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Elder Scrolls V: Skyrim eGuide Quests Dragonborn Quests

World Interactions and Encounters

Unlike quests, Favors, and objectives, which typically involve a specific person or location, World Interactions and Encounters occur randomly and not all the time. And they almost never occur in the same place. Look for these small occurrences during your adventure.

World Interactions are random and usually very small-scale events that occur in populated areas, such as settlements, towns, or cities. They require you to perform an action, and the consequences are then detailed. Remember that you may perform the action, and it’s possible that no one will notice or be interested in your antics. This is the random nature of World Interactions.

World Encounters are random events that may occur as you explore the roads and wilds of Skyrim. These events take a variety of forms, from simple combats to unique scenes that reflect the quests you’ve completed.

World Interactions

These are split up based on the actions you perform to get a reaction. These are listed in the following tables, along with a description of the interaction and any prerequisites (such as completing quests) you need to have accomplished.

Part 1: Items of Interest

These Interactions may commence any time you add an item to your inventory.

World Interaction Description Prerequisites
1. An Interested Party You pick something up. A nearby resident runs up and asks, “Did you find anything good?” Inside a city, settlement, or town, but not inside a building.
2. Watching the Rummager You take something from a barrel, sack, crate, or container where “refuse” is usually placed. A nearby resident asks, “What’s he/she doing rummaging around in there?” A second resident (if there is one nearby) replies, “Perhaps he/she is looking for food?” You are not inside a building.
3. Tailing the Thief You steal an item. After a day or two, three thugs track you when you’re in the wilderness, tell you they’re here to punish you for stealing, and attack you. Search them for a note from the owner of the property you stole. You must steal an item and not get caught.
4. Calcelmo’s Courier After buying a dwarven item, you may receive a letter via courier (when you next visit a town or city) asking if you’ll bring the item to Calcelmo; he will pay dearly for it. You must buy [any dwarven item] from a merchant.

Part 2: Assaults with Consequences

These Interactions begin when you assault someone. This means striking them and then stopping before killing them (brawls don’t count).

World Interaction Description Prerequisites
1. It’s All Relative After you assault someone within view of others, the crime may be reported. Sometime in the future, you’re stopped by a resident, a relative of the person you attacked. You can apologize (and the relative walks away) or remain unapologetic, resulting in an attack. Attacking a resident of a town or city.
2. An Impressive Assault After you assault someone within view of others, inside a settlement, town, or city, you receive a letter from a courier. A [randomly determined resident] with an enemy has seen your assault and wants you to rough someone up for them. Meet the impressed party, agree, and then find the [randomly determined foe], roughing them up (but not killing them). Attacking a resident of a town or city.
3. A Memorable Assault After you assault someone inside a settlement, town, or city, the next time you meet them, the victim remembers your assault and mentions this. Attacking a resident of a town or city.

Part 3: Wizardry

These Interactions may begin once someone near to you witnesses you casting a magic spell.

World Interaction Description Prerequisites
1. The Invisible Boy Once you’ve cast a spell, a young boy runs up and asks you to cast invisibility on him. You can agree or refuse, but you can’t really do this. If you agree, the boy, thinking he’s invisible, heads off, sneaking up on people and trying to scare them Casting magic within the vicinity of the witness.
2. Lollygagging Looky-Loos If you’re inside a settlement, town, or city with a spell effect that creates a dangerous “sheen” or effect around your person, such as Flame Cloak, bystanders will murmur in alarm, and a crowd may start to form around you until you’ve dispelled the effect or it wears off. Casting magic with a “dangerous” effect around you.
3. Quiet, Please Employ a Shout in a populated settlement, town, or city, and a nearby guard may run up and sternly warn you to stop, as it’s making the locals nervous. Utilizing a Shout.
4. Quest, Please Employ a Shout in a populated settlement, town, or city, and you may receive a Courier’s letter soon afterwards, from a mysterious “friend” who gives directions to a nearby [random dungeon] that contains a Word Wall inside. Utilizing a Shout.

Part 4: About Town

These Interactions may begin when you enter a settlement, town, or city.

