This glossary is offered as a reference for those who are unfamiliar with the game and its contents. Those who are familiar and take exception with the definitions and descriptions offered herein are free to nitpick at their leisure.

Ahemmusa - one of the four Ashlander tribes in Vvardenfell, their main encampment located along the coast in the northern part of the Grazelands

Akavir - A kingdom outside the Empire of Tamriel, noted for its strong magical traditions

alit - a large, bipedal, predatory reptile native to Vvardenfell, characterized by its narrow and pronounced lower jaw

Alchemy - the branch of magical study that deals with the identification of magical properties inherent in plants, animal parts, and minerals, and the useful combination of such components into reagents, poisons, and potions for consumption to obtain desired effects

Ald'Ruhn - district capital for House Redoran; a large town set in the foothills near Red Mountain

Almalexia - one of the three god-kings of Morrowind; a different name for the mainland capital city of Mournhold

Almsivi - another term for the three god-kings of Morrowind

Alteration - the branch of magical study that deals with changing the properties inherent in objects and the abilities of creatures. Such spells commonly involve levitation, water breathing, or magical shielding.

Altmer - Elvish name for the High Elves (used in singular and plural form), characterized by their golden skill, propensity for magic, and haughty attitude towards all other races

Anticipations, the - a term used by the Tribunal Temple of Morrowind to denote the "good" Daedric lords Azura, Boethiah, and Mephala

Argonian - one of the "beast races" of Tamriel, a bipedal reptilian race from the country of Argonia, characterized by their sharp claws and their great speed

Ascadian Isles - the southern central region of Vvardenfell, dominated by the provincial capital of Ebonheart and the holy city of Vivec, stretching west towards the Bitter Coast and east towards Azura's Coast

ash ghoul - a creature found in deep cave and ruins located in the Ashlands

ash vampires - a sapient being, long thought extinct, once found in the immediate vicinity of Red Mountain

Ashlander - common appellation given to nomadic tribes of Dunmer on the island of Vvardenfell

Ashlands - the central region of Vvardenfell surrounding the cone of Red Mountain, stretching north to the Sheogorad region and south to the Ascadian Isles region

ashkhan - the leader or headman of an Ashlander camp

atronach - a name given to certain elemental Daedric constructs; a golem

Azura - a Daedra Lord, commonly associated with magic and mystery, once considered a patron goddess of the Dunmer

Azura's Coast - the southeastern coastline of Vvardenfell, stretching from the island town of Tel Branora north to Zafirabel Bay

Balmora - district capital for House Hlaalu; a large town along the Odai River, west by northwest of Ebonheart and Vivec

Bitter Coast - the region of Vvardenfell's western coast stretching from the town of Seyda Neen north to Khartag Point

bittergreen - a plant native to Morrowind, occasionally used as either a curative tea or a deadly poison

Black Hands - another name for the Daedric goddess Mephala

Boethiah - a Daedra Lord, commonly associated with murder, assassination, treason, and internal strife

bonelord - an undead guardian of Dunmer ancestral tombs, noted for their multiple arms and powerful magical abilities

bonemold - a style of medium weight armor made from the skeletal remains of various animals laminated together with a resin harvested from shalk beetles

bonewalker - an undead guardian of Dunmer ancestral tombs, noted for their great strength and their plague-bearing nature

Bosmer - Elvish name for the Wood Elves (singular and plural), characterized by their short stature, wide expressive eyes, and uncanny marksmanship

Breton - a race of Men from the country of High Rock, characterized by their light skin and strong magical talents

Buoyant Armiger - a holy warrior in the direct service of the god-king Vivec

Camonna Tong - a criminal syndicate comparable to the Thieves Guild found elsewhere in the Empire. The Camonna Tong is active (albeit covertly) in the political maneuvers of Morrowind

canton - a large multi-tiered edifice containing apartments, shops, sewers, and entertainment; the dominant structural form in Vivec

