Morrowind:Sonummu Zabamat

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Details
Quests: not written

Services: written by Hoggwild5, checked by Salamangkero

Personal Inventory: written by Salamangkero

House Contents: not written

Unique Dialogue: written by ThreeC

Spells: written by TheRealLurlock, checked by Salamangkero
Sonummu Zabamat (sonummu zabamat)
Home Town Zainab Camp
House Wise Woman's Yurt
Race Dark Elf Gender Female
Level 16 Class Wise Woman Service
Merchant
Gold 200 Mercantile Novice (10)
Buys
Spells Alteration SpellsDestruction SpellsMysticism SpellsRestoration Spells
Other Information
Health 266 Magicka 25
Alarm 90 Fight 30
Essential Yes
Faction(s) Ashlanders Clanholder(Clanholder)
Sonummu Zabamat

Sonummu Zabamat, a Dark Elf Wise Woman, is a Clanholder for the Zainab Ashlanders. Sonummu Zabamat can be found in the Wise Woman's Yurt at the Zainab Camp in the Grazelands Region. In addition to offering counsel as the resident wise woman for the Zainab Ashlander Tribe, Sonummu also sells some basic restorative potions and a small selection of spells.

She is wearing an expensive shirt with matching skirt, pants and shoes. She carries a Firebite War Axe and up to 20 gold as well as all the potions she has for sale. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows a variety of spells, which you can buy from her.

Related Quests[edit]

Main Quest[edit]

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

Mages Guild[edit]

Miscellaneous[edit]

Dialogue[edit]

  • Greetings:
    • [If you have never talked to her before] "I am %Name, wise woman of the Zainab. Do you come for my services, or my counsel?"
    • "Do you seek a wise woman's services, or her counsel?"
  • Services: "I sell potions and spells, charms and marvels. And I can teach some of what I know, if you can pay."

Quest-Related Events[edit]

Zainab Nerevarine[edit]

Like other members of the Zainab tribe, if you ask Sonummu Zabamat about the Nerevarine prophecies, she will tell you to speak with the tribe's leader, Ashkhan Kaushad, regardless of how you answer the claim that you are the Nerevarine.

  • Nerevarine prophecies: "We heard rumors. Some outlander says he is the Nerevarine. So you are that outlander? What do you say to that, eh?"
    • Politely decline to comment.: "It does not matter. It is not a big thing. But you should talk to Ashkhan Kaushad, if you know something about this outlander who claims to be the Nerevarine. The ashkhan has heard the rumors, and is very curious."
    • Tell my story and show my proofs.: "Hmm. Is that all true? That is a very interesting ring. It is part of the story of Nerevar, the ring Moon-and-Star, that none may wear but Nerevar himself. You should talk to Ashkhan Kaushad. The ashkhan is very curious about this outlander who claims to be the Nerevarine."

You can specifically ask for her counsel on being named Zainab Nerevarine. Once again, she directs to you to Kaushad.

  • Counsel:
    • [If you have not progressed or begun the quest] "For you, outlander, my counsel is free, because it is worthless to you. But someday, perhaps, you will have a problem you can't solve. Then perhaps you'll bring it to me, and perhaps I will help you... for a price."
    • "So you are the outlander who claims to fulfill the Nerevarine prophecies. Then my counsel is simple, and free. Speak to Ashkahn [sic] Kaushad, for he has a great curiosity about you."

You can also ask for her opinion on the man.

  • Ashkhan Kaushad: "He is a clever ashkhan and a very great man. He is not a modest man. He is very proud, and conscious of his rights and honors. It is fortunate for our tribe that he heeds the counsels of his modest and loyal wise woman."

Unfortunately, Kaushad will laugh in your face if you ask him to name you Nerevarine. Sonummu has some advice for getting him to take you seriously.

  • Counsel: "Hmm. I see. Ashkhan Kaushad will not take seriously your request to be named as Zainab Nerevarine. Let me tell you a little secret about our chief. Kaushad would not have it be known, but he has a weakness for expensive outlander clothing. If you bring him a pair of exquisite shoes, he might be better disposed towards you."

After slaying a vampire for Kaushad, he will ask you to find him a Telvanni bride to marry as a favor for naming you Zainab Nerevarine. Request Sonummu's counsel on the matter, and she will suggest a cunning plan: dress up a slavegirl and present her as a Telvanni noble.

