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Norianwe
Location Isle of Balfiera
Race High Elf Gender Female
Health 15000
Reaction Friendly
Other Information
Follower The Gates of Adamant
Faction(s) Direnni
Norianwe

Norianwe is a High Elf scholar of Clan Direnni. Functionally, her role is to be a guide to the player to allow them to understand the game's mechanics.

Related QuestsEdit

Skills and AbilitiesEdit

Focused Healing
Norianwe will heal you with a weak beam of magic if you're missing health during the fight against Shyazzel.

Quest-Related EventsEdit

After you finish creating your character, she will call out to you in your cell:

Norianwe: "You're awake? Thank the stars."

She will tell you that you're on the Isle of Baliera and a Daedra has been causing chaos on the island. She will free you if you help her stop Shyazzel:

"There you are, on your feet.
I know magical translocation can really upset the stomach. Just take a moment and get your bearings, all right?"
Where am I?
"The Isle of Balfiera. Home of Clan Direnni.
I apologize for the cramped accommodations. We pride ourselves on courtesy, but circumstances here have taken a turn for the bizarre. I needed to make sure you weren't a danger to yourself or others."
Can you let me out?
"You might not be so eager to escape once you hear what's going on. You arrived via a portal, along with a Daedric beast called Shyazzel. It seized control of our golems and unleashed them on the island.
If I free you, will you help me stop Shyazzel?"
Yes. Set me free and I'll help.

Then she proceeds to unlock your cell.

Norianwe: "Wise choice. Just give me a moment."
Norianwe: "There. That should unlock the door."
Norianwe: "When you're ready, follow me."

Follow her to the side, and she will introduce herself:

"There you are, free as a spring cricket. I hope you intend to keep your word. We'll need each other out there—of that I'm certain.
The name's Norianwe, by the way. Of Clan Direnni. Pleased to make your acquaintance."
Where are we headed?

You will need to head to the Keywright's Gallery and at the same time pick up a weapon. You can ask her questions about the gallery:

"We're bound for a place called the Keywright's Gallery. But first, I need to know you can defend yourself. Hurtling through the Aurbis and falling flat on your ear left you a bit scattered.
Find a weapon and we'll work out the cobwebs. Fair?"
Sure. But I have some questions.
"Of course. I can't promise total transparency, but I'll be as forthcoming as I can."
You mentioned a Keywright's Gallery. What is that place?
"The Keywright's Gallery is an ancient substructure of Balfiera Island, built long before my clan arrived."
Why is it called the Keywright's Gallery?
"On account of all the doors.
The Gallery's full of ancient gates, each with some arcane connection to places in Tamriel and beyond. Once the gates came to life, rifts opened. You fell out of one of them. The Daedra, Shyazzel, emerged from another."
How did you escape?
"I cast an incantation of the Steed, snatched you up, and fled as fast as my feet would carry me. I heard the Daedra cursing, followed by some kind of explosion, but I didn't look back.
I hope the Gallery is still standing."
You said something about golems. What's going on here, exactly?
"Would it frustrate you to hear that I have no idea?
We Direnni are cautious by nature, so the Isle of Balfiera has many defenses. Magical stone guardians protect many of our sacred sites, but somehow this Daedra found a way to turn them against us."
Can you describe the Daedra, Shyazzel?"
"Ugh. Do I have to?
If I recall my studies correctly, I'd say it's a Harvester—a huge serpentine creature that feeds on souls and magicka. If it finds a way to consume the energies of the Gallery, we will be in very serious trouble."
What are you doing here?
"Nothing irresponsible if that's what you're asking.
I'm a member of Clan Direnni's intelligence guild, the Sinderill. More scholar than spy, I assure you. I was conducting some research in the Gallery, then … pop. You and that monster arrived."
Why were you studying this place?
"The Gallery's always been a place of special interest for the guild, but we never quite cracked how it worked.
Despite the dangers, this is our greatest breakthrough to date! The guildmaster will be ecstatic, provided we get it under control."

If you talk to her at this point before taking any weapon:

"Choose any weapon that strikes your fancy. I can't speak to their quality, but they seem sturdy enough to dispatch a beast or two."