Chimer - an archaic name for the Dunmer

chitin - a material harvested from the shells of various insectoid species in Morrowind, used to make lightweight weapons and light flexible armors

clannfear - a small vicious Daedra, characterized by its green lizard-like skin and its large bony collar fringe

cliff racer - a large flying reptile with a broad wingspan and a large dorsal sail

comberry - a small red fruit from the comberry bush, used in the distillation of local liquors

Conjuration - the branch of magical study that involves the summoning of magical creatures, binding certain Daedric spirits into weaponry, as well as the control or influence of humanoids and animals.

corprus - an incurable disease currently found only in Vvardenfell, its symptoms include physical deformities and degradation of mental faculties to the point of insanity

Cyrodiil - the main region of the Tamrielic Empire; another name for the race of Men who founded the Empire

Cyrodiilic brandy - a distilled liquor that refreshes the drinker without incapacitation

Cyrodiilic whiskey - a distilled liquor that refreshes and invigorates the drinker without incapacitation, increasing the drinker's strength temporarily

Daedra - a collective name for a group of supernatural creatures ranging in strength and importance from minor beings to deities; a singular supernatural being

Daedric - relating to the Daedra, applying to shrines that are dedicated to Daedra Lords as well as weapons and armor crafted by a Daedra

daedroth - a powerful Daedra with a humanoid body and a crocodilian head, acts as a servant of the Daedra Lord Molag Bal, notable for its magical specialization in poisonous and electrical attacks

Dagoth Ur - according to legend, the enemy of the Tribunal and all Dunmer, reputedly laired inside the crater of Red Mountain

Dark Brotherhood - a splinter faction of the Morag Tong assassins guild, long condemned and vilified by the Empire and the Dunmer in particular, considered by authorities to be an illegal organization of unsanctioned assassins

Dark Elf - see "Dunmer"

Destruction - the branch of magical study that involves offensively oriented spells, including the use of fire, cold, electricity, poison, and curses

drake - a nickname for the septim, derived from the stylized dragon that is stamped on the coin

dremora - a powerful Daedra warrior that serves the will of the Daedra Lord Mehrunes Dagon; characterized by their glossy black skin, vestigial horns on the forehead, and a suit of Daedric plate mail

Dres - one of the five Great Houses of Morrowind, currently without holdings in Vvardenfell, localized in mainland Morrowind near the Argonian border in the southern part of the country

dreugh - a creature of the sea, characterized by its humanoid torso and octopus-like lower body. Dreugh, while fast swimmers and strong fighters in the water, are often hunted for hides and a waxy substance scraped from their shell-like bodies.

Dunmer - Elvish name for the Dark Elves (singular or plural); the Elvish race native to Morrowind, characterized by their gray skin, red eyes, grim personalities, and a high natural resistance to fire

Dwemer - Elvish name for the Dwarves (singular or plural), also used to describe artifacts and ruins crafted by the Dwemer; considered extinct by many due to the sudden and total disappearance of every Dwemer individual throughout the Empire

East Empire Company - a corporation chartered by the Empire for the development and trade of natural resources throughout the Empire

Ebonheart - the Imperial district capital for Vvardenfell

ebony - a dense black crystalline mineral found in various locations around Vvardenfell, particularly around igneous rock formations or formerly volcanic areas, used to make very durable weapons and armor, though its high density even after forging makes such weapons very heavy

Enchant - the branch of magical study that involves the creation and maintenance of objects imbued with magical effects. Just as Alchemy connects the other magical disciplines through potions, so too does Enchant connect the other magical disciplines through objects, which can range from light-emitting shoes to flaming swords.

