Oblivion Mod:Oscuro's Oblivion Overhaul/Broadsheets

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This is a list of the broadsheets that are added by Oscuro's Oblivion Overhaul. In addition, a list of books can be found here, notes can be found here, and quest notes here.

Broadsheets[edit]

Oscuro's Oblivion Overhaul adds a few broadsheets posted in various locations by the Black Horse Courier.

Name (ID) Text Location
Announcement to Cheydinhal Citizens and Visitors

(0102277D)

Announcement to travellers and citizens of Cheydinhal
This message is issued by the decree of our most esteemed and loved Count Andel Indarys of Cheydinhal.
Slave Trade in County Cheydinhal and Whereabouts:
Slave trade is a forbidden offense with extremely severe penalties. The Imperial Province opposes this abhorrent act with all its might. Our proximity to the lands of Morrowind has in the past brought to our gates despicable slave traders. We never gave them voluntary welcome, nor did we assist their needs. The current situation today is not different than before. I have ordered the Cheydinhal Guard and the resident Imperial Legion soldiers to report, hunt and capture any individual or group associated with the banned slave trade.
We had hoped that the wake of the Nerevarine in Vvardenfell would end forever the blemish of slave trade in the province of Morrowind. Despite the current ban, which we encourage and applaud, slave traders have gone underground and continue to hunt our fellow Khajiit and Argonian friends in the provinces of Black Marsh and Elsweyr.
These black market slave traders are usually forced to cross the lands of Cyrodiil in their hunt for slaves. Our mighty province offers shelter and aid to those that would suffer such crimes merely for their lineage and blood-line. The heightened activity of slave traders near the border of Morrowind spells trouble for our southern communities. We believe that several encampments of Slave traders have already been established near the province of Black Marsh, in our very own lands.
In collaboration with the Legion, the Cheydinhal militia and Guard of Bravil, we are determined to stop the illegal trade of our fellow beast-folk. All travellers, adventurers and citizens willing to aid our cause are advised to help the scouting efforts in the lands south and east of the Silverfish River. The Panther River and its tributaries are a well-known sanctuary for Argonians. The Imperial Legion and the authorities of Bravil and Cheydinhal, believe that Dunmer slave traders are most active in the Panther River region.
We urge you to exercise safety, for the perils of the marsh far outweigh the threat from slave traders. Avoid Ayleid ruins, ancient battlements and caves in the depths of the Blackwood. These locations are far from the reach of civilization and it is speculated with good reason that extremely powerful beings dwell in the depths of their halls and caverns. Seek further information in the great city of Bravil, should you decide, against our counsel, to venture in these dangerous lairs.

Andel Indarys,
Count of Cheydinhal.

Brina Cross Inn Housed Merchant's Killer

(0100C905)

BRINA CROSS INN HOUSED KILLER
The Brina Cross Inn is known by any travellers on the road between Anvil and Kvatch. Comfortable and welcoming, it has housed many merchants wishing to rest for the evening during their travels. Until recently
Many merchants have been found dead in recent weeks. Clearly foul play had been at work, for the corpses were all devoid of their goods, and covered in frost burns, despite the balmy temperature of the Golden Coast. Christophe Marane, publican and owner of the Inn, had been overheard warning travellers of the dangers of travelling along the road, and expressing concern over the effect it had been having upon his business.
He was, therefore, among the many relieved parties when an associate of the Mages Guild heroically stepped up to handle the problem. "I can't believe it," said Marane. "Caminalda seemed like such an ideal guest! She'd said the Brina Cross seemed like a second home to her, and thanked me many times for allowing her to stay for so long. And all the while she was the killer!"
The Black Horse Courier managed to speak with Aurielle Jurard, one of the mages who had a hand in taking down the rogue mage. Evidently Caminalda was preying upon travellers who stayed in the Brina Cross Inn, using the guise of a fearful lone traveller to pry details out of unwary merchants. Once she'd learned their planned schedules, she would lie in wait for the hapless merchants, ambushing with a sudden, deadly frost attack.
When a new associate joined the Mages Guild, Carahil, head of the Anvil Guild, couldn't resist taking advantage of the opportunity. "I knew it was a dangerous task," said Carahil. "But we needed to learn more about the killer, and this was an ideal opportunity. The Associate wanted to earn a recomendation and earn further advancement within the Mages Guild, and we needed an unknown face."
Thanks to that unknown face, and the talents of the Mages Guild, the killer has been dealt with, and the roads are once again safe.