After taking any of the weapon offered:

Norianwe: "Larger weapons like staves and greataxes will take both hands to use. You can pair smaller weapons with a shield or another weapon of that size. The choice is yours!

Talking to her before equipping the weapon:

"No use letting that weapon rattle around in your pack. Equip it, then I'll help you work out the cobwebs."

Once you've equipped your weapon:

Norianwe: "Yes, I think that one suits you. If you change your mind, feel free to take any other weapon you want. Now, let's find a spot to practice."

Norianwe then will take you to the next room, where she will conjure a guardian in the form of an animated armor for you to spar with:

Norianwe: "This is as good a place as any. Now, prepare yourself …."
Norianwe: "While I conjure up a dance partner."
Norianwe: "Let's begin."

If you talk to her before engaging in combat:

"Nothing prepares you for moments like this. I'm glad you're here with me."

You will then learn your combat abilities on the target:

Norianwe: "Quickly now, strike the construct!"
Norianwe: "Well done!"
Norianwe: Hit it again!"
Norianwe: "Impressive!"
Norianwe: "Well done! Now faster!"
Norianwe: "Brilliant!"
Norianwe: "Attack!"
Norianwe: "Top marks!"
Norianwe: "Ready yourself! Block its strikes!"
Norianwe: "Quick! Strike while it's off balance!"
Norianwe: "That's the way! Well done!"
Norianwe: "Block its strike!"
Norianwe: "Strike hard now!"
Norianwe: "You're a natural!"
Norianwe: "Keep up the defense!"
Norianwe: "Use your heaviest attack!"
Norianwe: "Raw strength, that! Wonderful!"
Norianwe: "Protect yourself!"
Norianwe: "Give it everything you've got!"
Norianwe: "Now, some foes will try to restrain you."
Norianwe: "Quickly! Break free!"
Norianwe: "Be ready to break free!"
Norianwe: "Again, make ready!"
Norianwe: "Prepare yourself!"
Norianwe: "Now, bash the construct before it strikes!"
Norianwe: "Now, press your advantage with a heavy attack."
Norianwe: "Again! Halt its attack!"
Norianwe: "Excellent! Now, lay it on!"
Norianwe: "Interrupt now! Before it strikes!"
Norianwe: "Swiftly, now! Interrupt it!"
Norianwe: "Now, press your advantage!"
Norianwe: "When your enemy prepares an attack, strike!"
Norianwe: "Good, now destroy it!"
Norianwe: "Well done! Come speak with me for a moment."

You may then speak with her, and ask to train some more:

"With moves like that, the Daedra doesn't stand a chance!
Yes, I'd say we're ready to set out."
I'd like to practice combat again.
"Very well. Step back and I'll summon another guardian."

Or you may move on:

Where are we headed now?
"To reach the Keywright's Gallery, we have to make it out of this ruin and across a wide field full of the golems I mentioned.
With any luck, we'll be able to slip past them. But I'm not all that lucky. So, I'm sorry in advance."
All right, we'll head there next. What can we expect to encounter in the Gallery? / What can we expect to encounter in the Gallery
"Well, it begins with a door—the first of many.
The only way to access the Gallery is through a mysterious gateway. Once we pass through that initial door, we'll step into a huge vault. This is the part that worries me most."
Why does it worry you?
"I believe Shyazzel, the Daedric creature that's causing all this mischief, may have nested itself in there. So be prepared to fight."
Will dealing with Shyazzel pacify the golems?
"I can't say anything with certainty, but ridding the world of an otherworldly abomination can't hurt, right?
Its influence might linger for a time, but the golems should return to normal before too long. Hopefully."
Let's go.
I'd like to practice combat again before we set out. (Resumes training)

You can talk to her again before continuing outside.

"Let's be on our way.
A word of warning, though: some of the golems may wander the halls ahead. There shouldn't be many of them, but as my master used to say, prudence is victory's prophet! Sorry. He was very keen on weird proverbs."

In the next hall, you'll find a golem trying to break into the Balfiera Armory.

Norianwe: "One of the stray golems. We might want to sneak past it."

As you approach to the last corridors before the ruin's exit door.

Norianwe: "Almost there. Let's hurry!"