Erabenimsun - one of the four Ashlander tribes in Vvardenfell, their main encampment is located near Mt. Assarnibibi in the Molag Amur region

fetcher - a derogatory term

Fighters Guild - an organization of professional mercenaries, bravos, bounty hunters, and other general or specialized warriors which negotiates contracts with individuals and governments for services to be performed. The Fighters Guild has numerous branch offices all over the Empire, and several in Vvardenfell, with services ranging from delivery of goods to elimination of known outlaws beyond the reach of the authorities.

flin - see "Cyrodiilic whiskey"

Ghostfence - a magical barrier created by the Tribunal that rings the base of Red Mountain, reputedly designed to contain Dagoth Ur and his minions

Ghostgate - a hostel for pilgrims, operated by House Redoran and the Tribunal Temple; also acts as a base of operations for the Temple's Buoyant Armiger warriors

glass - a lightweight translucent green material found only in a few locations in Vvardenfell, usually near deep igneous vents, used to make lightweight weapons and armor of incredible hardness

golden saint - a powerful Daedra warrior in the service of the Daedra Lord Sheogorath, characterized by their golden skin, golden armor, and resistance to magical attacks

Grazelands - a region in the northeastern portion of Vvardenfell, stretching from the northern coast south to the Molag Amur region, noted for it lush grassy plains and its habitation by the Ahemmusa and Zainab Ashlander tribes

greef - a local Dunmer liquor derived from the comberry, invigorating such that one's strength is increased temporarily but intoxicating such that it impairs one's coordination

guar - a large bipedal reptile that has been mostly domesticated as a beast of burden, characterized by a large dome shaped head, blunt teeth, large turreted eyes, and small vestigial arms; wild guar are still known to roam around Morrowind and are aggressive when approached

High Elf - see "Altmer"

Hlaalu - one of the five Great Houses of Morrowind, their holdings in Vvardenfell are located in the southwestern portion, stretching from the town of Hla Oad north to the town of Caldera

House of Troubles, the - a term used by the Tribunal Temple to denote the four "bad" Daedra Lords Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath

hunger - a predatory Daedra that serves the Daedra Lord Boethiah, characterized by its emaciated body, long spiny limbs, and its ability to eat absolutely anything

Illusion - the branch of magical study that involves the creation of sensory illusions and alteration of physical perceptions. Spells from this school range from the creation of light and the ability to see in the dark to invisibility and "chameleon" cloaking spells

Imperial - the common name for the race of Men that founded the Tamrielic Empire (see "Cyrodiilic")

Imperial Cult - the official church of the Empire, worshiping the pantheon of deities known as the Nine Divines

Imperial Legion - the collective name for the armies of the Empire, regardless of armies maintained separately by the nations of the Empire. The Legion's duties range anywhere from simple law enforcement to full scale warfare.

Indoril - one of the five Great Houses of Morrowind, currently without holdings in Vvardenfell, localized in the capital city of Mournhold and surrounding area; a style of heavy plate armor worn only by House Indoril members and Temple Ordinators, with a penalty of death exacted for anyone not of those organizations who wears such armor and is seen doing so by Ordinators or House Indoril members

jinkblade - a common name given to any bladed weapon carrying a paralyzing enchantment

kagouti - a large predatory bipedal reptile found in Morrowind, characterized by its large tusks and its high bony collar

Kagrenac - a legendary Dwemer king, often associated with the Dunmer hero Nerevar and Dagoth Ur

Khajiit - one of the "beast races" of Tamriel, a bipedal feline race noted for their stealthy movement and incredible dexterity

kwama - an insectoid species native to Morrowind, their hives commonly developed into "egg mines" which harvest kwama eggs for sale to markets as a foodstuff

kwama egg - a large insect egg with a brittle ribbed shell, commonly used as a base for many dishes in native Dunmer cuisine

kwama forager - a small worm-like insectoid, aggressive in nature but incapable of inflicting serious wounds, serving kwama hives by searching for new locations to expand into

kwama queen - an enormous insectoid creature that is the focal point of all egg mines and kwama hives, unable to move under their own power, responsible for spawning all other types of kwama in an egg mine

kwama warrior - a large bipedal insectoid creature responsible for the defense of a kwama hive or egg mine

kwama worker - a large insectoid creature responsible for tending the kwama queen and the kwama eggs, along with digging out the tunnels and chambers inside