  • Counsel: "Kaushad wants a Telvanni bride, eh? No high-born Telvanni would wed an Ashlander. But I have a plan. Go to my friend, Savile Imayn, slavemistress of the Festival Slave Market in Tel Aruhn, and tell her you need a pretty Dunmer slave to pose as a Telvanni lady. Then Savile Imayn will tell you what clothes to buy, and will dress her like a high-born Telvanni. Then escort the pretty slave to Zainab camp and present her to Ashkhan Kaushad as a high-born Telvanni bride. He won't know the difference."

You can then ask her more about Tel Aruhn and Savile Imayn.

  • Tel Aruhn: "Tel Aruhn is the wizard's tower and village of the Telvanni Archmagister Gothren. Let me mark it on your map. Travel crosscountry to the southeast until you reach the water. Tel Aruhn is on an island in Zafirbel Bay, a long swim from shore. From the Dunmer Stronghold Indoranyon, go south. From Sadrith Mora, Tel Aruhn is due west. From Tel Fyr, Tel Aruhn is north. Here's another landmark. Thiralas Ancestral Tomb is on the mainland, near the bay. Tel Aruhn is the second island southeast from this tomb."
  • Savile Imayn: "Savile Imayn is the Slavemistress of the Festival Slave Market in Tel Aruhn. The market is on the northwest side of the village; that's where you'll find her."

Once you have bought Kaushad his bride and have been named Zainab Nerevarine, you can speak to her again about getting counsel. This time, she has some prophecy.

  • Counsel: "Hah. You do not need my counsel, Nerevarine. But I will give you the words of my dream. 'When the Nerevarine goes to Red Mountain to face Dagoth Ur, he carries the hearts of his kin with him.' Whose hearts? Whose kin? Who knows? Who knows who speaks in my dreams?

Meeting with a Wise Woman[edit]

If you ask her about setting up a meeting between her and Skink-in-Tree's-Shade, Sonummu Zabamat will defer the idea to the tribe's Ashkhan, Kaushad.

  • arrange a meeting: "Speak with Ashkhan Kaushad. I will meet with this Argonian only if the Ashkhan speaks it."

Trade Mission to the Zainab[edit]

While Sonummu is somewhat suspicious of Master Aryon and his motives, she's still willing to tell you what trade goods the Zainab want: Cure Common Disease and Cure Blight Disease potions.

  • Greeting: You wish to ask me about the trade goods wanted by the Zainab. Ask, and I shall answer.
  • trade goods wanted:
    • [If Disposition < 50.] "So you come to ask me about the trade goods wanted by the Zainab. Perhaps I should ask you why you want to know. But perhaps I already know why. The mage-lord Master Aryon is shrewd. He thinks to bind us to Telvanni ways by binding us to Telvanni things. But I see no harm, and much good, in giving you an answer."
    Continue
    • "We need more cure common disease and cure blight disease potions. Our men travel long distances, hunting and herding, and when they catch diseases -- which they often do -- they are too busy -- or too proud -- to hurry back to camp for my cures. So if we could give them potions to carry with them, they could cure themselves. You roof-loving people are better at some things than our people, and bottling magic is one of them."
    • [If Disposition < 50.] "Yes. Cure common disease and cure blight disease potions are the sort of trade goods the Zainab want."

Spells[edit]

Sonummu Zabamat has the following spells for sale:

Spell Name Cost Effects
Alteration
Fourth Barrier 120 Shield Shield 40 pts for 30 secs on Self
Destruction
Torpor 28 Drain Speed Drain Speed 5-20 pts for 30 secs on Target
Mysticism
Demoralizing Touch 3 Demoralize Humanoid Demoralize Humanoid 5 pts for 10 secs on Touch
Detect Enchantment 5 Detect Enchantment Detect Enchantment 10 pts for 10 secs on Self
Purge Magic 2 Dispel Dispel 5 pts on Target
Restoration
Cure Poison 5 Cure Poison Cure Poison on Self
Divine Aid 60 Fortify Willpower Fortify Willpower 10 pts for 60 secs on Self
Fortify Luck Fortify Luck 10 pts for 60 secs on Self
Rapid Regenerate 38 Restore Health Restore Health 5-10 pts for 20 secs on Self
Restore Agility 19 Restore Agility Restore Agility 5-20 pts for 30 secs on Self
Restore Intelligence 19 Restore Intelligence Restore Intelligence 5-20 pts for 30 secs on Self
Restore Personality 19 Restore Personality Restore Personality 5-20 pts for 30 secs on Self

Wares[edit]

  • Negative numbers indicate restocking items.