Blackwood

Online:Adrahawn

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Adrahawn
Location The Silent Halls
Race Wood Elf Gender Male
Health 39959
Reaction Friendly
Other Information
Follower Harrada Harvest
Adrahawn

Adrahawn is a Wood Elf who is looking for harrada seeds within the Silent Halls. He claims to be a tree-speaker, someone who can communicate with plants.

Related Quests[edit]

Quest-Related Events[edit]

You can first encounter him near the entrance of the Silent Halls. Adrahawn will be crouched down by the foliage and can be heard muttering, "Was this the place? Hey there, little leaf! Is this the Silent Halls?"

You can then speak with him, and learn about why he is outside the Argonian ruins:

"Oh, hello there. You know if this is the Silent Halls? A willow said I could find it out this way, but trees aren't great with directions, what with staying in one place their whole lives and what not."
You're saying a tree sent you here?
"Yes and no, I'm here because I'm looking for a harrada creeper seed. Don't come by those very … well, ever! Heard the Wild Elves kept a seed in Blackwood. Nobody remembers that, of course, except the trees. But listening to them gets me all fuzzy."
It gets you fuzzy?
"That's what I said, isn't it? Got to be in the right state of mind for tree-speaking. Just gets my thoughts in a jumble. I could use a clear head right now … like yours!
What say you help me find the harrada seed? I'll make it worth your while!"
I'll help you find this seed.

Once you have agree to help him, you can ask for more information about the seed and himself:

"Guess I should introduce myself then. Unless you're some sort of vision guide. Then you probably know who I am … what was I saying?
Oh, right, I'm Adrahawn. Herbalist, arborist, all around friend of the Green."
Are you all right?
"Green as grass. Why do you ask?
Oh, you mean with my head. That's just because of the tree-speaking. Most folks can't hear trees—not really sure about those Argonians—but trees can tell you things if you know how to listen."
How do you listen?
"The secrets in the leaves. Most folk think communing with nature is all about sitting by streams and meditating, but if you really want to open your mind to tree-speaking you've got to start thinking about them. That's where the leaves come in."
The leaves help you understand the trees?
"Of course, the Green leaves leaves all around like little invitations. You just got to learn how to use them and open your mind. Then you'll really see all the things you've been missing in the world."
Tell me about this seed we're searching for.
"The harrada creeper! Never seen one myself, but then again most folks haven't. They only grow in the Deadlands, and even then they're persnickety. But when they do, they really do. Most variety of harrada root only get about Elf height though."
Why do you want the seed?
"To cultivate, of course. Bet that's a plant with some good stories to tell! I read in one of Divayth Fyr's books that it's got wondrous properties for medicinal purposes, and that's a Mer who knows his salves from his sujamma. Eh?"
Is growing a plant from the Deadlands a good idea?
"Well, I suppose it could be poisonous … ohhh you mean, like, could it grow all over and make a mess of your garden like stranglers. Well, I bet it grows like crazy somewhere that isn't all ashpits and lava, but I'm going to keep mine in planters."
The Deadlands?/ And it's from the Deadlands?
"That's right, a weed straight out of Oblivion! The likes of which no mortal has ever seen. But if there's a seed kept in these ruins, that could all change! This is the find to end all finds! And the trees never steered me wrong before."
You came all the way to Blackwood for this?
"Oh, no, I came out here to learn about Hist trees. The Argonians hold them sacred as the Green, so I figure they're trees worth meeting. You don't find those in Valenwood!
Was trying to get introduced to one when I heard about the Wild Elves."
Wild Elves?
"Uh, what's the word? Ayleids, I think, if you want to be proper. Used to be all over before the Empire wiped them out.
Bad blood between them, what with the Daedra worship and enslaving. But some good might come of it if they kept a seed here."

When you go inside the Silent Halls, Adrahawn will be a follower. You're about to advance forward when Adrahawn starts experiencing a headache:

Adrahawn: "Oh, ow! Hoo. There's something unpleasant going on all right."
Adrahawn: "The foliage is real restless around here. And loud."

You can then speak with him to find out why he reacted that way:

"Just a dizzy spell. Comes on strong when the trees don't know how to use their inside voice—and most don't.
We should take a look around these ruins. See what all the commotion's about."
Commotion?
"Oh, right, you can't hear it. Feels like we walked right into the middle of an argument. Liable to split my head if we don't settle down for a moment.
I don't know what's got the flora in a tizzy here, but it sounds like trouble."
What kind of trouble?
"Not your average termites and weevils, I can tell you that much. The kind that makes you scream bloody murder. Never felt anything like that.
Better be careful."

