Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Kill Necromancer Tashpi Ashibael

Quick Walkthrough
#Talk to Ranis Athrys in the Balmora Guild of Mages for duties.
#Travel to Maar Gan.
#Confront Tashpi Ashibael about being a necromancer.
#Either kill Tashpi or let her escape.
#Return to Athrys.

Detailed Walkthrough
Duties
Ranis Athrys in the Balmora Guild of Mages is accusing  Tashpi Ashibael in Maar Gan of practicing necromancy and wants her dead.

Tashpi Ashibael
Maar Gan is far to the north, past Ald'ruhn. Ask the locals there about Tashpi to learn that she lives in the last house on the right before the shrine, and that she is a well-liked town healer.

When you confront Tashpi about being a necromancer, she seems rather surprised, though once you mention Ranis she seems to understand. According to her, she refused to join the Mages Guild and Ranis has held a grudge against her ever since. Tashpi suggests that you let her leave Vvardenfell and tell Ranis that she is dead. Otherwise, the only other solution is to kill Tashpi.

Upon returning to Ranis you are rewarded with an increase in Disposition/Reputation. If Tashpi was not already dead before starting this quest, you will also receive two Scrolls of Elemental Burst:Fire and two Scrolls of The Fourth Barrier.

Your Disposition and Faction Reputation bonuses depend on the manner in which you complete this quest. As you can see from the following chart, actually killing Tashpi will get you a higher Disposition boost with Ranis Athrys, but a lower Faction Reputation bonus. Letting her escape is thus more beneficial, since it effectively increases your Disposition with all Mages Guild members (including Ranis).


Notes
There is no direct evidence that Tashpi is a necromancer, only circumstantial. More information can be found on her NPC page.

Quest Stages
Morrowind:Dwemer Tube from Arkngthunch-Sturdumz

Quick Walkthrough
# Chat with Edwinna Elbert about duties.
# Travel to Arkngthunch-Sturdumz in search of a Dwemer Tube.
# Find a tube in the ruins.
# Return to Edwinna for your reward.

Detailed Walkthrough
Duties
Edwinna Elbert in the Ald'ruhn Guild of Mages wishes you to travel to Arkngthunch-Sturdumz to find a Dwemer Tube for her research.

Finding a Dwemer Tube
The ruins are northwest of Gnisis but you can also get there by traveling to Ald Velothi and following the coast to the west. If you happen to have a Dwemer Tube already, you can give that to Edwinna, as any Dwemer tube will do. You can find them in many Dwemer ruins; check the crates, chests, and barrels.

Upon returning to Edwinna with the tube you are rewarded with an additional ten increase in disposition, to go with the five you already received when you accepted the mission.

Notes
There are a total of 15 guaranteed Dwemer Tubes. The easiest to obtain are:
One in Ebonheart, in the East Empire Company office, on a table to the left from the entrance. Easy to steal if you have the Amulet of Shadows.
One in Master Aryon's Dwemer Museum in Tel Vos.
One in Gnisis Eggmine. The door of the mine is locked (level 45), but no one seems to care if you pick the lock or open it with magic (you could bribe the guard nearby into giving you the key, or he will also give it to you if you are in the Legion. Another way is if you have a miners pick in your inventory.). Make your way into the Lower Eggmine, then east to the buried ruin of Bethamez. Near the table, and on the ground, you'll find a Dwemer Tube.
One in Vorar Helas' house, Balmora. It's in the bowl behind him.
One under a set of shelves in Aleft
If you choose to go to Bethamez, you should pick up the book Divine Metaphysics..., and the Dwemer Airship Plans. You'll need them for later quests.
If you refuse to give the tube to Edwinna, her disposition drops by 10. The disposition drop also occurs if you refuse to get the tube in the first place.

Quest Stages
Morrowind:Nchuleftingth Expedition

Quick Walkthrough
# Chat with Edwinna Elbert about duties.
# Travel to Nchuleftingth to check on Senilias Cadiusus.
# Turn the east crank in the Test of Pattern section.
# Find Anes's body in the Lower Levels, loot it for the report and the book.
# Return to Edwinna.