Outside in the courtyard:

Norianwe: "Right. The entrance to the Keywright's Gallery should be east of here. Let's set out."

You can then talk to her.

"Stay on your guard, my friend. These golems can't be reasoned with, and there are lots of them!"

While travesing your way to the Keywright's Gallery she might say:

Norianwe: "Careful! Game wardens often set traps around here."
Norianwe: "The Keywright's Gallery is in here. Let's head inside."

Inside the Gallery Foyer, she will run upstairs to a shard:

Norianwe: "Well, this is upsetting."

The skyshard was cracked which has made the gate unlock. She suggests finding another shard to get past the obstacle:

"Jephre's bones. The surge of magicka created by the portals you came through … it must have cracked this skyshard. Without a functioning skyshard this gate remains locked and there's no way for us to proceed.
Damn."
Is there any way to fix it?
"Unless you have a set of enchanting tools and a working knowledge of meteoric empowerment theory, no.
There's nothing for it. We need to find a replacement."
Where can we find a replacement skyshard?

You can ask further questions about skyshards:

"I saw one in a vault just south of here a few days ago, but it was flanked by one of the island's more powerful golems.
Normally, I'd say we should search for another option. But given the circumstances, I think we have to risk it."
All right, let's find that skyshard. Can I ask you something before we set out?
"Of course. Let's not tarry too long, though."
What are skyshards, exactly?
"Giant clusters of meteoric glass. They fall from Aetherius, charged with raw and very potent magicka.
Mages use skyshards in all kinds of rituals and experiments. We Direnni use them as a power source."
What kind of golem did you see near the skyshard?
"It's a monstrous sentinel called a gargoyle.
I've never seen one fight, but by all accounts they are far more powerful than the golems we've faced thus far."

You can talk to her again before:

"I don't know why, but skyshards tend to fall in inconvenient places. Just one of Tamriel's cruel jokes.
Let's snatch it up quick."

Once outside:

Norianwe: "All right. Do you see that vault to the south? The skyshard is there."

Once inside, you approach the skyshard as a gargoyle appears to protect it:

Norianwe: "There it is! The skyshard!"

You can talk to Norianwe before facing it:

"There's the skyshard! We'll have to bring down that stone guardian if we want to reach it!"

As you face the gargoyle, Norianwe will aid you with cues to avoid the monster's attack:

Norianwe: "Move, now!"
Norianwe: "Dodge quickly! To the side!"
Norianwe: "Get out of the way now! Counter, and kill!"
Norianwe: "Roll to the side!"

Once defeated you can talk to her: "Well fought! Grab the skyshard and let's get moving."

As you interact and absorb the shard:

Norianwe: "What? Did you just absorb the energy of that shard? Incredible. Not quite what I intended, but we can work with this. Let's head back to the gate."

If you speak to her now:

"We should hurry back to the gate. We don't have the skyshard, but we do have a spark of Aetherial energy. That's the important bit!"

Back inside the Gallery Foyer:

Norianwe: "All right, moment of truth. Focus on the skyshard aperture. With any luck, it'll respond to the power you absorbed and unlock the gate."

Speaking to her before repairing the gate:

"Even a spark of Aetherial energy should be enough to open the way for us. Reach out to the skyshard and let's hope it responds."

When you repair the gate:

Norianwe: "Ha! You did it! Let's speak for a moment."

She will advise you to finish anything before you confront the Daedra:

"I'm afraid we've reached the really scary bit. The Daedric creature responsible for all these portals waits just beyond that gate.
If you have any other preparations to make, make them now."
Do you have any advice on how to slay this thing?
"Again, I'm just a scholar. But I'd encourage you to remember what we practiced before. Keep moving, strike true, and exploit any opening the creature gives you!"

Talking to her again:

"Come on, then. Let's face this thing before I lose my nerve!"

Once you enter the Daedra's nest:

Norianwe: "There it is! Send it back to Oblivion!"

Speaking to her before combat:

"Remember what you learned before. Send this creature back to Oblivion!"

When you defeat Shyazzel, she will then run inside the gallery:

Norianwe: "You did it! Hopefully the Gallery wasn't too badly damaged. Follow me!"