World Interaction Description Prerequisites
1. Courier Catch-Up As you enter, you may be greeted by a courier with a letter or multiple letters. These may invite you to begin quests, locate areas of interest, or follow up on rumors you’ve heard, or they simply update your objectives. Consult the individual prerequisites of quests you may be interested in to find out more. Entering a location.
2. No Nudity Enter a location without wearing any clothes, and the locals may comment on your appearance and ask you to put on some more appropriate attire. Entering a location without clothing equipped.
3. Careful, Now Enter a location brandishing a weapon, and you may find locals asking you about it. Innkeepers and merchants may tell you to be careful brandishing such an implement. Sheath your weapon to stop this talk. Entering a location with weapons unsheathed.
4. The Enraged Mage Enter a location, and [a random wizard] steps forward to challenge you to a duel. Kill the wizard (without accruing any Bounty, as you were challenged). You don’t have to use magic, although the wizard may protest at this. Not after you kill him, though! Entering a location.
5. The Engaged Mage Enter a location, and [a random student of magic] steps forward to ask you about learning ward spells. Oblige the student if you wish. Entering a location.
6. Gift Giving Enter a location, and a person you’ve befriended (e.g., by completing a Favor) hands you a gift. This won’t be the Jarl, though. Entering a settlement, town, or city after befriending one or more of the population there.
7. Games Without Frontiers As you enter, you may see a group of children playing a game. Talk to them, and they may ask you to join them. The game will be either hide-and-seek or tag. Agree or decline. Play the game if you wish. Entering a location, speaking to a child.
8. Dragon Attack! Enter a different location once the dragons return to Skyrim, and the guards yell out a warning as the residents scatter. A dragon swoops down into the settlement and attacks! Flee or fight. Entering a location after Main Quest: Dragon Rising is complete.
9. Other Talk Merchants call out a greeting to you, as do friends welcoming you to your home if you own one. Those you haven’t befriended may speak to you with suspicion. Entering a location.

Part 5: Your Demeanor

These Interactions may begin once you visit a different settlement, town, or city in a particular visual state. These can occur as overheard murmuring, or as part of conversations you may have.

World Interaction Description Prerequisites
1. The Spellcaster Residents comment on your flowing robes, sometimes with suspicion. Wear College of Winterhold robes.
2. The Unclean One Residents comment with disgust and sometimes sadness on your pox. You have a disease.
3. Pretty Colors Residents are dazzled by the colorful aura you have surrounding your person. Have a “colorful” magical effect.
4. Pretty Dangerous Residents are somewhat alarmed by the dangerous aura you have around you. Have a “dangerous” magical effect, such as fire.
5. Hands of Fire Residents are a little taken aback by your flaming hands. Have a Flame spell equipped and “unsheathed.”
6. The Immodest Adventurer Residents are quick to comment on your lack of proper modesty. Have no clothing on.
7. On the Prowl Residents aren’t impressed by your strange crouching stance. You’re sneaking while spotted.

Part 6: Crafting

These Interactions may begin when you attempt to create an item at a crafting location.

World Interaction Description Prerequisites
1. Friend of the Forge A blacksmith comments on the item you’re making (how rare it is, the type, or your competence). You use a blacksmith’s workbench to make or improve an item.
2. Excellent Enchanting A nearby Court Wizard comments on the item you’re enchanting, or on your competence as an enchanter. You use an Arcane Enchanter to enchant an item.
3. Adept Alchemist An apothecary merchant comments on the item you’re making (if it’s a poison or potion) or on your competence. You use an Alchemy Lab to make an item.

Part 7: Dealing with the Dead

These Interactions may begin when you or a nearby person sees or interacts with a corpse.

World Interaction Description Prerequisites
1. Suspicious Behavior Residents step up to the corpse and look at it. A soldier usually tells folks to disperse and begins to interrogate you. Residents begin to wonder out loud if you’re the murderer. You can protest your innocence (the guard leaves you alone) or offer an unpleasant response (which gets you arrested). You’re near a dead body (optionally with weapons unsheathed), but no one saw you kill this person.
2. Dead Dragon Residents step up to the remains of a dragon, remarking as you absorb the Dragon Soul. You kill a dragon close to residents.

Part 8: Killing

These Interactions may begin when a nearby person is killed.

World Interaction Description Prerequisites
1. A Friend’s Inheritance When you return to a settlement where a friend of yours was slain, a courier greets you and says your friend left you an inheritance. Collect the gold from the Jarl’s Steward. A friend of yours is killed (by you, without being caught, or by others).
2. A Friend of Your Enemy When you return to a settlement after you slay someone with a known enemy, a courier greets you to say the enemy of the deceased has a gift for you. Visit them to receive the reward (usually gold). You kill a resident who has a known enemy.
3. Not Going Out A bereaved friend of a slain resident runs to their home or dwelling and locks themselves inside, refusing to come out. The bereaved’s friend was killed with them watching (by you or others).
4. Hired Muscle A relative of the deceased hires thugs to attack you. A resident is killed by you, you’re seen, and the deceased has a relative.
5. Grave Digging Residents of city’s bodies may be disposed of, and any worldly goods you didn’t loot from their corpse show up in their coffin in the hall of the dead. Leave a civilian’s corpse lying around a city and come back later.