Detailed Walkthrough
thumb|right|Senilias with his daughter
thumb|right|Anes Vendu's fate
Duties
Edwinna Elbert in the Ald'ruhn Guild of Mages asks you to check on a colleague, Senilias Cadiusus, in the Dwemer ruin of Nchuleftingth as his last excavation report is long overdue. The ruins can be found far northeast of Suran (which is in turn northeast of Vivec).

The Dwemer Ruins of Nchuleftingth
Once you arrive at the ruins, Senilias and his daughter are quickly found just inside. It appears they have been having problems and their guide, Anes Vendu, is missing. Since Anes was writing the report, you'll have to find him before you can return. Enter the Test of Pattern section to find three cranks along the northeastern wall. Using the easternmost one will open a door to the south revealing a door to the Lower Levels (the other ones are a trap and damage you). You'll find the corpse of Anes at the bottom of the Lower Level, next to a disabled Dwemer robot and the book Hanging Gardens of Wasten Coridale. Pick up the book, loot Anes' body for his report, and return to Senilias, who will direct you to take the report back to Edwinna.

Back in Ald'ruhn
Upon returning to Edwinna with the report, you are rewarded with an increase in Disposition. If you also picked up Hanging Gardens of Wasten Coridale, Edwinna will mention that she thinks it might be useful, if you can find someone who knows Aldmeris.

Notes
You do not have to be a member of the Mages Guild to get this quest. If your Disposition with Hasphat Antabolis, who you will meet early in the main quest, is at least 70 and you speak to him about Nchuleftingth, he will give you a letter of introduction. Then speak with Senilias, find Anes, and report to Edwinna to get the same reward.
If you have already achieved the rank of Warlock at the time of this quest, it may be convenient to take the Staff of Magnus quest from Ajira at the same time, as Assu is located almost directly on the path from Molag Mar to Nchuleftingth.

Quest Stages
Morrowind:Scarab Plans in Mzuleft

Quick Walkthrough
# Chat with Edwinna Elbert about duties.
# Travel to Mzuleft in search of some Dwemer Scarab Plans.
# Find the plans.
# Return to Edwinna.

Detailed Walkthrough
Duties
Edwinna Elbert in the Ald'ruhn Guild of Mages asks you to retrieve the Dwemer Scarab Plans at the Dwemer ruin of Mzuleft, southwest of Dagon Fel far to the north.

Scarab Plans in Mzuleft
The quickest route is to Guild Guide over to Sadrith Mora and grab a ship up to Dagon Fel. The ruin is just southwest of town and should be marked on your map. There are some tough Orcs guarding the ruins, but the plans are on a shelf (next to the ruin's key) in the room just right of the entrance, there's one Orc, the plans you need, and a key that will open the nearby door. Behind the door and on a table is the book The Egg of Time, which you'll be needing later for the Mystery of the Dwarves. Unfortunately two more Orcs guard it.

Back in Ald'ruhn
Upon returning to Edwinna with the report you are rewarded with an increase in Disposition. If you took the Dwemer book as well and mention it to Edwinna, she will tell you to go and talk to Hasphat Antabolis in the bottom of the Guild of Fighters in Balmora. There, he will tell you that you "might want to take it to one of the older Telvanni".

Notes
You can also find the plans at Master Aryon's Dwemer Museum in Tel Vos, or on a table in the Vacant Tower in Dagon Fel.  The Vacant Tower copy is probably the easiest to acquire, since it requires neither combat nor theft.  If you go for the Tel Vos copy, make sure you get the Dwemer Scarab Plans, not the Dwemer Scarab Schematics, which are right next to them on the same wall.
Almsivi Intervention will take you directly back to Ald'ruhn from Mzuleft; Divine Intervention takes you to nearby Buckmoth Legion Fort.

