Morrowind Mac Crossover
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.
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- I have vanilla GOTY Morrowind running smoothly through Crossover on my 2014 Macbook Pro, downloaded from Steam. I have heard its possible to mod the game on Mac, but its been stumping me. I downloaded the MGSO 3.0 rar file and extracted it with Zipeg to my 'Morrowind' file in Crossover that contains my esm files, exe files, etc.
- I have vanilla GOTY Morrowind running smoothly through Crossover on my 2014 Macbook Pro, downloaded from Steam. I have heard its possible to mod the game on Mac, but its been stumping me. I downloaded the MGSO 3.0 rar file and extracted it with Zipeg to my 'Morrowind' file in Crossover that contains my esm files, exe files, etc.
- Morrowind on Steam (and from anywhere else) is Windows only, so that doesn't work. It's possible to play Morrowind on a Mac, but that would require some third party software such as Wine or Crossover.
Ahemmusa - one of the four Ashlander tribes in Vvardenfell, their main encampment located along the coast in the northern part of the Grazelands
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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
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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
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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
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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
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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
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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