Disappearances at Fort Redman

(010111BA)

Warning to travellers!
Beware the ruins of Fort Redman!
Recent disappearances among members of our local community led to an investigation by scouts of the Imperial Legion. After many days of surveying the wilderness, they believe that the cause behind our recent loss lies within the ancient ruins of Fort Redman.
The death of Festius Narot, our local sheepherder, whose body was found split in twain and mutilated, has led the investigators to suggest that the threat may belong to the spawn of the undead. Festius' body, as if torn by a supernatural force, lay scattered inside the home of the Narot family. His wife Gerna and their children have not been found.
A scout found near Fort Redman shreds of clothing that belonged to the missing. Even although the able scouts of the Imperial Legion could not identify the exact root of this threat, we are cautious in judging its magnitude.
All travellers are advised to avoid the ruins of Fort Redman and its whereabouts until a contingent of the Imperial Legion arrives with orders to eliminate this threat.
Derim Vastus

  • Does not appear in game.
Message to Anvil Citizens and Visitors

(01013198)

The Threat from Valenwood Ascertained. Ranger Leader Killed!
It has been learned by our most esteemed Countess of Umbranox that the recent disturbances by Valenwood rangers were the result of a wayward ranger leader and his corrupted followers. They invaded the Gold Coast in search for riches and power, which made of them a threat to all citizens and visitors to our magnificent city.
Rangers from the Grove Circles sent word across Valenwood about this renegade group's plans. The remaining influx of Valenwood rangers, are courageous men and women who seek to thwart their former comrades' efforts in County Anvil. These rangers are to be trusted and given any information conducive to stopping the wayward rangers' plans.
Brave scouts of the Imperial Legion and our local militia have noted that our efforts are proving effective. The ranks of the intruding rangers are in disarray. Their presence in the area may continue, but they have been delivered a harsh blow.
It is decreed by the honourable Countess of Umbranox that the lands surrounding the city of Anvil be open again to travellers and citizens alike. Those who plan on venturing beyond the safety of our walls must remember that this evil, even if damaged, has not been eradicated, and are therefore advised to exercise care when in the wilderness. In the interest of her subjects' safety, Countess of Umbranox advises against pilgrimage to sacred sites and ruins in County Anvil.
Let this note be a reminder to those who would do us harm that the resolve and courage of our Legion, militia and citizens will not falter against adversity.
Dairihill,
Steward of Castle Anvil.

Message to Bruma Citizens and Visitors

(01019372)

Warning to travellers and citizens of Bruma:
This message is issued by the decree of the Imperial Legion's authority due to recent events in County Bruma with the permission of our most esteemed and revered Countess Narina Carvain of Bruma.
Regarding Skyrim bandit's raids in County Bruma:
The recent heightened activity of bandits in our county has decreased significantly. Thanks to the efforts of the Imperial Legion, our town's garrison and our courageous citizens the waves of Skyrim raiding parties have been thwarted. Let this be a reminder to those that would test our mettle and strong spirit. Bruma shall never bow to danger and intimidation.
Despite our certain victory, we should keep our guard intact. It is possible that the clans will again re-organize under a different banner and resume their co-ordinated attacks on our citizens and homes. They will not find us unprepared a second time. Still, for now, a greater measure of peace reigns.
The blessings of Akatosh be upon all of us. Long live Narina Carvain!
Burd,
Captain of Bruma's Guard.

