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Quick Walkthrough
- Talk with the Wise Woman Sinnammu Mirpal in the Ahemmusa Camp.
- Secure the Ald Daedroth shrine (north of the camp) for Sinnammu (easiest method is to kill everyone).
- Return to Sinnammu and escort her to the Inner Shrine to be named Nerevarine.
Detailed Walkthrough
Ahemmusa Camp
If you haven't found out the location of the Ahemmusa Camp yet, ask the Ashlanders in the other camps. The Ahemmusa Tribe can be found on the far northeast corner of the main island (check your in-game map once you talk to her about it). It's a long walk, but you can grab a boat to Tel Mora and then to Vos, which is a short distance south of the camp.
Sinnammu Mirpal
Once you reach the Ahemmusa Camp, talk to any of the Ashlanders, who will tell you that you should show courtesy to the Gulakhans before speaking to the wise woman. The Ahemmusa Gulakhans are Kausi, Dutadalk, and Yenammu. Kausi can be found in his Yurt, and Dutadalk and Yenammu in Dutadalk's Yurt. Speak with any of the three about the Nerevarine and they will permit you to speak to the wise woman, Sinnammu Mirpal. Mention that you wish her to name you the Nerevarine. She will agree, but on one condition: that you secure a safe place for the Ahemmusa in Ald Daedroth, an ancient Daedric Shrine north of the camp (check your in-game map). In the past, the shrine was a traditional refuge for the tribe in times of trouble, but now it has been overtaken by cultists. Once you make Ald Daedroth safe, you will have to escort her there to prove it.
Ald Daedroth
Ald Daedroth is directly north of the camp, though it's quite a swim (or walk if you have a Water Walking spell handy). When you arrive, it will become apparent that things are a bit more complicated than Mirpal made out. The shrine is currently being assaulted by Ordinators. Initially, the Ordinators outside will not be hostile towards you. If you speak to one of them, they will ask you who you are. If you tell them that you are a cultist, or that you are the Nerevarine, they will attack you. If you tell them you are merely there to loot the shrine, they will ignore you. Many of the cultists are quite dangerous and wield enchanted weapons, so it may be best to let them fight the Ordinators rather than getting their attention. If you do not intervene, the Ordinators will still win most of the fights.
To make the shrine safe, you need to reach the Antechamber, which is accessible via the Inner Shrine. When you enter the shrine, go down the stairs and to the door straight across the large hall. You do not need to clear out the Left Wing or the Right Wing areas. In the Antechamber, you will encounter the priestess Hlireni Indavel, who is initially not hostile towards you. If you raise her disposition to 50 or above, you can persuade her to take pity on the Ahemmusa. If your level or reputation is 20 or higher, you can threaten to kill her and she will submit. Otherwise, you will need to kill her.
It is not necessary to kill any of the Ordinators in order to make the shrine safe.
Escorting Sinnammu
However you decide to go about it, once you've made the shrine safe, return to Mirpal and escort her to the shrine. She has a water walking ability, so despite her warnings, she is actually safe from attack by Slaughterfish. Bring her to the Inner Shrine's statue and she will recognize you as the Nerevarine and give you the Madstone of the Ahemmusa to identify yourself as such. You'll receive one point of Reputation when you bring her to the shrine, and another when she acknowledges you as Nerevarine.
Notes
- You can ask Sinnammu to accompany you to the shrine on your first trip there and have her wait at the small island just south of the shrine. This will save you most of the extra trip. However, sometimes she tends to glitch and disappear when you take this approach.
- Once you complete the quest, Sinnammu will go back to her yurt at the Ahemmusa Camp. (As soon as you leave the cell, she teleports there; you can't follow her or anything.) The tribe never actually moves into Ald Daedroth.
- You may already have cleared out Ald Daedroth when doing the quest Sheogorath of the House of Troubles, which also takes place there.
Bugs
- It is possible to start this quest without speaking to Nibani. The talk option with Hlireni Indavel "To make the Ahemmusa safe" sometimes appears before formally starting this quest. Talking to the Ordinators at Ald Daedroth starts the Ahemmusa Nerevarine quest improperly.
- PC Only This bug is fixed by the Morrowind Patch Project.
Quest Stages
These Codes can be used along with the Journal
Console Command and Quest ID given within the chart to update the quest to a certain point.