Quest Stages
Morrowind:Meeting with a Wise Woman

Quick Walkthrough
# Speak to Skink-in-Tree's-Shade to get your new assignment.
# Travel to the Ahemmusa Camp and speak to Sinnammu Mirpal to arrange a meeting.
# You are forwarded to Minabibi Assardarainat at the Favel Ancestral Tomb.
# Kill the ghost of Kanit Ashurnisammis to have Minabibi agree to the meeting.
# Return to the Ahemmusa Camp and ask Sinnammu for permission.
# Return to Wolverine Hall.

Detailed Walkthrough
Duties
Skink-in-Tree's-Shade in the Wolverine Hall Mage's Guild asks you to arrange a meeting with a wise woman of one of the four Ashlander tribes: Urshilaku, Zainab, Erabenimsun, or the Ahemmusa. Skink doubts that the Erabenimsun will agree and suggests to start with the Ahemmusa. For the record, none of the other Ashlander Wise Women will agree to meet with him (and the Wise Women of outcast Ashlander tribes don't get arrange a meeting as a conversation topic).

At the Ahemmusa Camp
If you've gotten far in the Main Quest, you should know the location to all four camps (and they will be marked on your map). The Ahemmusa Camp is on the far northeast corner of the island, north of Tel Vos (northwest of Tel Mora). When you talk to the Wise Woman of the camp, Sinnammu Mirpal, she refuses to meet with Skink, but suggests her apprentice, Minabibi Assardarainat. She is in the Favel Ancestral Tomb, west of the camp, past the Daedric ruins.

Arranging the Meeting
When you find Minabibi Assardarainat just inside the tomb, she agrees to meet with Skink but you must first kill the spirit of the tomb for her, the spirit of Kanit Ashurnisammis. You can trap the 280 point grand soul of Kanit with no penalty, so make sure to bring a grand soul gem! Once you get rid of the spirit, Minabibi tells you to return to Sinnammu to get permission for her to meet with Skink. Do so, noting that no matter what you say to Sinnammu, she will let Minabibi go.  If you take credit for calming the spirit, her Disposition will increase by 20 points; lying and telling her that Minabibi was responsible will get you a ten point disposition penalty instead. When you return to the guild hall, Minabibi is already there waiting for you. Talk to Skink to finish the quest and receive the usual increase in Disposition, as well as +2 Reputation. Speak with Minabibi afterwards to receive an Ancestor's Ring.

Bugs
 
 
As with many other instances of disappearing characters, the console command   (or  ) will correct this.

Notes
Minabibi and ghost of Kanit are in Favel Ancestral Tomb even before this quest has started. 
Minabibi relocates to Sadrith Mora when wise woman tells that she'll allow Minabibi to speak with Skink. If you speak with Minabibi before telling Sking about success, even though she's relocated to Sadrith Mora, she still talks as if she'd be in Favel Ancestral Tomb. Only when you tell Skink about success she'll give Ancestor's Ring. Also, if you kill Minabibi when she's relocated to Sadrith Mora before telling Sking about success, you can still complete quest without penalties. You still can get Ancestor's RIng, since she carries it with her.

Quest Stages
Morrowind:Kill Necromancer Telura Ulver

Quick Walkthrough
#Speak to Skink-in-Tree's-Shade at the Mage's Guild in Wolverine Hall for duties.
#Travel to Shal to take care of a necromancer.
#Kill Telura Ulver.
#Return to Skink-in-Tree's-Shade.

Detailed Walkthrough
Duties
Skink-in-Tree's-Shade in the Wolverine Hall Mage's Guild asks you take care of a former guild member that has turned to using necromancy, tarnishing the 'good name' of the Guild. Telura Ulver can be found in Shal, north of Hla Oad on the west coast, just north of the Daedric ruin.

Necromancy is not Allowed
Shal is a small cave with an assortment of undead before you reach the main chamber with Telura, who will attack you on sight. She's a powerful mage, but once her spells are used up she's not too tough. Once she is dead, you can loot her chamber for various items, including a full set of Master quality alchemy tools and a number of books and potions.