Report to Bruma Citizens and Visitors

(01022779)

Warning to travellers and citizens of Bruma
This warning is issued by the decree of the Imperial Legion's authority due to recent events in County Bruma with the permission of our most esteemed and revered Countess Narina Carvain of Bruma.
Unusual sightings of Skyrim bandit clans in County Bruma:

Despite the relative calm of past years, bandits, marauders and the dangerous wildlife of the Jerall Mountains have kept our study citizens on guard. The courageous Bruma militia and Imperial Legion have kept at bay these evils since we can remember. We, who unlike our softer brethren of southern lands have had to withstand great danger, are prepared to face any menace. A recent threat has descended from the lands of Skyrim to test the mettle of our resolve.
Although Skyrim bandit clans usually act erratically and without organization, this wave of pillaging Nords seems to act under a central command. Their coordination and tactics have urged Countess Narina Carvain, and the Imperial Legion authorities, to issue a strong warning to those citizens and travellers who venture into the Jerall Mountains.
Imperial Legion rangers and patrols are currently engaged in a search for Skyrim bandit encampments in the vicinity of the great city of Bruma. Should anyone encounter Nord thieves and raiders they are urged to report their sightings to our local militia or the Imperial Legion. As it is customary, it is advised that citizens exercise care when beyond the protection of our mighty walls. Yet, if you are an able man or woman who would like to join our efforts in pursuing Skyrim bandits, be welcome to add your strong arm to our ranks. Let these newcomers to our land feel the sharp cold edge of our steel!
Burd,
Captain of Bruma's Guard.

  • In the Bruma Mages Guild, the castle great hall, and Nord Winds.
Reports on Pillaging, Murder and Thievery

(01022795)