Speaking to him again:

"Can't even hear myself think. Let's have a look around. See what's the racket is all about."

When you approach one of the harrada vines:

Adrahawn: "Hold on there! Look at this vine."

Picking up a sample of harrada vine sap:

Adrahawn: "That's definitely a harrada creeper vine! Now if only we can find its roots. Must be around here somewhere!"

You can ask him more about the revelation of finding the harrada creeper:

"Well, the good news is I think the rumors about the creeper seed were true. The bad news is it took root."
Why's that the bad news?
"Well, I was planning to grow it somewhere more convenient, for one, but I reckon the creeper is running wild around here and wreaking havoc on the native plants, which probably accounts for all the screaming."
What do you want to do now?
"We should keep searching for where the harrada creeper took root. Then we can figure out what to do with it."

When you pull up the second harrada vine:

Adrahawn: "More harrada vines! Try pulling them up!"

You pick up harrada horns and he will tell you to continue looking for roots:

Adrahawn: "Huh. Nope. Still no roots. This creeper's done quite some creeping. Let's keep looking."

When you reach the third set of vines:

Adrahawn: "Here we go. Get it by the base and give a good pull!"

You ended up picking up harrada vines and no roots. Adrahawn will be happy that the sounds have been quiet:

Adrahawn: "Still no roots. Hey, it's quieted down quite a bit out here."

Adrahawn will reveal why the plantlife was screaming:

"Hello? No, not you. Shush a moment … ooooh, I get what all the hollering was about!
That creeper's strangling a tree around here. It's calling for help, but no one's answering. Well, except us now."
So, what do we do now?
"Well, we can't just leave this nasty Oblivion weed with all these helpless greens. Let's dig it up. Maybe I can transplant it.
All we're finding out here are vines. I bet the heart of the harrada creeper took root near the tree."
Do you know where that is?
"No, but I reckon I can find it. Sounds like it's calling from deeper in the ruin. Thought I saw an entrance over that-away. Let's give it a try."
All right, we'll try getting inside.

Speaking to him before you investigate the inner ruins:

"We've got to get deeper into the ruins if we're going to find the harrada creeper's roots."

When you go inside the xanmeer, Adrahawn will show his disgust towards the Sul-Xan in the ruins:

Adrahawn: "Sul-Xan? They're a nasty bunch!"

You find out the Sul-Xan are doing something to the creeper vines, which Adrahawn asks you examine the alchemical equipment they left:

Adrahawn: "Looks like they're doing alchemy here. With the harrada vines! Let's see what they're up to."

Speaking to him before you investigate the Sul-Xan camp:

"These Argonians seem to be doing something with the harrada creeper. They've got a nasty reputation, too. I think we should see what they're up to."

Examining the lumpy sack produces Dried Harrada Vines:

Adrahawn: "Looks like they've been harvesting the harrada vines. Awful lot of them."

Examining the damaged crate brings out a Sul-Xan Concoction:

Adrahawn: "Some kind of alchemical concoction. Made from the creeper, I reckon."

Examining the bloodied backpack shows Caravan Papers:

Adrahawn: "Yuck, paper. Turns my stomach to think of some poor tree being hacked to bits and pulverized so folk can tattoo their taxes onto them. Wait, I don't think Sul-Xan keep ledgers."

Once you find evidence of the Sul Xan's intentions, Adrahawn will say:

"I heard the Sul-Xan were raiders, but I didn't imagine they'd be interested in this sort of equipment. Looks like they're using it to refine the harrada they're collecting into some sort of concoction."
Where'd you learn that?
"In Gideon. When I was trying to get introduced to a Hist. Good-natured Argonian warned me which parts of Blackwood were most dangerous. Sul-Xan territory most of all. Nasty bunch. Got nothing but war and slaughter on their minds."
Is this plant really worth this risk?
"Bit of thorny trail we're on, yeah? But hostile Argonians making potions out of a plant from Oblivion seems like all the more reason to find that creeper and get it out of here.
Besides, that poor tree's still begging for us for help."
It's begging us?
"Yeah! Or at least that's the impression I get. Tree-speaking ain't easy you know. Even Valenwood trees are all rhymie-whymie with their communication. I haven't quite gotten the Blackwood dialect down yet.
Getting the creeper solves everything!"
All right, we'll keep searching then.