Returning to Skink you are rewarded the usual increase in Disposition.

Notes
Unlike Tashpi Ashibael, Telura Ulver cannot be persuaded to leave peacefully. You are actually required to kill either Telura or Trebonius in order to be promoted to Arch Mage.

Quest Stages
Morrowind:Soul of an Ash Ghoul

Quick Walkthrough
#Speak to Skink-in-Tree's-Shade at the Mage's Guild in Wolverine Hall for duties.
#Go to Yakin (or another area with an Ash Ghoul).
#Soultrap and kill an Ash Ghoul.
#Return to Skink-in-Tree's-Shade.

Detailed Walkthrough
Duties
Once you've reached the rank of Wizard, Skink-in-Tree's-Shade in the Wolverine Hall Mage's Guild wants you to get an Ash Ghoul soul for him to research. He gives you a pair of grand soulgems and a pair of Scrolls of Fphyggi's Gem-Feeder for your task, and suggests checking in Yakin, a Sixth House cavern northwest of Tel Aruhn, just west of Sadrith Mora on the mainland coast.

Soul of an Ash Ghoul
The Ash Ghoul is a tough opponent that has a long nose and casts spells. Be sure you cast a Soultrap spell or use the scrolls Skink gave you in order to capture the soul, otherwise you might be searching a long while for another Ghoul to trap. If you've completed the Catch a Spy quest, you can also use Soul Drinker to trap the soul.

Once the soul is trapped, return to Skink to be rewarded with the usual increase in Disposition. If you only used one of the given  grand soulgems, you get to keep the other. However, you must use a grand gem-- you can't trap an Ash Ghoul in any smaller soulgem. 

Notes
WARNING: You can permanently lose Azura's Star if you have an Ash Ghoul in it, even if you also have a grand soulgem with a ghoul soul. Skink will pick Azura's Star over the grand soul gem. He will not have Azura's Star in his inventory after he takes it, so killing or pickpocketing him is of no use.

Quest Stages
Morrowind:Galur Rithari's Papers

Quick Walkthrough
#Speak to Skink-in-Tree's-Shade at the Mage's Guild in Wolverine Hall for duties.
#Travel to Vivec, Galom Daeus or Tureynulal to acquire a copy of ''Galur Rithari's Papers''.
#Get the book.
#Return to Skink-in-Tree's-Shade.

Detailed Walkthrough
Duties
Skink-in-Tree's-Shade in the Wolverine Hall Mage's Guild wants you to find a book on Vampires, ''Galur Rithari's Papers''. The book allegedly describes how a Buoyant Armiger became a Vampire and was cured. Skink suggests to talk to booksellers (such as Jobasha in Vivec, Foreign Quarter) to get an idea on where to find a copy.

Acquiring the Book
There are several copies of the book available: in the Hall of Justice secret Library in Vivec, Galom Daeus, and Tureynulal, Kagrenac's Library (Red Mountain, within the Ghostfence).

The Secret Library in the Hall of Justice might seem the simplest but it is well   and well guarded, meaning you need to be an accomplished thief or don't mind a few fights and a bad record. Another way into the secret library is via the Office of the Watch which has a simpler trapped  , although it is also well guarded. The Library is entered via a half-hidden, locked trapdoor on the floor in one of the Justice Offices or Office of the Watch. Once inside, the book is a small, dark red book at the end of the middle shelf, closest to the Justice Offices entrance.

Tureynulal is difficult to get to, being just northeast of the Red Mountain crater .  
  
In Galom Daeus, the book is found on the ledge overhanging the telescope in the observatory portion of the ruin.

Returning to Skink with any of the copies, you are rewarded the usual increase in Disposition and his Amulet. Skink's Amulet is not magical but is worth 1,000 gold (60 enchant points). You also gain +1 Reputation.