Malacath - a Daedra Lord, commonly worshiped by the spurned and ostracized members of society; considered to be a patron god of orcs

Mages Guild - a benevolent and protective society established throughout the Empire for the purposes of researching, educating, and advancing the practices and knowledge of magic

magicka - the essential energy of magic

mazte - a Dunmer beer brewed primarily from saltrice, known to increase one's stamina but impair their intelligence

Mehrunes Dagon - a Daedra Lord, commonly associated with destruction, ambition, and revolution

Mephala - a Daedra Lord, patron goddess of the Morag Tong, also called the Webspinner or Spider; the spheres of her influence are unknown to mortals, seemingly undemanding of her worshipers and serving no other purpose than to meddle in mortal affairs for her own amusement

Molag Amur - a region in the southeastern portion of Vvardenfell, situated between the town of Suran and the great shrine of Azura on the eastern coast, stretching north to the Ashlands

Molag Bal - a Daedra Lord, commonly associated with enslavement and destruction of mortals

moon sugar - a rough crystalline compound with mild narcotic and hallucinogenic properties, highly addictive, illegal to trade but can be sold discreetly to Khajiit

Morag Tong - a guild of assassins operating under official sanction by the Empire and the King of Morrowind. The Morag Tong grants certificates to its operatives called "writs of execution," which allow an operative to be immediately pardoned for a crime of murder; such writs are issued as an alternative to open warfare between the Great Houses

Morrowind - a provincial principality of the Tamrielic Empire, the homeland of the Dunmer

Mournhold - the capital of Morrowind, situated on the mainland; home to Almalexia

Mysticism - the branch of magical study that involves (for lack of a better description) the mystical patterns of magic and life itself. Mysticism covers many areas that do not fit neatly into Mages Guild definitions, such as the detection of animals or enchanted items, the power of telekinesis, and teleportation, though there are as many philosophical aspects to the school as there are practical.

n'wah - a derogatory Dunmer term

necromancy - while a legitimate school of magic elsewhere in the Empire, it is strictly forbidden in Morrowind and punishable by burning at the stake

Nerevar - a legendary Dunmer hero, consider a patron saint of warriors by the Tribunal Temple; according to legend, Nerevar was the warrior who defeated Dagoth Ur

Nerevarine - according to Ashlander legends, the Nerevarine is the reincarnation of the hero Nerevar who is destined to unite the Ashlander tribes and the Great Houses and do battle once more with Dagoth Ur and slay him; the legend and associated prophecies of the Nerevarine are considered heresy by the Tribunal Temple, and efforts to spread them are punishable by burning at the stake

netch - a large invertebrate that floats through the air in herds, prized for their hides which are used to make netch leather armor

nix hound - an insectoid creature that roams Vvardenfell, usually in small packs, characterized by their large lower mandibles and their thick green shells

Nord - a race of Men from the country of Skyrim, characterized by their pale skin, blonde hair, and preternatural immunity to cold

ogrim - a giant Daedra in the service of the Daedra Lord Malacath, notable for their incredible strength and their equally incredible stupidity

Orc - a race of sapient beings from Orsinium, characterized by their green- gray skin, sharp teeth, great strength, and particularly offensive stench

Ordinators - the guardsmen of the Tribunal Temple and the city watchmen of Vivec and Almalexia

outlander - a term used by Dunmer natively born and raised in Morrowind to denote all foreigners, often used to differentiate between natively born Dunmer and Dunmer born in other parts of the Empire

Red Mountain - a volcano in the center of Vvardenfell, inactive until recently, but currently giving off large amounts of ash and dust periodically. The dust seeming to contain a number of diseases including corprus; according to legend, the site of the battle between Nerevar and Dagoth Ur, and Dagoth Ur's current lair

