TES3 Morrowind: Ahemmusa Tribe


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AHEMMUSA CAMP

Zallit

"Who are you? What do you want?"

:Nerevarine:
"Do you come to claim the name of Nerevarine? Then you want to speak to the wise woman, Sinnammu Mirpal. But first, you must show respect, and speak to one of our gulakhans. You will find them in their yurts. They will speak with you."

Faern Sargtlin

(talk with anyone inside the Yurts)
(...and in Kausi's Yurt)

Kausi

"Who are you? What do you want?"

:Nerevarine prophecies:
"We have heard of these prophecies. We have heard of an outlander who comes to claim the name of Nerevarine. What good are these prophecies? Where is this hero who comes to save us? Our herds, our people, our lands die, and no one will help us. Who is this Nerevarine?"

:Nerevarine:
"Do you come to claim the name of Nerevarine? I hope you come to do the deeds of the Nerevarine. We need the deeds, not the name. You must speak to the wise woman, Sinnammu Mirpal. We are a poor, sad tribe, without an ashkhan, and led by a wise woman. And we are its gulakhans. We say this with shame, for we are as weak and helpless as children. Go to her, outlander. Tell her you will do the deeds of a hero, and save the Ahemmusa. Maybe then you will have earned the name 'Nerevarine.'"

Faern Sargtlin

(enter Wise Woman's Yurt)

Sinnammu Mirpal

"I have heard of an outlander who seeks to fulfill the Nerevarine prophecies, and to be named Nerevarine. Are you that outlander?"

:Nerevarine:
"I know the prophecies. I know an outlander, clanfriend of the Urshilaku, has done great deeds, and claims to fulfill those prophecies. Are you that outlander? And why are you here?"

Faern Sargtlin

"Who is the ashkhan of the Ahemmusa?"

Sinnammu Mirpal

:Nerevarine:
"The Ahemmusa have no ashkhan. I am the wise woman of the Ahemmusa, and I speak for the tribe."

Faern Sargtlin

"I want the Ahemmusa to name me Nerevarine."

Sinnammu Mirpal

:Nerevarine:
"I will examine your proofs, and you will tell me your story. And if I am satisfied, according to custom, and with reference to the prophecies, I will name you Ahemmusa Nerevarine. But there will be a price. The Ahemmusa need a safe place, and you will provide that safe place."

:safe place:
"In seasons past, when threatened, the Ahemmusa could take shelter in the ruins of Ald Daedroth. But now the priestess Hlireni Indavel has come and restored the Daedric shrine, and worshippers of Sheogorath dwell there, protected by terrible sorceries and summonings. First, you will go to Ald Daedroth and make it safe for the Ahemmusa. Then you will return, and I will accompany you there, and if Ald Daedroth is a safe place for my people, then I will name you Nerevarine."

:make it safe:
"First you will go to Ald Daedroth. You will make it safe for the Ahemmusa. You are the hero. You decide what must be done. We are not traders, to haggle over the meaning of 'safe.' We are not a warlike people. We are not strong with warriors and witch-wizards. Make Ald Daedroth safe for us. Then, when I accompany you to Ald Daedroth, then you and I will judge whether it is safe."

:Ald Daedroth:
"The Ald Daedroth Daedric site is a shrine to Sheogorath, the Mad Lord. The surface ruins are on an island a great distance north as the racer flies."

:Daedric sites:
"When the Velothi first came to Morrowind, they worshipped our most terrible ancestors, the Daedra Lords. Legends say the Daedra Lords themselves built these great shrines, because mortals could not build anything grand enough to suit them. When the Tribunal claimed to have tamed the Daedra Lords, they forbid the worship of the Bad Daedra, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath."

"For thousands of years, the Temple kept these ancient shrines closed, but in recent years, as Dagoth Ur grew stronger and the Temple weaker, there were fewer and fewer priest-soldiers, and they were all sent to Ghostgate. Now the Temple can't keep the witches and warlocks of the Daedra cults from bringing the old shrines back to life."

:Sheogorath:
"For those who serve Sheogorath, the Mad Lord, there is no good or evil, right or wrong, true or false, real or unreal. For them, there is only what they want, and what they see. With such carelessness, only the very strong and very lucky cultists survive, while the weak provide sport and amusement for the others. And the Spawn of Sheogorath are never twice the same, and each more terrible than the next. It is an evil cult, and dangerous."

:Hlireni Indavel:
"All I know is that she is a Dunmer, and she and her followers have defied the Temple's ban against the worship of the Four Corners of the House of Troubles, the four Daedra Lords, Mehrunes Dagon, Molag Bal, Malacath, and Sheogorath. Since so many Ordinators are busy fighting the hosts of Dagoth Ur at Ghostgate, many of the abandoned Daedric sites are once again inhabited."

:Ordinators:
"The Ordinators, the priest-soldiers of the Temple, have the duty of keeping worshippers from restoring the old Daedric sites scattered throughout the wastelands and along the rocky coasts and islands of Vvardenfell. Now these Ordinators are busy elsewhere, and the old Daedric sites are coming back to life. Some traders reported a ship carrying a few Ordinators has sailed from Molag Maar for Ald Daedroth, but my timid scouts won't dare approach the island."