REPORTS ON PILLAGES AND THIEVERY
Recent Information Regarding Safe Passage Through Cyrodiil
These reports are a compilation of the latest information regarding attacks, assaults, pillaging and murders in the Imperial Province. They are to serve as a warning to all those who venture beyond the safety of our mighty cities' walls. Despite the tireless efforts by the Legion and local militias, our lands teem with unexpected threats. It is in the best interest of citizen and visitor alike to be mindful of those areas where danger and crimes have most recently been reported.
The same warnings issued in regards to wildlife apply when considering other threats. Bandits, raiders, cutthroats and petty thieves abound in our lands. They rarely stalk travellers in large numbers. Most of them are too disorganized to present a coherent plan of attack. Only the fearsome raiders can come close to what an independent army might appear. Roads are, therefore, the safest routes of passage between the urban enclaves of the Imperial Province. Going astray from the safety of the patrolled roads will lead into uncharted dangers. The most fearsome of foes have been forced to retreat away from our cities and roads, but some may remain in the vicinity of even the Imperial City. It is advised that travellers exercise caution even in those areas that appear safe.
If travelling the wild, when in danger, it is recommended that travellers seek roads as soon as possible. Able patrols from the Imperial Legion are bound to help and deliver evil back into the abyss. Beyond the vigilance of the Legion, travellers may rely on the local Fighters Guild and Mages Guild in order to secure protection and advice.
The following list outlines some of the well-known threats and areas that travellers are advised to avoid. The Imperial Legion, despite its might, cannot cleanse the land of every danger. It is vital that travellers exercise judgment and discretion when encountering these dangers or venturing into their lairs.
Caves in the southern tip of the Imperial City Isle are reported home to a clan of goblins. Knights of the Order of the Dragonborne, loyal warriors of Talos, recently sent a scouting party to investigate these claims. None have returned to-date.
Locals of Pell's Gate report recent incursions by bands of raiders into their lands. The ruins of Fort Homestead appear to house a new contingent of these disciplined bandits and pillagers. The Green Road, which connects Bravil with the Imperial City's periphery is an attractive spot for raiders and bandits to assault travelling merchants. The Imperial Legion is well aware of this threat and will clean the ruins as soon as enough forces can be spared for the task.
The presence of creatures in the vicinity of Horn Cave and the Ayleid ruins of Sardavar Leed increases the threats found near the Green Road. While Horn Cave is a confirmed lair of imps, trolls and perhaps ogres, the ruins of Sardavar Leed appear to be overrun by powerful Daedra. Travellers are strongly advised to plan alternative routes should they need to approach these ruins. Residents of the Arcane University speculate that such Daedra are not the work of common bands of conjurers, and that they may be summons of the powerful, self-proclaimed Guardians of Oblivion.
It is safe to assume that the southern shore line should be avoided whenever possible by fishermen and travellers alike. Those in need of passage are well advised to travel armed and in groups.
The eastern shores, near the Cheydinhal road junction, have a number of forts and caves that must be avoided at all costs. Fort Urasek is a confirmed lair of Goblins. Its proximity to the juncture of two main roads makes it an unlikely home. It is suspected that Goblins are being driven from their lairs by stronger creatures. Despite the high traffic of Imperial patrols in this area, it is recommended that these ruins, as well as nearby caves, be left undisturbed.
Although it is not confirmed, locals claim that the ruins of Fort Magia and Vilverin, in the southern and northern ends of the eastern shore, respectively, are haunted. Be it the work of Necromancers or other groups or souls in unrest, the traveller should not enter them. Undead are beyond the harm of traditional steel and require powerful magic to best them. Unlike other threats, undead tend to remain in the halls of their lairs, and do not usually pose danger to those that stay outside of their claimed territory.
The northern shores of the Imperial City Isle also present certain danger to our citizens. The path towards Bruma, most quickly transversed by following the Silver Road, could be perilous to those who deviate from its route. Undead and daedra have been reported to roam the lands near the Ayleid ruins of Sercen. Despite is proximity to the beginning of the Silver Road, Sercen's inhabitants are rarely involved in conflict with outsiders. Although caution is advised, this route remains one of the safest.
Further west, residents of Aleswell report few incidents near the ruins of Fort Caractatus. The haunted caverns of Fingerbowl also remain dormant, despite the ascertained undead threat that fills its caves. Claims of spectral warriors in this lair of undead are not uncommon. Those that wish to travel to Aleswell should avoid these ruins, which lie north of the settlement, unless heavily armoured and protected by magic. These ethereal undead are amongst the most fearsome of supernatural creatures.
The western shores remain in calm, even with the struggle between local bands of bandits and the well organized raiders. As it probably happened, the southern fort of Homestead became a raider and marauder lair only after having ousted its previous inhabitants: bandits. This situation repeats itself throughout the ruins and forts of the western shore. Travellers are advised to avoid getting involved in their vying for power. They are also advised to avoid entering the ruins of Fort Virtue and Fanacasecul. Even with the protection of the Imperial Legion, these ruins are home to deadly undead. In spite of this, the Black Road, leading to Chorrol and the Gold Road, leading to Skingrad, Kvatch and Anvil, appear relatively safe. Unfortunately, recent reports dealing with this area discourage the authorities from making public a message of full confidence in the safe passage of citizens and travellers between the Imperial City and the towns of Chorrol and Skingrad.
The disappearance of Antoinne Lentus leads the authorities to issue a warning to those who would explore the nearby shores of Lake Rumare. The work of a witch, forest spirit or even amazons is suspected. Relatives of the missing man report his recent fascination with a mysterious woman he claimed to follow around the western lakeshore of the Imperial City. Until this investigation concludes, the authorities of the Imperial City urge fishermen and travellers to be cautious in the vicinity of Lake Rumare.
Imperial Watch Captain,
Hieronymus Lex

The Wilderness of Cyrodiil

(01022794)