Adrahawn will notice someone else is in the ruins:

Adrahawn: "Well, someone's been here recently. Let's keep an eye out while we look for the creeper."

Speaking to him again, he will be puzzle why you're not moving:

"You waiting for me? Figured you'd take the lead, seeing as I don't know the first thing about exploring ruins.
Don't worry. I'll follow close and listen for any ornery plants looking to get the drop on us."

As you progress closer into the interior ruins:

Adrahawn: "Oh, there's definitely some creepy creeper tingles in here. I think we're on the right trail."

You will hear a cry for help and Adrahawn mistakens it for the tree, but actually it's Bevene Rethandus who is injured.

Bevene Rethandus: "Help! Please!"
Adrahawn: "Oh, you hear that? Tree's finally speaking clearly!"
Bevene Rethandus: "Over here …!"
Adrahawn: "Oh, wait. It's a person!"

Speaking to him before you speak to Bevene, he will note her severe injuries:

"She's not looking so good. Can you do something? I've got some herbs, but they'll only dull the pain."

After hearing about there are captives in the ruins, Adrahawn is horrified by the news:

"That's horrible! We've got do something."
"You heard that, right? The Sul-Xan aren't just harvesting the harrada vines, they're cultivating it! It's worse than I thought."
How so?
"Gorging it and letting it grow wild and ravage the native growth, all so they can reap its vines for their nasty alchemy. That'd be horrid enough, but they're using these poor folks for labor and fertilizer.
We've got to do something."
She said the captives are in the heart of the ruin.
"Right. She did, didn't she? Well, we'd better set them free before those Sul-Xan kill anyone else. The creeper's not going anywhere."
Let's go.

Speaking to him again, he wonders if adventures have to be this dark:

"Are all adventures like this? All tragedy and death? Give me a warm hearth any day."

When you get closer to the prison working area, the vines will be everywhere:

Adrahawn: "Y'ffre help me, it's everywhere! And so are the prisoners …."

You can speak to him about the plan to save the prisoners and deal with the vines:

"Would you look at the size of that weed! I've never let it get like this in my garden, I can tell you that.
Looks like they've got their prisoners working all over the place. We should split up and make quick work of freeing them."
What do you plan to do?
"I should be able to climb up to those prisoners on the trellises. I'm more of a tree climber, but close enough, I reckon. Don't see any of those Sul-Xan up there, so if you take care of the folk on the ground and keep them distracted, I'll be all right."
I can handle that.
"Great! Soon as these folk are free we can figure out what to do about this overgrown creeper.
I'll holler if I need you!"

When you start rescuing the prisoners, he will climb up the trellises to free the prisoners up there:

Adrahawn: "Uh, I'll climb up to the folk on those trellises. You get the ones on the ground. Let's hurry!"

While you're rescuing prisoners:

Adrahawn: "There you go! Follow your friend down there and get out of there!"

After you rescued the prisoners, he'll call out for you to tell something while he waits with the freed prisoners:

Adrahawn: "Think that's all of them! Let me climb down, I got something to tell you!"

Speaking to him, he will reveal that the tree need rescuing from the creeper:

"That's all the caravanners except Bevene, but there's still one more in need of a rescue here."
What do you mean?
"I can still hear the creeper fighting that tree, for one, and the tree's losing. We've got to do something about the vines strangling its roots and kill the creeper."
I thought you wanted to transplant it.
"Yeah … that was before I saw it. The Sul-Xan have grown it so out of control that we'd never uproot the creeper intact. And we can't just leave it. I don't know what kind of weed killer would work on harrada, but just take all I've got and stop it."
How should I use this?
"The heart of the harrada creeper should be a big bulb with roots extending out. Reach in there and yank out its seed pod. Then pour those poisons all around the roots. That should kill it and keep any more from sprouting.
I'll catch up to you soon!"
You're not coming?
"Those two Dark Elves are Bevene's husband and son. She was still alive when we left her, but with her injuries she'll be as good as dead without help. Don't know if I can save her, but I can try.
Now, head through there and rescue that tree for me."