Redguard - a race of Men from the country of Hammerfell, characterized by their dark brown skin, tightly curled black hair, and their masterful swordsmanship

Redoran - one of the five Great Houses of Morrowind, their holdings in Vvardenfell located in the northwestern portion, stretching from Ald'Ruhn north to the fishing village of Khuul

Restoration - the branch of magical study that involves the healing arts, mending flesh and bone, removing curses and disease, and replenishing spent magicka

Sadrith Mora - an Imperial outpost near the Telvanni district capital of Tel Mora

saltrice - a foodstuff grown in the marshy areas of Morrowind

scamp - a small cowardly Daedra that serves the Daedra Lord Mehrunes Dagon, characterized by their short stature, long pointed ears, and their needle sharp teeth

scrib - a small larval form of the kwama, possessing a paralytic bite, its meat is commonly turned into a nutritious though slightly bland jerky

septim - a single gold coin, the common unit of currency in the Empire

Septim - the name of the ruling family of the Empire, the current Emperor being Uriel Septim VIII

serjo - (pronounced SER-ah) a term of respect, applied to either male or female individuals

shalk - a large insect native to Morrowind that sprays a resin which, mixed with salivary juices from the mandibles, produces a flaming stream which injure its prey; the resin by itself can be harvested and is used in the production of chitin and bonemold armors

shein - a local Dunmer grain alcohol made from saltrice

Sheogorad - an archipelago of small islands along the north coast of Vvardenfell, notable for its large number of Dwemer ruins, Daedric shrines, and the Tribunal Temple's Sanctus Shrine

Sheogorath - a Daedra Lord commonly associated with madness

silt strider - an enormous insect domesticated by the Dunmer, used as a means of long distance transportation of passengers and cargo between cities in Morrowind

skooma - a highly addictive liquid distillate of moon sugar with more pronounced narcotic and hallucinogenic properties, though it appears to also give consumers a marked increases in strength

slaughterfish - a long thin predatory fish that inhabits the waterways throughout Morrowind

Smuggler's Coast - the northwestern coast of Vvardenfell stretching from Khartag Point north to the village of Khuul

Sotha Sil - one the three god-kings of Morrowind, though he has not been seen by mortals in several centuries

Soltsheim - a large island northwest of Vvardenfell, site of a recently established Imperial colony

sujamma - a strong Dunmer liquor distilled from the comberry, invigorating the drinker's strength considerably but intoxicating to the point where the drinker is almost incapable of cognizant thought

s'wit - a derogatory Dunmer term

Tamriel - the common name for the Empire of Tamriel; a hegemony of various kingdoms under the rule of the Septim dynasty

Tel Mora - district capital for House Telvanni, located near the Zafirabel Bay archipelago

Telvanni - one of the five Great Houses of Morrowind, their holdings in Vvardenfell localized in the collection of small islands that comprise the Zafirabel Bay archipelago on the eastern coast of Vvardenfell

Tribunal - the collective name of the three god-kings of Morrowind

Tribunal Temple - the church dedicated to the worship and service of the Tribunal

Urshilaku - one of the four Ashlander tribes of Vvardenfell, their main encampment is in the Ashlands along the northern coast

Vivec - one of the three god-kings of Morrowind; the name of the holy city where Vivec resides, which also serves as the district capital for the interests of the King of Morrowind

Vvardenfell - a district in the Imperial province of Morrowind; a large island that was set aside as a "religious preserve" as part of the terms of the treaty that incorporated Morrowind into the Tamrielic Empire

winged twilight - a powerful Daedra in the service of the Daedra Lord Azura, characterized by their broad wings and bluish skin

Zafirabel Bay - a large deep bay on the eastern coast of Vvardenfell

Zainab - one of the four Ashlander tribes of Vvardenfell, their main encampment is located in the southern part of the Grazelands near the Molag Amur region