Quest Stages
Morrowind:Kill the Telvanni Councilors

Quick Walkthrough
#Talk to Trebonius Artorius at the Guild of Mages in Vivec for duties.
#Kill all the Telvanni councilors:
#*Master Aryon in Tel Vos (Upper Chamber).
#*Mistress Dratha in the Upper Tower in Tel Mora.
#*Mistress Therana in the Upper Tower of Tel Branora.
#*Master Neloth in Tel Naga (Sadrith Mora).
#*Arch-Magister Gothren in the Upper Tower of Tel Aruhn.
#Return to Trebonius Artorius.

Detailed Walkthrough
Duties
Trebonius Artorius in the Vivec Guild of Mages will give you this quest only if you have solved the Mystery of the Dwarves and finished the Main Quest. The request is strange, but simple, requiring you to merely kill all of the Telvanni councilors (since you've done the Main Quest you should know where they all are). Members of House Telvanni should note that killing Master Aryon will prevent you from becoming Arch Magister of House Telvanni, if you have not already done so. 

The Telvanni Councilors
The councilors, in brief, are:

:*Master Aryon in Tel Vos (Upper Chamber)
:*Mistress Dratha in the Upper Tower in Tel Mora
:*Mistress Therana in the Upper Tower of Tel Branora
:*Master Neloth in Tel Naga (Sadrith Mora)
:*Arch-Magister Gothren in the Upper Tower of Tel Aruhn (probably already dead) 

Of course these are all powerful mages and many of them well guarded, so it's not an easy task, but one that you're probably up to at this point.

If you complete his request and return to Trebonius, he will reward you with his staff and the Necromancer's Amulet.

Notes
You could save yourself the trouble and just kill Trebonius instead, still receiving the same reward; but missing the items from the councilors. Since he has no further quests for you, there is no downside to doing this – provided you get him to attack you first by using a Frenzy spell or taunting him. (Otherwise you could end up kicked out of the guild for attacking a fellow member.) This may be the preferred method for those who choose to join both the Mages Guild and House Telvanni, but it will prevent you from becoming Arch-Mage if you have not already done so.
If you choose to become Arch-Mage of the Mages Guild by challenging Trebonius for his title, you can kill him legally without taunts, in the nice and open space of the Arena, and take all his belongings.
You do not have to kill Baladas Demnevanni for this quest, even if you are a member of House Telvanni and have convinced him to join the council.
 
The completion of this quest is not considered canon, as at least one of the councilors, Neloth, is known to have survived.

Quest Stages
 
 
 
These entries never actually appear in your journal.  See the Notes above.
Morrowind:A Wizard's Staff

Quick Walkthrough
# Talk to any Mages Guild member ranked Wizard or higher about advancement.
# Learn that you need a Wizard's Staff before you can be promoted to Wizard.
# Either buy a staff for 5,000 gold...
# ...or learn that the renegade Anirne has one:
## Travel to Sud, on the west coast of Sheogorad, west of Dagon Fel.
## Defeat Anirne and obtain a Wizard's Staff.
# Return for your promotion.

Detailed Walkthrough
A Wizard's Staff
This isn't a quest per se, but rather a requirement. To reach the rank of Wizard, you first need a Wizard's staff (all guild quest givers should tell you the same information). You can either buy one for 5,000 gold (it's worth 10,000), or ask about the former guild member Anirne, who can be found in Sud, a cavern on the west coast of Sheogorad, west of Dagon Fel.

Sud
The caverns are pretty empty until you reach a point where you must levitate onto some stone towers oddly placed in the middle of nowhere. You'll encounter a variety of creatures including some skeleton archers, and leveled daedra. Anirne can be found in a room reached by levitation or some clever jumping just west of the entrance. There is a sunken treasure chest nearby with two cheap potions of rising force and two standard potions of jump if you lack the spell or jumping ability. She will have the staff on her body when you kill her. Don't forget to look around for loot.

Once you have the staff, you can return to any Mages Guild hall for advancement to Wizard.