As you set off to destroy the creeper:

Adrahawn: "You all just get yourselves to safety. We'll handle the rest."

Speaking to him again before you destroy the creeper:

"You ought to find the harrada creeper just past the door. I can hear it struggling with the tree from here. I should get going, too. I don't want to be anywhere near it when it dies. The hissing is bad enough. Brrr."

After you destroy the creeper, he will be in the root cavern, checking up on Bevene and talking to the tree:

Adrahawn: "What's that? Oh, feeling a bit better than? Don't mention it."

Speaking to him will lead to making a hard choice of keeping the seeds to preserve the creeper or saving Bevene:

"Huh? Oh, sorry. Was just listening to our new tree friend. And a Hist tree at that! Been wanting to talk to one for ages.
It says thanks by the way. Well, it doesn't really say anything. But I get the impression it's right grateful you saved it!"
I see you've got Bevene. Will she make it?
"She's barely hanging on. Even my strongest medicine wouldn't do much for her. It'd take a miracle to—what's that?
Uh huh … oh, well that's great! This whole adventure was really bringing me down until now."
Hello? What's great?
"The Hist says the creeper's seeds could do the trick. Did you manage to get the pod? What's that? Oh, they did?
Well, there you go. We can … ooooh but then that'd really be it for the creeper. No, that was rhetorical!"
Are you willing to give the seeds up to save her?
"I, uh, I … gosh. If it were the Green, wouldn't be a question. The plant comes first.
The Pact doesn't count here, but if I grow my own creeper … I can get more seeds and make more medicines. Looking at her now, though—I just don't know!"
Those seeds are more valuable than the life of a stranger. (Bevene dies)
"Right. Got to look at the bigger picture. I'm not just trading the life of the plant for the life of a woman. I'm trading all the potential benefits this ornery root can have for the whole ecology.
I'll just have to make sure that's worth it."
Helping her is the right thing to do. (Bevene lives)
"Yeah. Yeah, you're right. Even the tree knows that—what do you mean it's not for you to decide? What made you think I was qualified—oh, right, I should hurry.
I'll mix up a medicine and hope for the best. We'll meet you outside with the others."

Leaving and returning to the conversation before making a decision:

"I'm just a gardener. I can't decide who lives and dies. That's too heavy for me.
You're the adventurer here. What would you do?"

If you convince Adrahawn to use the seeds to save Bevene:

Adrahawn: "I'll need a moment to whip something together with these seeds, but we'll be right behind you."

Speaking to him again before you head out of the public dungeon:

"Go on then. I've got to hurry if I'm going to do anything for Bevene. When I'm finished here, I'll meet you outside."

Once outside, Adrahawn is trying to contemplate what he experienced in this adventure:

Bevene was saved
The creeper seed was saved
"So, uh, that's an adventure, eh? Think I prefer my garden, if I'm honest. Does feel pretty good though. Helping folk.
Shame about that creeper, but I did finally get to meet a Hist, so that's something."
Saving that woman's life was the right thing to do.
"What's a priceless specimen compare to those smiling faces, eh? Does leave me feeling guilty for hesitating, but I'm glad you were here to set me right. Told you I needed that clear head of yours!
Here's a little something for letting me borrow it."
"I've had people come to me for their ails. Looking for herbs and medicines, but … I've never had to see them suffer. Watch them die. Give my condolences to their kin.
I wasn't prepared for any of this."
needs rest

After the end of the quest:

"Shame I didn't have a longer chat with that Hist, but we've probably overstayed our welcome as it is. Even with their creeper dead, there [sic] no telling what those crazy Sul-Xan will do next."
What are you going to do now?
"Could go for a nap and some pine nuts until my head clears, but won't find much peace and quiet here.
Think I'll follow Bevene and her family. Maybe head back to Gideon. Got a fern friend who'll want to hear about all this."

Dialogue[edit]

You can meet him in Gideon with the Rethandus family near the stable next to Shulbaza's home:

"Ah, fancy seeing you here!
I may not have those seeds, but I have been able to see their effect on Bevene. She's better than new! We could barely keep up with her on our way back to Gideon."
(Only if you convince him to use the seeds to save Bevene)

If Bevene was not saved:

"Ah, good to see you again. I made sure Bevene's family made it to Gideon safely. They're in rough shape, but I think they'll make it home.
I'm mulling over some uses for these seeds. I want to make sure this was all worth it."