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Location Bthzark, Moriseli, Sentinel Mages Guild Tower
Graystone QuarryOrsinium
Brass FortressClockwork City
The ScrapsGreymoor
Ship The Spearhead, The Dawn Posset
Race High Elf Gender Male
Health 39,959
103,500 (While fighting Artisan Lenarmen)Morrowind
15,000 (When confronting Constable Baldan/In the Registrar's Office)Clockwork City
Reaction Friendly
Other Information
Follower The Heart's DesireMorrowind
The Strangeness of SehtClockwork City

Neramo is a High Elf who is initially found outside a Dwemer ruin called Bthzark on Stros M'Kai. After you help him, he will join Captain Kaleen's crew and participate in several quests in the Daggerfall Covenant questline.

He can then later be found on his own personal ventures in various regions in the DLCs. He owns a pet Dwarven automaton named Clanker.

Related Quests[edit]

Quest-Related Events[edit]

The Broken Spearhead[edit]

Neramo on Stros M'Kai

As you approach his camp, he will exclaim:

"It's right here. The Dwemer ruins unsoiled by bandits and thieves, yet I can't get inside."

You'll come across Neramo outside Bthzark west of Port Hunding where he has a small camp set up (map):

"The crystals are the key. The door itself would easily open if I could only—hello!
I hope you're not planning to rob me. I've nothing of value and you might not like being incinerated."
Captain Kaleen sent me. She'd like you to help with a big heist she's planning.
"I regret I must complete my work here before entertaining additional opportunities. I must find a way inside Bthzark!"

Buried Secrets[edit]

Neramo is also found at the aforementioned location if you have either not (yet) spoken with Captain Kaleen or if you have agreed to first find someone else for her, in which case the conversation from the previous section is skipped. Regardless, your interaction with Neramo will either continue or begin as follows:

"Miraculous. To think that the Dwemer of old Volenfell settled as far as Stros M'Kai!
My brother and I have scoured the ruin's exterior for some time now, but we have never been able to get inside."
Why do you want to get inside?
"Several reasons. One is that Headman Bhosek commissioned me to explore the ruins.
A fascinating aspect of Dwemer ruins are the ancient mechanisms to be found inside. Bhosek thinks to use them in Port Hunding. I need to get inside to investigate."
Perhaps I can help.

You can ask Neramo more about the Dwemer:

"An excellent suggestion. I believe this automaton can unseal the door, if it can be reassembled and controlled.
I have its control rod but two focusing crystals seem to be missing. Find them and I'll do the rest."

If he is the last person to be recruited in the process, he will alternatively say:

"An excellent suggestion. I believe this automaton can unseal the door, if it can be reassembled and controlled.
I have its control rod but two focusing crystals seem to be missing. They are nearby but the local creatures dissaude me from claiming them."
What can you tell me about the Dwemer?
"Some call them Dwarves—a race of brilliant artisans and metalworkers who possessed great ingenuity. They built vast underground cities filled with remarkable inventions. Now such works are all that remain of the Dwemer."
What happened to them?
"None can say for sure. Some believe they achieved divinity. Others claim they were consumed by some folly of their own. Perhaps both are true. But long ago they vanished, the entire race, leaving little but their marvelous treasures behind."
"Dim the gleam of avarice I see in your eyes. The treasure I seek is knowledge, worthless to any but a scholar. Those who help me acquire this can expect to be well-rewarded, however."

If you speak to him again before finding the crystals, he'll add:

"With the focusing crystals in hand, I can complete this control rod and safely reactivate the automaton. While you recover the crystals, I'll make the proper adjustments to the construct."

Once you've gathered the crystals, Neramo can be found outside the entrance to Bthzark:

"I've reassembled the spider, but I must be able to control it.
That reminds me—did you find the crystals?"
Yes, I have them right here.
"Splendid. Now, I just insert them into the rod like so. By the way, I hope you can destroy this mechanism if it attacks us."
Neramo uses a Dwarven Spider to unseal the entrance to Bthzark

Neramo will kneel down and fiddle with the Dwarven Spider next to him:

Neramo : "Let's see here …."
Neramo : "It works! I knew it would, of course."
Neramo : "Into the tunnel you go. Now to get that door open!"

The spider goes through the entrance and Neramo beckons you:

Neramo: "At long last—Bthzark! Come, we'll talk of our next move inside."

