Morrowind:Ahemmusa Nerevarine

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.

thumb|right|Sinnammu Mirpal needs your help
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 90 or above, or if your Speechcraft is 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 if you use that method to get there. 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 while you proceed to Ald Daedroth to clear it out.  This will save you most of the extra trip. However, she may disappear before you return to her to complete the journey 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
 
 
As with many other instances of disappearing characters, the console command   (or  ) will correct this.

Quest Stages