WARNING TO CITIZENS AND TRAVELERS OF CYRODIIL
This report is intended to provide an overview of cautionary measures suggested by the authorities of the Imperial Province to all those travelers and citizens who may need to leave the safety of our grand cities and brave the perils of the wild.
Our brave soldiers of the Imperial Legion patrol the roads of Cyrodiil without pause or rest. Roads are the most secured areas outside of a city's protective walls. It is possible to find threats even in them, but the constant vigilance of the Legion keeps evil at bay. We recommend that those who plan on traveling across the province use well trodden roads in order to avoid danger.
Should those who travel the land need to divert from the safe passage of roads it is advised that they remain alert at all times, and that they remain in large groups and well armed. The wilderness of Cyrodiil holds many threats to our kind. Generally, threat is greater the further from roads and inhabited areas one travels. While plains and farmlands do not usually pose high risks, forests and mountains, in contrast, are dangerous and should be avoided. Some of the most fierce creatures that roam Cyrodiil have made of the thick forests and high mountains their homes. These areas offer an almost impenetrable cover where these creatures may carry their evil deeds beyond the gaze of our courageous Legion.
Minotaurs, Ogres, Trolls and Imps are usually seen in the highlands. If such mountains are forested then the likelihood of danger increases drastically. Other terrible creatures lurk in less obvious geographies, such as in the woods bordering the provinces of Morrowind and Black Marsh, where Bog Ogres and Willowisps abound. The cautious traveler would avoid venturing deep into any wild lands, however, as even the reclusive Spriggans are known to wander away from their forest groves--we cannot predict the behavior of Cyrodiil's creatures. It is best to stay always in the side of caution.
Common animals present a less urgent threat than their greater and more cunning kin. The province is home to a wide variety of animals, who roam freely, usually without disturbing our local citizens. Attacks from Mountain Lions, Wolves and even Black Bears to cattle are not uncommon, but it is rare when these animals decide to attack humans--unless they are young and hungry, when their struggle for territory and inexperience pushes them into actions they would otherwise avoid.
Despite this, the traveler should beware of all animals. Most of them, even if non-aggressive or shy, may attack if bothered or pestered. Moreover, greater animals, such as Arctic Bears, Kodiaks and Giant Wolves are extremely aggressive and will not hesitate to hunt down even imposing soldiers of the Legion for food. Huntsman are entitled to kill animals in the Imperial Province. They often provide a good protective service should the traveler find them while traversing the wild.
Each region of Cyrodiil has characteristic fauna. While the general advice of avoiding highlands and forests applies to animals as much as any other threat, it is also useful to know what to expect of each region's species. The central highlands of the provience are home to deer, boars, wolves, mountain lions and bears. Each of these may appear in different types. For example, a close relative of the common wolf is the timber wolf, who is bigger and stronger than its lesser kin. The lands near the provinces of Hammerfell and Skyrim are also home to tundra wolves, snow mountain lions, snow leopards and arctic bears. These animals, accustumed to the harsh climates of the north-lands, have developed aggressive instincts and strong bodies. Their hides, prized for their exotic beauty and rarity, fetch a good price for those hunters brave enough to adventure in the Jerral Mountains. Finally, the lands near the provinces Morrowind and Black Marsh are home to several of these animals, including the powerful jaguar.
Geography also affects the greater creatures characteristic of the Imperial Province. Blackwood is a notorious home for very dangerous lairs of Bog ogres. These creatures, along with shadow wolves, trolls and imps, present one of the greatest threats to any traveler and adventurer. It is rumored that certain caves located in the furthest reaches of the Panther River house whole clans of these beasts, who for long have gathered preys among our own citizens and families. The promise of riches left to rot in the corpses of fallen adventurers are a constant lure to those who would seek recognition by cunning and force.
Perhaps the most fearsome creature to ever dwell in Cyrodiil's territories is the terrible Frost Titan. These minotaurs resemble their lesser kin, who favor the thick folliage of forests and highlands, only in name and form. The nature of the Frost Titan is different from any of its cousins. Its long existence high icy mountain peaks of the Jerral Mountains has turned these beings into hulking giants whose might can easily best a whole unit of Legion soldiers. Their manes are among the most prized of hunter's claims--many would seek these lords of the north in hopes of snatching one for themselves, but, if few ever survived to tell the tale of a Frost Titan sighting, almost none do so with the coveted trophy in hand.