Talk to her inside Keywright's Gallery: "Well, that was thrilling! Now, we should make our way to the central chamber of the Keywright's Gallery!"

As you continue through the gallery, she will marvel at the gates to the various locations in Tamriel:

Norianwe: "By all the stars …. Look at the central column! I had no idea it was concealing something like this! Let's get a closer look."
Norianwe: "This is the Keywright's Gallery, but not as I remember it."
Norianwe: "Now I see why we never managed to unlock the gates. Their power comes from this arcane helix! Amazing!"
Norianwe: "With the helix exposed, these gates can finally reopen! Perhaps not all of them at first, but enough to reach most of Tamriel."
Norianwe: "The question for you, I suppose, is where to first?"

You will speak to her and she will say it is up to you to decide where you want to travel to start your journey:

Normal dialogue:
If the player exited dialogue before completing the quest:
"Can you believe this? Just look around. With this arcane helix exposed, the chamber is positively crackling with magic!
The Keywright's Gallery has come to life! And I finally think I know why."
What did you mean? Why did it come to life?
"Because of you!
Matters in Tamriel are bleak. War rages in Cyrodiil, Daedric Princes conspire, Dragons ride the winds of Elsweyr …. The Second Era needs a savior. I believe the Gallery—perhaps even the Adamantine Tower itself—chose you."
What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you."
"The Keywright's Gallery roars back to life, and I'm the one who sees it first. Plain, boring Norianwe! Can you believe it?"
What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you."

DialogueEdit

After completing the quest, you can ask her about what entails behind the gate you choose:

"So, have you chosen where to go? What region of the world strikes your fancy? Not everyone gets to pass instantly from one side of Tamriel to another, you know. This is quite a gift!"
Do you plan to use any of these doors? / Do you plan to use one of the doors as well?
"What, me? No, I've got work to do! The Sinderill will want every bit of this place searched and studied. Since I did the discovering, I'll probably end up leading the effort!
Adventure abroad sounds all well and good, but my place is here."
Do you really think fate brought me here?
"Well, fate's sort of a clumsy way to put it. No offense!
Honestly, we may never know why you were chosen. But I believe there was intention here. Something, whether it be the stars, the Gallery, or the Tower itself placed you here for a reason."
And Shyazzel? What brought it here?
"Perhaps it followed you to prevent you from reaching your … well, destiny sounds a bit too grandiose. Let's just say to stop you from reaching your potential.
Then again, maybe the power of this place brought you here to stop Shyazzel."
I guess we'll never know.
"Probably not. But what's a life without unanswered questions? Right? Boring if you ask me."
Do you think you'll ever unravel the mysteries of this place?
"Ha! An Elf can hope. Answering that question will probably keep me occupied for the next hundred years.
Is the helix connected to the Adamantine Tower? How does it perceive distant corners of Tamriel? I may never understand it, but I'll do my best."
Any thoughts on where I should go?
"It is a bit overwhelming, isn't it? The whole of Tamriel stretched out before you.
We could start with the political considerations. Three great alliances vie for control of Cyrodiil. Does the fate of the Pact, Covenant, or Dominion interest you?"
Yes, I would like to travel to alliance territory. / I think I might want to visit alliance territory instead.
"Excellent.
You can visit Stros M'Kai in Daggerfall Covenant territory, an island called Khenarthi's Roost that the Aldmeri Dominion set its eyes on, or the Ebonheart Pact's domain."
No, I'd like to travel outside the borders of the three alliances. / On second thought, I might want to travel outside the borders of the three great alliances.
"I don't blame you. Inter-provincial intrigue is the basis of my whole profession, and even I find it tiresome after a while.
I suppose that widens the map a bit."
Where else could I find adventure?
"Well, as I said before, threats to Tamriel have grown like weeds practically everywhere.
Would you prefer to spend time among my Elven kin, the Khajiit of Elsweyr, or men of the north and south?"
What can you tell me about Elsweyr?
"According to our spies, the land of the catfolk is in sorry shape. Imperial holdouts sit upon the throne and a rage of Dragons spilled out of the Halls of Colossus, burning everything in their path.
If it's adventure you seek, you'll find it there."
Elven kin? Where can I visit the Elves? / You mentioned Elves, too. Where can I find them?
"If you take the gate to Vvardenfell, you can meet the Dark Elves and maybe even their god-king, Vivec.
You could also travel south to Summerset Isle—our ancestral home and the primary seat of power for the High Elves."
Is there work to do on Summerset Isle?
"Always! Though the natives don't make it easy.
High Elves of Summerset don't share the Direnni's pragmatism. They're often too proud to ask for help. But our agents reported some strange activity around the Crystal Tower. It's probably worth a look."
What's going on in Vvardenfell?
"Squeezing information out of the Dark Elves is delicate business. To be honest, we know far less about what's going on in Morrowind than we should.
I can tell you that Vivec put out a summons for heroes recently. That's worrying."
Tell me about the men you mentioned. / Can you tell me about these realms of men you mentioned?
"Certainly.
One of these gates appear to go to Western Skyrim—a hermitical kingdom of Nords led by King Svargrim. The other leads to Blackwood, at the southern tip of Cyrodiil. Imperial remnants rule there."
What's happening in Western Skyrim?
"The Nords of Western Skyrim are … inhospitable. To put it lightly. Even so, we've been able to glean a few things.
I've read reports about increased vampiric activity in the region. Never a good sign. They need stout adventurers to deal with it."
What's the situation in Blackwood?
"Our agents are investigating a handful of strange Daedric structures hidden away in the swamps near Gideon and Leyawiin.
I honestly couldn't tell you how they got there, but the presence of Daedric anything in Tamriel is always cause for concern."