Part 9: Items of Disinterest

These Interactions may begin if you discard an item (by dropping it, selling it, or giving it away).

World Interaction Description Prerequisites
1. Dropping a Weapon A guard stops you and reprimands you for leaving dangerous weapons lying around. Walk away or apologize and the guard leaves you alone. Converse and the guard asks for a fine (or bribe). If you refuse to pay, you’re attacked or arrested. Drop a weapon near a guard.
2. I Think You Dropped This (I) A resident stops you after picking up the discarded item, and hands it back to you (it now appears in your inventory) Drop an item near a resident.
3. Mine! Mine! Mine! Two residents move to the item and begin to fight over whose it is. An audience may gather, commenting on the spectacle. The argument may escalate to a brawl (which you aren’t involved in). Dropping an item near two or more residents.
4. No Littering, Please A resident remarks with annoyance about your littering habits. Dropping an item near a resident.
5. I Think You Dropped This (II) A resident stops you after picking up the discarded armor and asks if you meant to discard the piece. Drop a piece of armor near a resident.

Part 10: Taverns

These Interactions may begin if you enter a tavern or inn in a Skyrim settlement.

World Interaction Description Prerequisites
1. A Man Walks Into a Bar... (I) The innkeeper welcomes you to the place. You enter a tavern or inn.
2. A Man Walks Into a Bar... (II) The innkeeper yells for one of the waitstaff to serve you a drink. You enter a tavern or inn and sit down.

Part 11: Thievery

These interactions may begin if you enter a settlement and spot a thief.

World Interaction Description Prerequisites
1. Caught Red-Handed A Thieves Guild member attempts to flee if you (or another resident) approach them while they try to pick a door lock. You see a thief try to pick a lock.

