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The UESP: Morrowind - Main Quest: Ahemmusa Tribe
Note: This page has been moved to the new UESP-Wiki. The same content, just a different presentation.
This page very likely contains outdated information (last updated in 2005).
Water Walking Spell, Restore Attribute (Strength, Endurance), Cure Paralysis
Difficulty:
Medium, Tough NPCs and monsters at the Daedric Shrine
Quick Walkthrough
Return to the Urshilaku camp (27000,150000) and speak with Nibani to be named Nerevarine of the Urshilaku Tribe.
Learn the location of the Ahemmusa Camp (94500,135000) from Nibani, on the far North East corner of the main island.
Talk with the Wise Woman Sinnammu Mirpal in the Ahemmusa Camp.
Secure the Ald Daedroth Shrine (94552,167771) (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 as Nerevarine.
Detailed Walkthrough
Return to the Urshilaku Camp
You have just officially become the Nerevarine and must be acknowledged as the war leader
by the four Ashlander tribes (Ahemmusa, Zainab, Urshilaku, and Erabenimsun) and the three
Great Houses (Hlaalu, Redoran, and Telvanni). First step is to return back to the Urshilaku camp
and talk to Sul-Matuul who will automatically recognize you as the Nerevarine, War Leader of the
tribe. He also gives you the Teeth of the Urshilaku so that you will be recognized as the Nerevarine
by other Dunmer (talk to him about becoming the Urshilaku Nerevarine. Nibani Maesa will also
be able to guide you to the locations of the other three tribes. The Ahemmusa Tribe can be found on
the far North East corner of the main Island (check your in-game map once you talk to her about it).
Its a long walk but you can grab a boat from Khuul to Dagon Fel and on to Tel Mora which is just South
East of the Ahemmusa Camp. Note that the exact order which you do the tribes and houses is not
important. You can also find out the location of the Zainab and the Erabenimsun Camps so you don't
have to return to the camp later.
Ahemmusa Camp
Once you reach the Ahemmusa Camp, enter the Wise Woman's Yurt to talk to Sinnammu Mirpal. At first
she will require that you show courtesy to her Gulakhans, Kausi, Dutadalk, and Yenammu. Speak with
these three about the Nerevarine before coming back to her. Kausi can be found in her Yurt, and Dutadalk
and Yenammu in Dutadalk's Yurt. When you return to Sinnammu, mention that you wish her to name you
the Nerevarine. She agrees, but on one condition, that you secure a safe place in Ald Daedroth, an ancient
Daedric shrine North of the camp (check your in-game map). Once you make it safe, you will have to escort
her there to prove it.
Ald Daedroth
Ald Daedroth is directly North of the camp, though its quite a swim, or walk if you have a Water Walking
spell handy. Things are a bit more complicated when you arrive there, however, as you find that the Shrine
is occupied by two sides (Ordinators and Cultists) which are not getting along with each other (and both hate
you). You can either watch them fight and kill the winner, or jump in and hope for the best. Note that there
is a peaceful solution since when Sinnammu mentions safe, all she needs is to be able to enter the Inner Shrine
to the statue safely. You can use the Calm line of spells to initiate conversation with the members, and there's
an Ordinator outside who will talk to you before attacking. If you tell the Ordinators that you are there to
rip off the shrine, they will leave you and Sinnammu alone. For the cultists, you need to talk to the priestess
Hlirenu Indavel in the Inner Shrine. You'll need a high speechcraft (50 or higher) in order for her to take pity
on the Ahemmusa. If your level or reputation is 20 or higher you can offer to spare her life. Otherwise, you'll
need to persuade her to go along. Of course, if you don't like all this work you can just kill the infidels and
move on.
If you go for the kill-em-all and let Arkay sort'em out approach, be wary of your foes. You may encounter Golden
Saints and Dremora (if you loot the shrines) and of course the Ordinator and cultists. Some cultists have weapons
that paralyze so take caution (and some potions). The NPCs have the usual assortment of relatively good gear
(Bonemold armour, magic weapons, etc...), though you would need a few trips if you wanted to sell it all.
Escorting Sinnammu
Once you've made the shrine safe, return to Sinnammu and escort her to the shrine. She evidently has water walking
abilitity so don't worry about her in the water. Once you bring her to the Inner Shrine's statue, she will
recognize you as the Nerevarine and give you a magic amulet (Madstone). You can now continue on to getting the
other Ashlander Tribes to recognize you as the Nerevarine (the exact order you do them is unimportant).
Continue on with the Zainab Tribe portion of the main quest
or return to the Main Quest page.
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