Interacting with the gates will give you commentary about the zones from Norianwe.

Alliance ZonesEdit

  "That's Khenarthi's Roost—a Khajiiti isle with emerging ties to the Aldmeri Dominion. Sea Elves have been flexing their muscles in that part of the Topal Bay. Competing interests could lead to bloodshed.
Someone like you could set things right."


  "Stros M'Kai. It's a fascinating island with rich Dwarven and Redguard history. Alas, it's been largely overrun by pirates.
If the Gallery elected to open a portal to the island, something extraordinary must be occurring there. So? Ready to set out?"


  "It appears this one leads to Bleakrock—a frigid Nord holding north of Eastmarch. For this gate to choose such a remote location … something important must be taking place there. The Gallery is beckoning you to face it.
Ready to brave the cold?"

Chapter ZonesEdit

  "This portal leads to Vvardenfell. Fascinating, given that the Dark Elves only recently opened it to outsiders.
Our spies indicate there might be something wrong with the Dunmer's god-king, Vivec. Anything capable of that is a threat to everyone."


  "Summerset Isle, the ancestral home of all Elves. Fair warning—our cousins in the Aldmeri Dominion can be a prickly bunch, but our spies indicate something is amiss at the Crystal Tower. They need an outsider's perspective.
Someone like you."


  "This portal leads to Elsweyr. The home of the cat-folk is well-worth [sic] visiting, especially in light of recent events. Reports indicate that Dragons reemerged there. Dragons! Hard to believe, but it's true.
The Khajiit could definitely use your help."


  "Western Skyrim. A cold place inhabited by colder people. They may disagree, but those Nords need fresh perspective. A group of vampires have mounted a shadow-invasion [sic]. I hesitate to think on what they're planning.
If anyone can stop them, it's you."


  "Seems this portal leads to Blackwood—on the southern border of Cyrodiil. I read an intelligence report about a series of high-profile murders with links to the region. Daedric mischief, too.
A warrior like you could do some real good there."


  "This door leads to High Isle in the Systres Archipelago.
Our spies believe leaders of the Great Alliances will gather there for a peace summit, but this will draw conspirators. They could plunge Tamriel into deeper chaos … unless you stop them."


  "This door leads to the Telvanni Peninsula in eastern Morrowind.
The wizards of House Telvanni are known for secrecy and intrigue, but a shadow looms over all of them. A shadow filled with emerald eyes. Be cautious, adventurer."


  "This door leads to West Weald in southwestern Cyrodiil.
An area of wealth and prosperity, West Weald faces increasing tension. Between a fringe Wood Elf cult and the native Colovians, a cataclysmic confrontation approaches. Will you investigate?"

NotesEdit