World Encounters

World Encounter Description Moving Encounter or a Scene? Prerequisites
01. Bandit Battle Two bandits and a bandit leader are about to kill another bandit. Scene None
02. Elk Hunters Two hunters chase after an elk. Once the elk has been slain, they patrol the area. Moving None
03. Dragon versus Giant A giant and a dragon engage in an epic fight. Moving Main Quest: Dragon Rising must be completed. Occurs only in the Pale or Whiterun Holds.
04. Dragon Attack! A dragon attacks you. Moving Main Quest: Dragon Rising must be completed.
05. Orcs versus Forsworn Five Forsworn are battling against three Orcs. Moving Occurs only in the Reach.
06. Animals versus Bandit A bandit is battling against a wild animal. Scene None
07. Giant versus Bandits Four bandits are battling against two giants and a mammoth. Moving Occurs only in the Pale and Whiterun Holds.
08. Dragon Flight A dragon flies past you without attacking, unless you provoke it. Moving Main Quest: Dragon Rising must be completed.
09. Imperials and Captured Stormcloak Three Imperial Soldiers lead a Stormcloak prisoner along the road. Moving Roads only
10. Alduin’s Emissary A dragon flies to the nearest dragon lair and surveys the landscape. Moving Main Quest: Dragon Rising must be completed.
11. Sabre Cats Hunting Mammoths Two Sabre Cats prowl and attack a single mammoth Moving Occurs only in the Pale or Whiterun Holds.
12. Wolves Hunting Elk Two wolves prowl and attack two elk Moving None
13. Spriggans versus Trolls Two Spriggans are battling against one troll. Moving You must be Level 12 or higher. Occurs only in the Pale, Winterhold, or Eastmarch Holds.
14. Skeevers versus Dogs Four Skeever and three dogs fight each other. Moving None
15. Atronach Mis-summoned A [random] Atronach is seen wandering the landscape. Moving None
16. Orcs Elk Hunters Two Orc Hunters chase after an elk. Once the elk has been slain, they patrol the area. Moving None
17. Imperial Impersonators Three bandits are wearing the armor of three dead soldiers close by. Scene None
18. Witch versus Atronach One [random] Atronach is battling against a Witch Moving. You must be Level 5 or higher.
19. Warlock versus Bandits A conjurer is battling against three bandits. Moving You must be Level 5 or higher.
20. Imperials versus Stormcloaks Three Imperial Soldiers are battling against three Stormcloak Soldiers Moving None
21. The Scavenger A scavenger loots from the corpses of dead soldiers in a battlefield Scene None
22. A Good Death An old Orc is looking for an honorable death, to be slain by you. Scene None
23. Hey You There! Take This! A fugitive approaches you, shoves an item at you, and runs. Moments later a hunter approaches and asks about the fugitive. You can lie, tell the truth, keep the item, or return it to the hunter. Moving None
24. Imperial Scout Patrol Imperial Soldiers are marching to an Imperial camp. Moving None
25. Stormcloak Scout Patrol Stormcloak Soldiers are marching to a Stormcloak camp. Moving None
26. Courier on the Run A courier is spotted dashing between settlements. Moving Roads only
27. College Application Denied A despondent young mage gives you his Staff of Resurrection and Black Soul Gem after speaking to you, dejected that he couldn’t join the College of Winterhold. Scene You must be Level 15 or higher.
28. Thalmor and Captured Prisoner Three Thalmor lead a prisoner along the road. Moving Roads only
29. Thalmor versus Stormcloaks Three Thalmor are battling against three Stormcloak Soldiers Moving None
30. Thalmor versus You Three Thalmor attack you. Search the corpses for a note giving an order to look for you. Moving None
31. M’aiq the Liar You encounter a Khajiit named M’aiq the Liar and converse with him. You may have spoken with him elsewhere in Tamriel (see conversations in the separate section of this guide, on page 684). He’ll say a few different things each time you find him. Moving None
32. Bounty Hunters versus You Three bounty hunters attack you. Search the corpses for a note giving an order to look for you. Moving None
33. Hidden Treasure Hunt You find the corpse of a dead treasure hunter with a letter leading you to a nearby [random] dungeon, and a valuable item inside a large treasure chest to find. Scene Side Quest: Treasure Maps is unrelated to this.
34. Bard at Rest Talsgar the Wanderer has stopped for a rest somewhere in the wilderness. You can request a song from him. Scene None
35. Bard Attacked by Bandits Talsgar the Wanderer is being attacked by bandits somewhere in the wilderness. Help if you wish. Scene None
36. Bard Traveling Talsgar the wanderer is walking along the road to the nearest settlement. If Talsgar dies, none of his specific encounters occur again. Moving Roads only
37. On the Way to a Wedding A pair of guests are traveling with a bodyguard to Vittoria Vici’s wedding in Solitude. Moving Dark Brotherhood Quest: Bound Until Death not completed yet. Roads only.
38. Lost After the Wedding A pair of guests have become lost while returning home from the wedding in Solitude. Moving Dark Brotherhood Quest: Bound Until Death completed. Roads only.
39. The Revenge of Louis Letrush A thug sent by Louis Letrush attacks you. Moving Side Quest: Promises to Keep completed, and you decided to steal Frost the horse for yourself.
