Chimer

The Chimer

Culture

The Chimer were the Velothi Elves who abandoned Summerset in the Merethic Era to follow the prophet Veloth into exile. They sought freedom from Aldmeri stasis and worship of the Aedra, turning instead to the Daedra, whom they believed embodied truth, power, and freedom. This choice defined their culture: rebellious, ascetic, and driven by prophecy.

Chimer society was originally tribal and nomadic, formed around Veloth’s followers as they journeyed eastward. They valued piety, sacrifice, and devotion, seeing suffering as a path to clarity. Settling in Resdayn (later Morrowind), they forged new communities bound by Daedric veneration and Velothi teachings. Their temples and shrines dotted the land, blending Elven artistry with austere reverence.

Religion was central. The Chimer revered the Good Daedra — Azura, Boethiah, and Mephala — while respecting but fearing the Bad Daedra. Azura taught prophecy and fate, Boethiah championed struggle and ambition, and Mephala whispered secrets of plots and webs. Ancestor worship was equally vital: families honored their dead, invoking their wisdom and guidance. Unlike the Aedra, the Daedra were present and immediate, their gifts tangible.

Daily life emphasized austerity. Food was simple: ash yams, saltrice, kwama eggs, and hunted meat. Clothing was functional but ornamented with religious symbols. Families were tight-knit, often organized into clans, with loyalty to kin and Daedra above all else. Labor was communal, guided by priestly authority. Art was symbolic, with murals, carvings, and poetry reflecting Daedric themes of struggle, change, and secrecy.

The Chimer were warriors as much as mystics. Conflict with Nords, Dwemer, and one another forged martial culture. Warriors trained with swords, spears, and bows, often consecrated to Daedric patrons. Sorcery blended seamlessly with combat, guided by Daedric teachings. To outsiders, Chimer seemed fanatical, but to themselves, they were chosen: a people of destiny, reshaping Nirn by will and faith.


History

The Chimer began as dissidents of Summerset, inspired by Veloth’s visions. Rejecting Aldmeri worship of Aedra, they undertook the Exodus, leaving their homeland for Morrowind. This migration defined them: exiles who embraced hardship in pursuit of truth. Their settlement in Resdayn brought them into conflict with Nords and Dwemer, forging identity through struggle.

In the Merethic Era, they fought wars with the Nords, eventually expelling them with the aid of the Dwemer under Dumac. The alliance between Chimer and Dwemer under Dumac and Nerevar promised unity, but philosophical divisions remained: Chimer bound to Daedra, Dwemer devoted to reason and the Heart of Lorkhan.

In 1E 700, the alliance collapsed at the Battle of Red Mountain. Nerevar, Dumac, Dagoth Ur, and Kagrenac all played roles in the conflict, the details disputed in legend. Kagrenac’s use of the Heart of Lorkhan threatened divine balance; Nerevar opposed it. In the aftermath, Azura cursed the Chimer for betraying her teachings and Nerevar’s trust. Their golden skin turned to ash, their eyes to fire, transforming them into Dunmer.

This moment ended Chimer identity and began Dunmeri history. The Tribunal, using Kagrenac’s tools, ascended to godhood, becoming Vivec, Almalexia, and Sotha Sil. The Chimer were no more — but their legacy remained in Dunmer religion, ancestor worship, and devotion to Daedra. Their faith, exile, and suffering shaped Morrowind forever.


Other Information

Physiology:
Chimer resembled Altmer but with striking golden skin and sharp, angular features. Their eyes were bright and piercing, often golden or amber. Their builds were lean and tall, reflecting shared Aldmeri heritage. They lived long lives, like other Elves, often lasting centuries. Their transformation into Dunmer was not physical death but a curse of identity, turning their appearance to gray skin and red eyes.

Architecture and Settlements:
Chimer settlements in Resdayn blended Elven artistry with Daedric austerity. Villages used stone, shell, and fungus, precursors to later Dunmer cities. Shrines to Daedra stood at the heart of communities, decorated with fire, ash, and symbols of fate. Their temples lacked Altmeri grandeur, emphasizing devotion over beauty.

Warfare:
Chimer armies were fierce and disciplined, guided by Daedric patrons. Warriors consecrated themselves to Boethiah for ambition, Mephala for strategy, or Azura for fate. They wielded swords, spears, and bows, often enchanted. Sorcerers and priests fought beside soldiers, blending magic and steel. Their wars against Nords and Dwemer forged identity as relentless fighters, hardened by faith and struggle.

Magic and Attitudes:
Chimer embraced magic as Daedric gift. Priests wielded illusion, destruction, and conjuration, summoning Daedra to aid them. Necromancy was taboo, seen as violation of ancestor bonds, but ancestor communion was sacred. Their philosophy emphasized struggle: life as trial, faith as weapon. They rejected the stasis of Altmer and the reason of Dwemer, choosing Daedra as their guides.

Naming Conventions:
Chimer names resembled later Dunmeri forms, often sharp and syllabic: Nerevar, Voryn, Veloth, Indoril. Clan names emphasized lineage: Indoril, Dagoth, Dres. Religious or prophetic titles were common, reflecting piety: “the Chosen,” “of Veloth,” “the Ash-bound.”

Relations with Other Races:
Chimer distrusted outsiders. They warred with Nords for territory, mistrusted Imperials, and despised Aedra-worshiping Elves as traitors to truth. Their uneasy alliance with Dwemer reflected pragmatism but collapsed in betrayal. Argonians were viewed as slaves or enemies. They saw themselves as chosen, destined to suffer and endure above others.

Art and Expression:
Chimer art emphasized symbolism. Carvings of Daedric runes, tapestries of ash and fire, and chants of prophecy defined their culture. Music used drums, horns, and chanting, often ritualistic. Their expression was austere, not for beauty but for devotion, reflecting faith and struggle.

Afterlife and Philosophy:
Chimer believed in union with Daedric patrons and ancestors after death. Azura promised prophecy and fate, Boethiah struggle and transcendence, Mephala secrets and webs. Ancestors were invoked as guardians of family. Philosophy emphasized exile: to suffer was destiny, to endure was honor. Their curse into Dunmer proved their worldview — that struggle defined existence.


Legacy of the Chimer

The Chimer no longer exist, but their spirit endures in the Dunmer. They were exiles, visionaries, and zealots, abandoning Aldmeri stasis for Daedric struggle. Their devotion birthed Morrowind’s culture, their wars forged resilience, and their curse defined identity. By 4E 201, they survived only in memory and transformation, but their legacy lived in every Dunmer temple, every ancestor tomb, and every prayer to Azura, Boethiah, and Mephala. Their legacy is exile as destiny: a people who chose suffering and became eternal through it.