:accompany you:
"When you are sure Ald Daedroth is safe, then you will return here to me. Then I will accompany you, and together we will cross the water to Ald Daedroth. If I may pass in safety to the old sanctuary and see the great statue in the inner shrine, then the place is safe for my people. I have not the arts of war, but I have courage. I wager my life against the safety of my people. But if Ald Daedroth is not safe... if I die on my journey... remember... if I die, you will not be named Ahemmusa Nerevarine."

:cross the water:
"I have not the arts of war, but I am a wise woman, and not without power. I can walk upon the water... perhaps not so fast as a great witch-warrior, but fast enough. And while we are on our water journey, if you are hero, you will protect me from slaughterfish and other creatures. And if you are not, I shall perish, and you shall not be named Nerevarine."

Faern Sargtlin

(manage the way to Ald Daedroth)

ALD DAEDROTH

Faern Sargtlin

(witness battles between Ordinators and Daedra Worshippers)

Fieryra

"I don't know you, do I? Are you here for the dance? Or are you here with the gold-hats?"

:dance:
"Don't you know what's going on? Go down and talk to Hlireni Indavel in the big room with the statue. There's free drinks, too. And watch out for the gold-hats. They play rough."

:my trade:
"I'm a witch. I have bound myself by oath and deed to the service of a Daedra lord, and in return have received gifts of knowledge and power. The Temple calls my patrons the bad Daedra, and perhaps they aren't very nice... but I guess I'm not very nice, either. If you are curious, and not afraid, I can tell you a little about the bad Daedra and Daedric summonings."

:Daedric summonings:
"Certain Daedric summonings are more often encountered on Vvardenfell. Good Daedra are the Daedra associated with Boethiah, Azura, and Mephala -- the winged twilight and the hunger. Bad Daedra are associated with Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Atronachs are unaligned Daedra of the elemental planes. But don't judge a summoning by its patron. The summoner commands a summoning, and, good or bad, nice or nasty, they must do the summoner's bidding."

Faern Sargtlin

(enter the daedric ruin)
(witness more battles between Ordinators (gold-hats) and the Worshippers)
(find that some of the fallen ones have the artifacts of Threads of Webspinner)
(manage the way into the Ald Daedroth, Antechamber)

Hlireni Indavel

"Well, well, well. What do we have here? Do you have your invitation? Are you a Player of the Game? Or one of the Game Pieces? Or a humble Spectator?"

:invitation:
"Were you summoned? Or do you come of your own free will? It hardly matters... the party is open to all. But make sure you pay your respects to the host. And grab a drink from Lustidrike, over in the corner. Then feel free to mingle with the other guests, to join the dancing, chancing throng. I believe the ones in the gold masks are party crashers, but all are welcome to the Mad God's Masque and Bellicose Ball."

:Player of the Game:
"Well, well, well. Do you have a game you want to play? Tell me..."

Faern Sargtlin

Plead the pitiful case of the Ahemmusa.

Hlireni Indavel

:Player of the Game:
"My... goodness. Never have I heard such a speech. Such a moving tale. Such suffering. And right here at our front door. You shame me. Please, bring the poor little things here. We won't hurt them. I can't speak for the Ordinators, of course, but I promise my followers will not harm the Ahemmusa while they are here at Ald Daedroth."

Faern Sargtlin

(go back to Ahemmusa Camp and meet Sinnammu Mirpal)

AHEMMUSA CAMP
Sinnammu Mirpal

"Yes, Faern Sargtlin. Are you ready now for me to accompany you to Ald Daedroth?"

:accompany you:
"Are you ready now for me to accompany you to Ald Daedroth?"

Faern Sargtlin

"Yes, please accompany me to Ald Daedroth."

Sinnammu Mirpal

:accompany you:
"Very well, Faern Sargtlin. I will accompany you to Ald Daedroth, and we will speak further when we stand before the great statue in the inner shrine."

Faern Sargtlin

(go with Sinnamu Mirpal crossing the sea to Ald Daedroth)
(enter the ruin and manage to go to Ald Daedroth, Inner Shrine – near Sheogorath statue)

ALD DAEDROTH

Sinnammu Mirpal

:accompany you:
"I have accompanied you to the place made safe for the Ahemmusa. And so, if you wish, I shall name you Nerevarine."

:name you Nerevarine:
"You have made this place safe for the Ahemmusa. And so I name you Ahemmusa Nerevarine, War Leader of the Ahemmusa, and Protector of the People. I also give you the Madstone of the Ahemmusa, which shall be a sign to all Dunmer, that you are the Nerevarine, and that the Ahemmusa shall follow you, in all things, even unto death, until the Enemy is defeated, or until you are dead. Now, I can stay only briefly. Soon I must return to Ahemmusa camp and make preparations to relocate here."

Faern Sargtlin

(receive Madstone of the Ahemmusa)

Sinnammu Mirpal

:Nerevarine:
"You are the Ahemmusa Nerevarine. I have named you, and given you the Madstone, so that you may be known to all Peoples of the Wastes."

:Nerevarine prophecies:
"You give us new hope. You have saved the Ahemmusa, and perhaps you shall fulfill the Nerevarine prophecies."

Faern Sargtlin

(manage the way in to Zainab Camp)

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