40. The End of Louis Letrush A thug and Louis Letrush are fighting in the wilderness. Moving Side Quest: Promises to Keep completed, and you decided to deliver Frost the horse but tell Maven about it.
41. Ramblings of a Mad Woman A madwoman approaches you, mumbling nonsense. She mentions the Blue Palace. If you’ve completed the quest indicated, she also talks about something called a “Wabbajack.” Scene Daedric Quest: The Mind of Madness complete (for different conversation topic)
42. The Drunken Dare Somebody from your drunken night with Sanguine approaches and asks you for money you owe them. Pay, flee, or fight. Scene Daedric Quest: A Night to Remember completed
43. Spriggans versus Lumberjacks Two Spriggan are battling against two hunters in the wilderness. Moving You must be Level 8 or higher.
44. Pain in the Neck A hunter has been bitten by a vampire and asks for help. You can cure this disease, or ask where the [nearest] vampire den is. Moving None
45. Looking to Join the Imperials A farmer is on his way to sign up with the Imperials in Solitude. Moving None
46. Looking to Join the Stormcloaks A farmer is on his way to sign up with the Stormcloaks in Windhelm. Moving None
47. Vigilants versus Atronach Three Vigilants of Stendarr are battling against an Atronach. Scene None
48. Vigilants versus Vampire Two Vigilants of Stendarr are battling against a vampire. Scene Only occurs between 10:00 p.m. and 5:00 a.m.
49. Vigilant versus Skeletons A Vigilant of Stendarr is battling against three skeletons. Scene None
50. Vigilants on Patrol Two Vigilants of Stendarr are en route to the Hall of the Vigilant. Moving None
51. Dead Woman’s Pendant A woman’s corpse on the ground has a note mentioning a stolen pendant. The item in question can be found on one of the two nearby bandits. Scene None
52. Finding the Gourmet A traveler named Balbus is seeking the most famous chef in all of Skyrim. If you’ve completed the associated quest, you can pose as the Gourmet (with the correct identification papers taken from the quest) and receive a reward: a Daedra Heart, Troll Fat, a Spider Egg, and Balbus’s prized fork! Scene Dark Brotherhood Quest: Recipe for Disaster completed (for reward only)
53. Forsworn versus Merchant Three Forsworn are battling against a merchant and a horse. If you defeat the Forsworn and the peddler survives, you can barter goods with him. Moving Occurs only in the Reach
54. Forsworn versus Soldiers Three Forsworn are battling against two Imperial Soldiers. Moving. Occurs only in The Reach.
55. Bandits versus Traveling Merchant Two bandits are battling against a merchant and a horse. If you defeat the bandits and the merchant survives, you can barter goods with him. Moving None
56. Faldrus the Pilgrim A Dark Elf named Faldrus is encountered on a pilgrimage to Azura’s Shrine. Speak to Faldrus, and you receive an objective to travel to the shrine, as an introduction to Daedric Quest: The Black Star. Moving None
57. Sharing a Bite to Eat A beggar is close to a corpse. If you’ve completed Daedric Quest: The Taste of Death, you recognize the beggar as a Namira cultist, who offers you a bite on this found feast. Scene Share the meal only after Daedric Quest: The Taste of Death is complete.
58. Necromancers versus You Two necromancers attack and attempt to kill you. If you’ve completed Daedric Quest: The Black Star, one of them has a note ordering them to avenge the death of Malyn Varen. Scene Note found only after Daedric Quest: The Black Star is complete.
59. Kynareth’s Pilgrim Once the Gildergreen has been restored, pilgrims begin to travel to Whiterun to see it. You pass one on your travels. Moving Complete Temple Quest: The Blessings of Nature.
60. Peryite’s Pilgrim Before you start Daedric Quest: The Only Cure, you may encounter an Afflicted, a refugee with a pox fleeing from Bthardamz. You receive an objective to travel to Peryite’s Shrine. Scene You must be Level 10 or higher. This does not happen once Daedric Quest: The Only Cure has started.
61. The Afflicted versus You Afflicted refugees spot and attack you for what you did. Scene You must be Level 10 or higher. Daedric Quest: The Only Cure must be completed.
62. A Disturbed Spriggan The corpse of a hunter is close to a live Spriggan, who attacks you. Scene You must be Level 8 or higher.
63. Dragon Attack Aftermath You stumble upon a cart and three charred corpses after a dragon attack. Scene Main Quest: Dragon Rising must be completed.
64. Roaming Ice Wraiths Ice Wraiths are winding through the air, back and forth. They attack as you near them. Scene You must be Level 10 or higher. Occurs only in Haafingar, the Pale, and Winterhold Holds.
65. Spriggan versus Hagraven A Spriggan is battling against a Hagraven in the wilderness. Scene You must be Level 20 or higher.
66. A Hunter’s Best Friend You meet a Hunter and his dog wandering in the wilderness. Scene None
67. Ice Wraiths verses Bandits Ice Wraiths are battling against bandits in the snow. Moving You must be Level 10 or higher. Occurs only in Haafingar, the Pale, and Winterhold Holds.
68. Dog versus Wolves A dog is battling against two wolves. If you kill the wolves and the dog survives, it can become a Follower. Moving None