Inside the dungeon, he'll tell you:

"As you see, Headman Bhosek's trust in my skills was not misplaced. Nor was my faith in your prowess.
Will you assist me on another task?"
What do you need?
"Despite the age of these ruins, I suspect the usual defenses are in place. As I am averse to danger, would you explore the ruins to locate any Dwemer generators inside?"
Generator? What's a generator?
"Oh. I suppose I'm the only one who calls them that.
'Independently Apportioning Dynamo Core' is a mouthful, but the Dwemer built them to last for generations. I say "generators" to honor their enduring nature."
All right. Tell me what I need to do./What do I do if I find them?
"This control rod will keep our new friend loyal to you.
I suspect the generators have been damaged over the years. You'll need to escort the spider to each and bid it to repair them."
"Search for the source of the failure. Use the control rod to spur the spider to act. It will do the rest!"

Once you've completed the task, you'll find him in the central chamber:

"Excellent work. Bthzark breathes again!
Now for a personal project. How would you like to earn a little more coin?"
I'm listening.
"As you see, we are not the first to enter Bthzark. In truth, I accepted Bhosek's request to explore these ruins only because they contain something I want, something I believe others died trying to obtain."
What's that?
"Knowledge is the greatest treasure. The Dwemer guarded their secrets as a king protects his gold. In Bthzark, the Dwemer hid a set of schematics, mechanical drawings that I greatly desire to possess."
And you need my help to find them.
"An easy task. Those earlier explorers likely retrieved them, only to find themselves sealed inside Bthzark through some treachery. Their misfortune is my—our—gain. We must find where they perished."
Fine. Let's go.
"There may be more constructs waiting on the other side of this door. You go first."

If you try to speak to him before moving on, he'll remark:

"There is always more to learn where Dwemer are involved. Let us be off!"

Once inside the inner chamber, Neramo will become excited:

Neramo : "So. The schematics were here. Someone took them."
Neramo : "I doubt they escaped."
Neramo : "These writings could prove crucial to understanding the schematics."
Neramo : "My brother should be able to decipher these. Interesting."
Neramo : "Continue looking for the schematics. I'll meet up with you shortly."
"I was just coming to, er, help you."

Neramo leaves you alone in the chamber do deal with the constructs and search for more clues. Make your way through and you'll find Neramo outside the dungeon:

"Ah, there you are! I was just coming to, er, help you.
I hope you found what we were looking for."
As promised, I have your drawings.
"The schematics are mine at last! Splendid.
This places me in your debt. What would you ask of me in return?"
Help Captain Kaleen with the heist she's planning.
"I hear Kaleen intends to head toward the isle of Betnikh. The ruins there greatly interest me. But first, I will assist you in this heist."

Neramo will open a portal and step through it:

Neramo : "I must get the schematics to my workshop. Join me if you wish to return to town.
Come, Clanker."

Tip of the Spearhead[edit]

If you haven't met Kaleen yet, he will direct you to her first:

"There’s a captain in town planning a profitable heist. If you drop my name, she may let us join her."
Who is this Captain you mentioned?
"Captain Kaleen. Word reaches my ears from many on Stros M’Kai, and some insist she plans a profitable heist.
Look for her in the Screaming Mermaid. Tell her that you and I will assist her in this endeavor in exchange for passage on her ship."
I’ll find her.

If you completed the previous quest before starting the heist, you'll find Neramo upstairs in Captain Kaleen's Hideout:

"The Dwemer were wonderful machinists. We could learn much from studying their works."

Once you've heard Kaleen's plan, you can ask Neramo for assistance:

"Oh. Yes, hello. This is fascinating. Did you know the Dwemer had devices to rapidly mince fruit?"
Neramo, can you help me get to Bhosek's lockbox?
"I can offer help with the guard, perhaps. You wish to deal with him quietly, correct?"
What's your idea?
"I removed this device from Clanker. When pressed, it produces quite the incapacitating shock.
If you would test it for me, preferably on a living subject, I would be grateful."
I'll take it. Thanks Neramo.
"Let me know if there are any lingering effects. Twitching, mainly. I'm quite curious about the twitching."
That sounds dangerous. I'll handle the guard my way.
"Of course. I have no doubt you'll be up to the task."

Once the heist is completed and everyone is on board the Spearhead headed for Betnikh, he'll say:

"When active, Dwemer spiders have an extraordinary capacity for learning.
Now I have to stop Andrilion from teaching Clanker to bring him drinks."

Tormented Souls[edit]

Speak to Azlakha on the way to Moriseli and she'll tell you that Neramo is already investigating the site:

"Ahh, my old friend! Couldn't resist another exploration?
Be mindful, this one may be a touch more dangerous. Foul necromancy is at work here."
I heard you were here. What's going on?
"The mysteries of Nirn span beyond the Dwemer. The Ayleids fascinate me in equal measure. I had to see this place for myself.
The more vexing mystery at present, however, lies with these Orc spirits."
The spirits?
"Even you must have noticed the ghostly figures in the field. This is no ordinary haunting. Something brought them back and binds them here.
I suspect the answer is inside the catacombs."
Perhaps we should investigate.
"Indeed you should. The ruin is sealed magically, but it is a minor challenge. I shall unseal the door for you and await your return. My research is best done in safety."
I'm ready.
Neramo: "Just like old times, isn't it? I do like to have such a useful too— uh, ally, with me."