Notes
There is also a Wizard's Staff in the Laterus Chamber of the Urshilaku Burial Caverns (levitation needed). The staff is on the very top in the west part next to a skill book and a chest (the rock it's on is darker). The burial caverns here are part of the main questline.
Yet another Wizard's Staff can be found in the Daedric ruins of Ramimilk. This can be found south-southeast of Ald'ruhn and due west from Ghostgate. It is a very small shrine, and the staff can be found through the trapped door behind the statue on a table to the right.
Edwinna Elbert and Procyon Nigilius each have a Wizard's Staff.
Levitation is not strictly required in Sud; strong Jump will get up there, as will the jump-run-jump-run routine up the side where the raised area's wall meets the natural wall of the cavern. However, there are both Jump and Rising Force (Levitate) potions in a chest in the pool here. The mostly occluded Skeleton Archers, who are hard to pinpoint with distance weapons (but who can target you clearly) are fairly easily dealt with by ranged area-of-effect attacks like Greater Shockball, or the Area-of-Effect Arrows provided by one of the official plugins in the Game of the Year edition.

Quest Stages
Tribunal:Dark Brotherhood

thumb|left|Dandras Vules, Dark Brother of Mournhold
  
The Dark Brotherhood is a guild of assassins shrouded in shadow and mystery which has been active all over Tamriel. While their business is certainly not legal, their existence has typically been tolerated or ignored. Whenever an individual with legal authority takes an interest in their dealings, the Brotherhood relies upon a combination of bribery, blackmail, coercion, and murder to keep their activities hidden. They have been bitter rivals of the Morag Tong since the  . Dark Sisters are accepted into the Brotherhood as equals of Dark Brothers (though members of either gender are often referred to as Brothers).  All of those added by the Tribunal expansion are male.

The Dark Brotherhood is an unjoinable faction. They are based in Old Mournhold and you will encounter them in the Main Quest of Tribunal (in two sub-quests; see below).

In Tribunal they have their own set of armor, though their boss, Dandras Vules, does not wear the helm, making him recognizable among their number.

 
Dark Brotherhood Ranks


There is only one member of the Dark Brotherhood who is actually coded in the CS as being in the faction: Dandras Vules.  He is of rank Dark Brother, only fairly high in the guild. In his dying breath, he indicates that he answers to a "liege" without saying whom. It is ambiguous whether he refers to his client "H", a Night Mother such as Severa Magia, or an unknown Master Assassin. Because the Dark Brotherhood does not technically exist as a faction in the game code without the Tribunal expansion, none of the vanilla Morrowind NPCs associated with the Dark Brotherhood are listed as members of it in the CS, and estimating their exact ranks within the organization remains conjecture.  

Other Tribunal NPCs who have had at least business relationships with the Brotherhood are King Hlaalu Helseth and possibly Queen Mother Barenziah.

 

Generic Dark Brotherhood Assassins
thumb|right|A fairly high-level Dark Brotherhood Assassin
The Dark Brotherhood Assassins are a set of masked, hostile, generic NPCs of Assassin class, all of whom are members of the Dark Brotherhood faction [in lore only – see the Bugs section ].  See Dark Brotherhood Assassins &sect;&thinsp;Assassin Stats for these NPCs' details.

Their role in Tribunal is twofold:
#They will randomly attack the player character sometimes while using the Rest function, if you are sleeping anywhere but the Census and Excise Office in Seyda Neen.  These attacks persist (and slowly increase in frequency and ferocity) until you go to Mournhold to start looking for the Dark Brotherhood's hidden lair. See the Dark Brotherhood Attacks quest for details. 
#They populate (and respawn in) a secret base in the Manor District of Old Mournhold, accessed via the Bazaar Sewers under Mournhold's Great Bazaar.  Your goal is to find and kill boss Dandras Vules, and get a revealing document from him.  See the Hunt the Dark Brotherhood quest for details.

Bugs