69. Dead Bandit. Live Horse A bandit corpse is lying on the ground, and a horse is wandering nearby. You can utilize this horse as a steed if you wish. Scene None
70. Dueling Wizards A Frost Mage and a Fire Mage are battling in the wilderness. Scene None
71. Mistwatch Escapee A prisoner has escaped from Mistwatch; he informs you where this fortification is. Scene Mistwatch must not already have been discovered.
72. Thieves Guild Holdup A member of the Thieves Guild holds you up for some gold. You can avoid this if you’re already a member of this Guild. Scene Thieves Guild Quest: Taking Care of Business complete to avoid the holdup.
73. Alik’r Accusation Two Alik’r Warriors are accosting a woman. Scene This can occur before or during Side Quest: In My Time of Need, but not after it is completed.
74. Dwemer Junk Peddlers Two children offer to sell you some Dwemer artifacts. They also point you to a Dwemer Point of Interest (Secondary Location). Scene Occurs only in the Reach
75. Blood Horkers’ Revenge The Blood Horkers from Side Quest: Rise in the East attack you in revenge. Scene Side Quest: Rise in the East completed
76. Drinking Companions Three drunks are reveling in the wilderness and offer you a drink. Offer them a bottle of Honningbrew mead; you receive a Gold Necklace. Scene None
77. Vampire’s Trick You see a vampire attacking an innocent. Approach, and the “victim” is actually the vampire’s thrall; both attack. Scene Only occurs between 10:00 p.m. and 4:00 a.m. Occurs anytime prior to Side Quest: Laid to Rest. Afterward, occurs anywhere except Hjaalmarch Hold.
78. Vampires versus You Two vampires attack you. Scene Only occurs between 10:00 p.m. and 4:00 a.m. Occurs anywhere prior to Side Quest: Laid to Rest. Afterward, occurs anywhere except Hjaalmarch Hold.
79. The Companions Hunt (I) Vilkas and Ria (members of the Companions) are out hunting Sabre Cats. Moving Occurs only prior to beginning or after completing all of the Companion Quests. Does not occur in Whiterun Hold.
80. The Companions Hunt (II) Skjor, Aela, and Njada (members of the Companions) are out hunting a mammoth. Moving Occurs only prior to beginning or after completing all of the Companion Quests. Does not occur in Whiterun Hold.
81. The Companions Hunt (III) Falkas, Athis, and Torvar (members of the Companions) are out hunting bears. Moving Occurs only prior to beginning or after completing all of the Companion Quests. Does not occur in Whiterun Hold.
82. Wolf Hunt A fellow from Cragslane Cavern in Eastmarch was attempting to retrieve pit wolves that have bolted from their pens. He is found dead, with the pit wolves nearby. The note reveals the location of Cragslane Cavern. Scene Cragslane Cavern can already have been discovered.
83. Bounty Killer A Bounty Collector approaches you in the wilderness and offers you a chance to pay off your Bounty for a raised price “(the actual price depends on your bounty). Choose to pay, flee, or kill. Scene You must have a Bounty of 1,000+ in any Hold.
84. Burned Crops You meet two farmers displaced after a recent dragon attack. You can give them gold if you wish. Moving You must be at least Level 4. Roads only.
85. The Nobles Two noblemen are walking along the road escorted by two soldiers. Moving Roads only
86. The Thalmor Three Thalmor are walking along the road, eventually reaching the Thalmor Embassy. Moving Roads only
87. The Stormcloaks Three Stormcloaks are walking along the road, eventually reaching the nearest city. Moving Roads only. The Hold you see them in must be in Stormcloaks’ control.
88. The Imperials Three Imperials are walking along the road, eventually reaching the nearest city. Moving Roads only. The Hold you see them in must be in Imperial control.
89. The Adventurer A mercenary adventurer is walking toward a nearby dungeon. You can speak to the adventurer and get them to reveal the location of the dungeon, which appears on your world map. Moving You must be at least Level 5. Roads only.
90. The Taunting Adventurer An adventurer taunts you on the road, spoiling for a fight. You can oblige, or talk your way out of it. Moving Roads only
91. Not Your Courier A courier is on the road, traveling to a nearby inn to deliver a message. You can steal the note (or kill the courier), which hints at [random] treasure inside a [random] nearby dungeon. Moving Roads only
92. Skooma Dealer A Skooma dealer offers you some of his stock. You can purchase or use intimidation to get your fix. Moving Roads only
93. A Giant’s Painted Cow A giant is walking along the road with a painted cow close by. He heads to the nearest [random] giant’s camp. Moving Roads only
94. A Farmer’s Painted Cow A farmer is leading a painted cow along the road to a [random] giant’s camp. This is part of a ritual so the giants and farmers live harmoniously together. Moving Roads only
95. The Headless Horseman Did you see a headless ghost riding a horse to Hamvir’s Rest? You cannot stop or interact with this specter, as it appears to be on a different plane of existence than you. Perhaps the head of the horseman lies (attached to his helmet) within this graveyard? Moving Only occurs between 10:00 p.m. and 5:00 a.m.