  • Various locations, including the Black Horse Courier office.
Warning On Fort Redman!

(010111BC)

Warning to travellers!
Beware the ruins of Fort Redman!
Recent disappearances among members of our local community led to an investigation by scouts of the Imperial Legion. After many days of surveying the wilderness, they believe that the cause behind our recent loss lies within the ancient ruins of Fort Redman.
The death of Festius Narot, our local sheepherder, whose body was found split in twain and mutilated, has led the investigators to suggest that the threat may belong to the spawn of the undead. Festius' body, as if torn by a supernatural force, lay scattered inside the home of the Narot family. His wife Gerna and their children have not been found.
A scout found near Fort Redman shreds of clothing that belonged to the missing. Even although the able scouts of the Imperial Legion could not identify the exact root of this threat we are cautious in judging its magnitude. Scouts have ruled out the possibility of a murder by pillaging raiders, who have been sighted in the whereabouts of the uninhabited Ayleid ruins of Arpenia.
All travellers are advised to avoid the ruins of Fort Redman and its whereabouts until a contingent of the Imperial Legion arrives with orders to eliminate this threat.
Deragemo Treilurs

Warning to Anvil Citizens and Visitors

(0102278A)

Warning to travellers and citizens of Anvil!
It has come to the attention of our revered Countess Umbranox that several groups of rangers arriving from Valenwood have set encampments in the lands surrounding Anvil. The activity of these rangers is veiled in secrecy. We urge all citizens and travellers to exercise caution when outside the protection of our local militia.
Until the nature and purpose of these rangers' objectives becomes clear, the Countess of Anvil has decided to recommend restrain in visiting nearby ruins and shrines of pilgrimage. The Ayleid ruins of Barastas, Arondar and Cehani, should be considered out of limits until the safety of their halls is once more guaranteed.
The road leading to Kvatch remains a safe route, for it is constantly guarded by the soldiers of the Legion. However, all wilderness areas in the county of Kvatch may pose a threat to citizen's security.
It is decreed by the honourable Countess of Umbranox that all matters regarding the suspicious activities of sylvan rangers be reported to the local authorities, members of the Imperial Legion and the Fighters Guild.
Dairihill,
Steward of Castle Anvil

Warning to Bravil Citizens and Visitors

(01022775)

Warning to travellers and citizens of Bravil
This message is issued by the decree of our most esteemed and respected Count Regulus Terentius of Bravil.
Warnings on Slave Trade, Dangers in Bravil County and Blackwood:

