Morrowind:Ahemmusa Nerevarine

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You must travel to the Ahemmusa camp and have them recognize you as the Nerevarine.edit


The Ahemmusa face many dangers
The Ahemmusa face many dangers


[edit] Quick Walkthrough

  1. Learn the location of the Ahemmusa Camp from Nibani Maesa, on the far north-east corner of the main island.
  2. Talk with the Wise Woman Sinnammu Mirpal in the Ahemmusa Camp.
  3. Secure the Ald Daedroth shrine (north of the camp) for Sinnammu (easiest method is to kill everyone).
  4. Return to Sinnammu and escort her to the Inner Shrine to be named Nerevarine.

[edit] Detailed Walkthrough

[edit] Ahemmusa Camp

If you haven't found out the location of the Ahemmusa Camp yet, ask the Ashlanders. 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). It's 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.

Sinnammu needs your help
Sinnammu needs your help

[edit] Sinnammu Mirpal

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 his 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. Secure Ald Daedroth to be recognised as Ahemmusa Nerevarine

[edit] 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 Hlireni Indavel in the Antechamber. 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 Ordinators 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 armor, magic weapons, etc...), though you would need a few trips if you wanted to sell it all.

[edit] Escorting Sinnammu

Once you've made the shrine safe, return to Sinnammu and escort her to the shrine. She evidently has water walking ability 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 the Madstone of the Ahemmusa to identify yourself as such. 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).

[edit] 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.

[edit] 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 Nereverine quest improperly.

[edit] Quest Stages

These Codes can be used along with the Journal Console Command and Quest ID given above the chart(s) to update the quest to a certain point.

B2_AhemmusaSafe
Index Journal Entry
1 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.
4 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.
5 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.
10 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.
15 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.
20 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.
25 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.
30 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.
35 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.
40 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.
50 Finished 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.
other
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.


Prev: Urshilaku Nerevarine

Up: Main Quest

These six quests may be completed in any order:

Next: Hortator and Nerevarine

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