It is not a place suited to all mortals. But, I'm sure you'll do fine."

A Better MousetrapEdit

"The Madgod has given you a task. Surely, someone of your copious talent should be able to handle it."
"He is the Prince of Madness. The ruler of the Shivering Isles."
Shivering Isles
"The Shivering Isles is what Lord Sheogorath wills it to be."
"Yes, quite an amazing place, really. Wonderful for relieving one's tension as you watch those troublesome adventurers suffer... no offence. I'd say your next move is to head to Xedilian and get it reactivated."
"Yes? Ah... silly me. The book has no pictures. Can't really expect you to read that, now can I? To reactivate Xedilian for my Lord's pleasure, you'll need to find three Focus Crystals and return them to their resting place. Each crystal has a matching receptacle called a Judgement Nexus. Even you can't miss them. Without the crystals in place, the Resonator of Judgement, Xedilian's power source, cannot be restored."

If asked about the topics again:

"You have the Attenuator, the Manual, and a map. I'm certainly not going to carry you there, so I'd suggest you get to it. Place one foot in front of the other... you know how it goes."
"I'd suggest you make haste and get to Xedilian. My Lord Sheogorath does not like those who lollygag. Or maybe he does? Bah! Just get going."

Understanding MadnessEdit

The Lady of ParanoiaEdit

When first spoken to:

"You have been tasked to work with Herdir, I understand. Herdir has a great affinity for his work, and can be a very useful ally to you. Do not hesitate to make use of his talents."

After speaking to Herdir:

"You may find the enormity of your task daunting at first. Use Herdir's talents to aid you with those who are unresponsive to questioning."

After finding a clue about Ma'zaddha:

"Ma'zaddha is particularly reclusive, and may not respond well to questioning. Again, you may find Herdir's assistance necessary."

After Herdir tortures Ma'zaddha:

"It would seem that direct torture may not always yield the results you seek. You may need to try a different approach, Inquisitor. Paranoia is the order of the day in Crucible. Many keep their eyes open constantly, and some of those eyes may have seen something useful."


The Cold Flame of AgnonEdit

Retaking The FringeEdit

Rebuilding the GatekeeperEdit

The Helpless ArmyEdit

Symbols of OfficeEdit

The Roots of MadnessEdit

The End of OrderEdit

The Prince of MadnessEdit


If you have not yet started The Prince of Madness:

"You, of all people, should realize this is an inopportune time to be in Cyrodiil. Perhaps I've misjudged you.
Order is at our doorstep, yet you felt it necessary to offer some yarn to... yourself. An interesting choice, to be sure. Time is a strange thing in the Isles, so this may not set us back, and there is a task that needs to be performed."

If you have started The Prince of Madness:

"Praying to yourself, my Lord? That's not a good sign. Or perhaps it is. Prince of Madness, and all that.
While I believe that you should be attending to your duties, it is, of course, your prerogative to spend time wherever you wish. Your predecessor did have one task He wanted performed, though He never found a mortal suited for the task."

Either way he will continue with:

"There is a settlement called Border Watch that your predecessor found rather dull. This, of course, offended Him greatly. They are a rather superstitious group, living their lives based on omens and prophecy. One such prophecy, the K'sharra, was of particular interest. Your task would be to make the first two signs of the prophecy occur. Your predecessor already put plans in motion for the final step. Good luck.

Once the first two prophecies have been fulfilled but you have not started The Prince of Madness:

"Ah, very good. Your predecessor left everything in place for the final sign. You'll want to head to the center of town. Good day."

Once the first two prophecies have been fulfilled and you have started The Prince of Madness:

"Ah, very good, Sire. your [sic] predecessor left everything in place for the final sign. You'll want to head to the center of town. Good day."

When you return to the shrine to complete the quest if you have not yet started The Prince of Madness:

"Well done. You should have this, one of the artifacts of the Realm. Perhaps it should have been given to you sooner."

When you return to the shrine to complete the quest if you have started The Prince of Madness:

"Well done, My Lord. You should have this, as it is one of your artifacts. I don't know why I didn't think to give it to you sooner."

Summon DialogueEdit

After completing the quest Baiting the Trap, you are given the ability to summon Haskill. During this time, he has many interesting things to say, if you keep summoning him.

  • Ah...our Lord has granted you the power to summon me. How wonderful for me.
  • Ah, summoned again. My lord does so enjoy that, as is His prerogative. I'll assume you're done for now.
  • Yes, you've gotten rather proficient with your new ability. As I said, try not to abuse your power.
  • Have we not covered this? I believe you've mastered your new skill.
  • I was right there. You could have just walked over to me.
  • I assume you're having fun?
  • Might we stop this now?
  • Surely, you have something better to do.
  • Well done. Summoned again. I applaud you.
  • What a surprise. I'm summoned. Your skill in repetition is truly astounding.
  • Clever, You've summoned me again. My Lord has made quite a choice for his champion.
  • That's enough. Really. (Repeated if summoned any further)


  • While Haskill cannot be attacked or take damage he will however flee if danger is nearby. The only thing Haskill can be harmed by seems to be damage coming from the environment; i.e, if he is summoned underneath a falling rocks trap he will be hurt by the falling rocks.
  • He is voiced by Jeff Baker, who voiced the male Dunmer and Imperials in Morrowind.
  • It seems that the default dialogue for when you are a vampire overwrites any unique dialogue from Haskill. Instead you will hear the various default comments in the generic Breton voice (instead of Jeff Baker's voice).
  • His personality is unique among the Shivering Isles. He displays none of the typical personality traits of Mania or Dementia and is a rare NPC who never declares allegiance to either (although in several lines of dialogue he shows a certain bias in favor of Dementia). He has a rather melancholy, subtly annoyed, and usually sarcastic attitude towards his position.
  • In Bethesda's Interview With Two Denizens of the Shivering Isles he states that he has served his master since "the beginning" and never visited Tamriel. Taken along with his undisguised dislike of mortals, his status as an actual Breton rather than some other creature is uncertain.
  • As with numerous other NPCs, Haskill doesn't employ the principles required to partake in the Speechcraft minigame.
  • Haskill also appears as a character in the story expansion Isle of Madness for Legends, and as a card.


  • Occasionally, Haskill will not talk or respond in any way. To fix him, simply use Summon Haskill, which will reset him back to normal.
  • If the player is 100% Vampire, Haskill will at times refuse to talk to the player. This cannot be circumvented, because the Charm spell will not work on Haskill, as he is set to Ghost state.
  • Haskill will speak in a normal Breton voice if he is damaged in any way, for example, if you summon him and he takes fall damage.