Morrowind:Sinnammu Mirpal

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Details
Quests: not written

Services: written by TheRealLurlock, checked by Salamangkero

Personal Inventory: written by Salamangkero

House Contents: not written

Unique Dialogue: written by Legoless, Jeancey, Aegithalos

Spells: written by Salamangkero
Sinnammu Mirpal (sinnammu mirpal)
Home Town Ahemmusa Camp
House Wise Woman's Yurt
Race Dark Elf Gender Female
Level 21 Class Wise Woman Service
Services
Other Spellmaking Spellmaker
Merchant
Gold 75 Mercantile Novice (7)
Buys
Other Information
Health 114 Magicka 124
Alarm 90 Fight 30
Essential Yes
Follower During Ahemmusa Nerevarine
Faction(s) Ashlanders Farseer(Farseer)
Sinnammu Mirpal

Sinnammu Mirpal is the Wise Woman of the Ahemmusa Tribe of Ashlanders, who can be found in her Yurt at their camp in the northeast Grazelands. Since the Ahemmusa Tribe currently lacks an Ashkhan, she is the de facto leader of the tribe, which is currently seeking a new place to call home.

She is wearing an expensive shirt with a matching skirt as well as a pair of common pants. She is carrying a wooden staff and a random soul gem as well as all the potions she has for sale and up to 20 gold. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows a variety of spells. Specifically, these are the spells that she will sell to you.

Related Quests[edit]

Main Quest[edit]

  • Ahemmusa Nerevarine: Travel to the Ahemmusa camp in order for them to recognize you as the Nerevarine.

Mages Guild[edit]

Dialogue[edit]

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  • 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."
  • Madstone: "The Madstone of the Ahemmusa is a protection against the spells of witch-warriors. When you use it, and touch your enemy, it causes the voices of the ancestors to cry out in his head, confusing him, and fuddling his witcheries. I warn you, though; when you use the Madstone, the ancestors also cry out in your ears, so you, too, are made mad by their wailing. It is the Madstone. Perhaps it will not please a wizard, but it may greatly please a warrior."
  • my gulakhans: "The gulakhans of the Ahemmusa are Kausi, Herder and Initiate; Dutadalk, Hunter and Brother; and Yenammu, Scout and Brother."
  • 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."
  • 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."

Quest-Related Events[edit]

Meeting with a Wise Woman[edit]

Even though Sinnammu herself is unwilling to speak with Skink-in-Tree's-Shade, she may be persuaded to send her apprentice to speak with him instead:

  • arrange a meeting
    • "I will not meet with this Argonian. I might send my apprentice, Minabibi, for it is time she saw how you foreigners live and left her childish notions behind her. She is in the Favel Tomb."
  • childish notions
    • "Minabibi does not respect our ways. She is like a sister to every foreigner who visits our camp. I fear she will not make a good wise woman."
  • Favel Tomb
    • "It is west of our camp. Go west along the coast, past the ruins. If you reach the Ashlands, turn back. Outcasts from our tribe live nearby. They are dangerous. Avoid them if you can."

If you speak with her after you have helped Minabibi to resolve the situation in the tomb, she will indeed agree to send her to speak with Skink:

  • arrange a meeting
    • "I know the spirit of Kanit Ashurnisammis is at rest. Before I send my apprentice to this Skink, I will ask a question. Did you pacify the spirit, or did Minabibi pacify the spirit?"
    • I did.
      • "I know you speak the truth, %PCName. I do not need such as her for an apprentice. I will send her to talk with this Argonian."
    • Minabibi did.
      • "So be it. I will send my apprentice to talk with this Skink, but I do so for the honor of the Ahemmusa. She will soon see the error of the foreigners' ways and return to us. She will make a fine Wise Woman when my duties are done."

Asking her again about arranging the meeting after she has agreed to send her apprentice to speak with Skink prompts her to reiterate her promise to you:

  • arrange a meeting
    • "I will send my apprentice, Minabibi, to speak with this Argonian."

Wares[edit]

  • Negative numbers indicate restocking items.
  • Items in bold are Leveled Lists. Click on them to learn more about what they may contain.

Bugs[edit]

  • After Sinnammu names you Nerevarine, she is supposed to return to her yurt. In some cases, she may disappear entirely instead.
    • As with many other instances of disappearing characters, the console command ra (or ResetActors) will correct this.