It has come to the attention of Imperial authorities that slave trade has illegally resumed in the province of Morrowind. The activities of slave traders have spilled onto the lands east of Bravil. The Blackwood marshes, home of many Argonian refugees, are now hunting grounds for the despicable Dunmer traders. The Count Regulus Terentius of Bravil, alongside the honourable Count Andel Indarys of Cheydinhal, and with the support of the Imperial Legion, have decreed that any actions against slave traders will not be subject to the laws of the land.
Adventurers and able citizens alike are encouraged to join their local militias and Fighters Guilds in order to push the offending slave traders back into the lands of Morrowind. It is advised that adventurers and militia-men take the necessary precautions to survive the perils of the marshes during their quest against slavery. The jungles and rainforests surrounding the Panther and Silverfish rivers, where most slaver activity has been recorded, offer shelter to many other fearsome threats against which all citizens and travellers must prepare if they are to join our brave Guard and militias in their task.
The following areas should be considered off-limits due to their uncertain status and often confirmed danger:
Ayleid ruins:
It is confirmed that the ruins of Mackamentain are now base of operations to renegade necromancers who split from the Mages Guild recently after Arch-Mage Traven's forbid the use of Necromancy in the guild. These necromancers, now joined under the banner of the Putrid Hand, are hostile and will attack all those whom they deem responsible for their banishment.
The ruins of Morahame and Nenalata, in the shores directly east from Bravil's Niben Bay, are, as of latest reports, still haunted by magical creatures and undead, respectively.
Forts:
Fort Aurus and Fort Flecia should also be avoided. Latest local reports confirm the presence of outlaw daedric worshipper cults and goblin clans in their halls.
Unknowns:
The Nibenay Valley's geological composition and climate has created dozens of caverns along the banks of the Panther River. Most of these areas remain unexplored. The Imperial authority has issued a strong warning against entering these caves. Their relative solitude has guaranteed safe haven to the most diverse and terrible beings of Tamriel. Any structure, natural or artificial, beyond the depression of Nibenay's Valley should be considered extremely dangerous and off-limits.
The Bravil Guard seeks to learn of the cause behind the exodus of goblin tribes westwards. The marshes have been ancestral home to several clans of goblins. These are reported to have fled the area, possibly to re-join in greater numbers in the West Weald. It is suspected that a greater force must be pushing the goblins out of their territory--although neither the authorities of Bravil nor the Imperial City discard different motives. Activity by amazon clans in the northern valleys of the Lower Niben has also increased, which suggests a connection to the exodus of goblins. It is unknown whether the Black Bow bandits, members of a fierce and dangerous gang of criminals that inhabit the southern lands of Blackwood, are involved in the goblins' migration.
Slave Traders and Argonians:
The traders from Morrowind have probably set up encampments in the depths of the Blackwood and Panther River marshes so as to conduct raiding parties against known lairs of water-borne Argonians. It is possible that they may also have established more permanent headquarters somewhere in the vicinity of the Valus Mountains, to serve as center of resupply to their front ranks. Slavers will likely be aggressive against any of our fellow beast-folk, local militias and Imperial Legion soldiers. However, common citizens are not the target of their attacks.
Argonians have secured smuggling lines across the southern regions of the Imperial province for many years. They use the abundant water-ways, and thick foliage, to avoid detection. It is speculated that, in their current state of threat, Argonians will remain vigilant and suspicious of outsiders, if not aggressive. Any information leading to the whereabouts of Argonian smuggler leaders must be reported to the Bravil militia, Imperial Legion or Fighters Guild. It is imperative that the local authorities ascertain the connection, if any, between the Renrijra Krin and the Argonian smugglers.
Appointed Special Inquisitor of Bravil:
Drels Theran

Warning To Skingrad Citizens and Visitors

(01022786)

Warning to travelers and citizens of Skingrad!
This warning is issued by the decree of the Imperial Legion's authority due to recent events in County Skingrad with the beneplacito of our most esteemed and revered Count Janus Hassildor of Skingrad.
Let it be known to citizens and visitors alike that access to Delerict Mine and Cursed Mine is discouraged by the authority of the Legion. Recent murders and disappearances in the lands neighboring these mines have prompted an investigation that concluded the following:
Derelict Mine, for several years a well-known lair of lesser goblins, is overrun by their greater kin. It is not known from whence these powerful goblin raiders came. It is clear that their intentions are much more aggressive than what we are accustomed from these beasts. All citizens and travelers are advised to avoid the whereabouts of Delerict Mine until further notice.
Cursed Mine, for long an uninhabited cavern, is now suspected to give shelter to a nomadic group of Amazon warriors. Several young male citizens of Skingrad have gone missing in past weeks. The Imperial Authority suspects that the work of these outlaw and savage female clans is behind their disappearance. Any information regarding the whereabouts of Arbitus Cheingus and Darthus Choedan should be immediately reported to members of the Imperial Legion or the local Skingrad militia. We fear what these fine and able men may suffer under the captivity of the Amazons.
Mercator Hosidus,
Steward of Castle Skingrad