{{ Predefinição:FULLPAGENAME0/Line|!|Ahemmusa Nerevarine|B2_AhemmusaSafe}}
{{Predefinição:FULLPAGENAME0/Line|1=1|2=|3=The wise woman of the Ahemmusa Ashlanders, Sinnammu Mirpal, has said that she will name me Ahemmusa Nerevarine, but first I must go to the Daedric shrine at Ald Daedroth and make it safe for the Ahemmusa. When I have made Ald Daedroth safe, I must then return to Sinnammu Mirpal, and then she will accompany me to Ald Daedroth. Then, when she has seen whether Ald Daedroth is safe or not, she will name me Ahemmusa Nerevarine. }}{{Predefinição:FULLPAGENAME0/Line|1=4|2=|3=The wise woman of the Ahemmusa Ashlanders, Sinnammu Mirpal, has said that she will name me Ahemmusa Nerevarine, but first I must go to the Daedric shrine at Ald Daedroth and make it safe for the Ahemmusa. When I have made Ald Daedroth safe, I must then return to Sinnammu Mirpal, and then she will accompany me to Ald Daedroth. Then, when she has seen whether Ald Daedroth is safe or not, she will name me Ahemmusa Nerevarine. }}{{Predefinição:FULLPAGENAME0/Line|1=5|2=|3=Sinnammu Mirpal has told me that first I must go to Ald Daedroth and make it safe. She will not tell me exactly what she means by 'safe.' She is not a warrior or ashkhan, and she leaves this judgement to me. Perhaps there are many ways to make Ald Daedroth safe. But first I must go there and see for myself what must be done. Sinnammu Mirpal is an old woman, weak and vulnerable. If she must accompany me there, it must be very safe, or she'll be killed. }}{{Predefinição:FULLPAGENAME0/Line|1=10|2=|3=Sinnammu Mirpal says that when I am sure that Ald Daedroth is safe, I must return to her. Then she will accompany me to Ald Daedroth. If she can pass safely into the old sanctuary and see the great statue there, she will agree that I have made Ald Daedroth safe, and then she will name me Ahemmusa Nerevarine. }}{{Predefinição:FULLPAGENAME0/Line|1=15|2=|3=Sinnammu Mirpal assures me that she can water-walk. Otherwise, it would be hard for her to accompany me to Ald Daedroth. But I will have to careful to protect her from sea creatures while we journey over water. }}{{Predefinição:FULLPAGENAME0/Line|1=20|2=|3=I told Hlireni Indavel the sad plight of the Ahemmusa Ashlanders, and how they would die if they didn't have a safe refuge from the blight. It is a sad tale, but without my gift for words, I doubt it would have moved her. Fortunately, she was so moved she invited me to bring the Ahemmusa to Ald Daedroth, and promised that neither she nor her followers would harm them while they were here. }}{{Predefinição:FULLPAGENAME0/Line|1=25|2=|3=I threatened to kill Hlireni Indavel if she would not give the Ahemmusa shelter on Ald Daedroth. I wasn't sure she would listen to reason, but apparently she was so impressed by the level of my skills that she decided to yield. She promised on the Mad God that I could bring the Ahemmusa to Ald Daedroth, and that neither she nor her followers would harm them while they were here. }}{{Predefinição:FULLPAGENAME0/Line|1=30|2=|3=I threatened to kill Hlireni Indavel if she would not give the Ahemmusa shelter on Ald Daedroth. I wasn't sure she would listen to reason, but apparently she was so impressed by my reputation that she decided to yield. She promised on the Mad God that I could bring the Ahemmusa to Ald Daedroth, and that neither she nor her followers would harm them while they were here. }}{{Predefinição:FULLPAGENAME0/Line|1=35|2=|3=I spoke with an Ordinator at Ald Daedroth. The Ordinators are only worried about the Daedra worshippers here, and they say that if I leave them alone, they'll leave me alone. }}{{Predefinição:FULLPAGENAME0/Line|1=40|2=|3=I have done as wise woman Sinnammu Mirpal has asked. I have brought her to the great statue beneath the ruins, and this is the test she has set to determine whether Ald Daedroth is safe for the Ahemmusa. Now I must speak to her and get her to name me Ahemmusa Nerevarine as she has promised. }}{{Predefinição:FULLPAGENAME0/Line|1=50|2=yes|3=Sinnammu Mirpal agrees that I have fulfilled my part of the bargain. Ald Daedroth is safe enough to be a refuge for the Ahemmusa. Therefore she has named me Ahemmusa Nerevarine, War Leader of the Ahemmusa, and Protector of the People. She has also given me the Madstone of the Ahemmusa, an enchanted heirloom of the tribe, which shall be a sign to all Dunmer that the Ahemmusa have named me Nerevarine. }}
Index | Finishes Quest | Journal Entry |
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Ahemmusa Nerevarine (Other) | ||
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Quest ID | Index | Journal Entry |
B2_AhemmusaKill | 1 | I have slain an Ahemmusa Ashlander. Now it will be impossible to have friendly dealings with them or their leaders. |
B2_AhemmusaWalk | 10 | Sinnammu Mirpal accompanies me to Ald Daedroth. If she can pass safely into the old sanctuary and see the great statue there, she will name me Ahemmusa Nerevarine. |
B2a_Kausi | 1 | The gulakhan Kausi of the Ahemmusa admitted that they are a poor, sad tribe, without an ashkhan, and led by a wise woman. He asked me to talk to the wise woman, Sinnammu Mirpal, and do the deeds of a hero, and save the Ahemmusa. |
B2b_Dutadalk | 1 | The gulakhan Dutadalk of the Ahemmusa told me to speak to the wise woman, Sinnammu Mirpal, and to tell her I will find a safe place for the Ahemmusa. |
B2c_Yenammu | 1 | The gulakhan Yenammu of the Ahemmusa told me to speak to the wise woman, Sinnammu Mirpal. She is the Ahemmusa leader. |
Up: Main Quest |
Next: Hortator and Nerevarine |
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