Neramo walks over to the entrance and cast a spell to unlock the door:

Neramo: "A proper application of magic to these stones … and the way is open!"

Speak to him before entering and he'll comment:

"You proved yourself capable in Bthzark. I trust you can handle whatever this ruin holds. I will remain at a safe distance."

At the end of the ruins you'll find him waiting with Andrilion, Ellashana, and Vimy Lacroix, where he'll say:

"Superbly done, as expected. I'll just take a look around now that you've cleared the way."

Carzog's Demise[edit]

Outside Carzog's Demise, Neramo will come running up to address Lambur:

Neramo: "The cultists have somehow sealed the doors with the welkynd stones."
Lambur: "Find a way into the ruins."
Lambur: "I need to find Kaleen!"

Lambur will then run off again towards the port.

Speak to Neramo and he'll say:

"The Orcs are being routed by a spirit army. The Bloodthorns have tapped into a power I've never seen before."
Neramo, how do I get inside?
"The crystals around the door are activated by three Welkynd stones in the ruins. I think I can handle one of them, but you'll need to deal with the other two."
I'll do my part.

Neramo will run into the ruins and get lost in the retreating soldiers.

Inside the Inner Sanctuary you'll find Neramo along with Captain Kaleen and the rest of the crew. You can hear the captain speak to Neramo about what's next:

Captain Kaleen: "What's the plan?"
Neramo: "Vardan is in the spirit realm, beyond the portal. He has the relic, and we must get it!"
Captain Kaleen: "We'll hold here, as long as it takes."

Speak to Neramo:

"I suspect that Vardan died when the portal closed. The body cannot survive without the soul."
What can you tell me, Neramo?
"The Bloodthorns created a portal to the spirit realm with this Welkynd stone. Vardan is on the other side, commanding the spirits slaying the Orcs. He's trapped over there since we closed the portal."
How can we stop him?
"Without the Breton ritual Vardan used, only one without a soul can cross the portal. That means you.
You must activate the Welkynd stone, enter the spirit realm, and kill Vardan."
I'm ready.

You'll instantly be transported into the spirit realm.

The crew of the Spearhead discuss the relic's fate

Defeat Vardan and you'll return to the mortal realm to witness a schism among the crew:

"This is a great moment! You will assist me in the study of this object, won't you?"
I can't just give you the relic.
"Why not? I'm the only one who might discover how it works. You can't hand it over to the fools who run the Covenant. Destroy it rather than that."
I haven't decided yet.
"Give it to me or destroy it. Those are the only choices I will accept."

If you decide to keep the relic, he'll only say:

"You're going to hand the relic to those fools? I cannot remain with someone who would make such a choice!"

Back in Daggerfall, he'll say:

"I will be blunt. You were a fool to trust a relic that powerful to these Bretons. If they do not use it for evil, they will harm themselves through their ignorance.
I believe I am done with both you and Captain Kaleen."

If you chose to banish the relic, he'll say:

"I'm satisfied that fools won't be allowed to tinker with the relic, but I regret the lost opportunity to study it."

In that case, he'll also be more eager to speak with you in Daggerfall:

"I wish I could have retrieved that Ayleid relic for study, but you were wise to destroy it rather than place it in Breton hands.
I realize Kaleen disagrees with your decision, but never doubt it was the right one."
Appears only with Orsinium

Quarry Conundrum[edit]

You can encounter Neramo at Graystone Quarry during this quest.[verification needed — where?]

If you met Neramo previously on Stros M'Kai, he'll greet you as an old friend:

"Ah, what a surprise! Bthzark! Seems like we explored that place only yesterday!
You do remember? Stros M'Kai, Dwemer ruins, that adorable animunculus Clanker? Those were good times. But now, to business!"

Otherwise he'll just say:

"Amazing! You were actually able to navigate the Dwemer defenses? You must either be exceptionally strong or exceedingly lucky. Either way, I can make use of that."
You're the High Elf working with the Orcs?
"Ah! So you've met them. I really do feel awful about what happened.
I offered my help because I suspected that the ruins of Mzindyne were down here, but I never expected such powerful defenses. This place is remarkable!"

You can ask him what he's been doing since Stros M'Kai if you've met previously:

What have you been up to since Stros M'Kai?
"Ah, the Bthzark ruins! That was an adventure! Since then, I've been traveling, exploring.
But it's good to see you again! And I could really use your help. The ruin's defenses are some of the most powerful Dwemer apparatuses I've ever encountered."
Defenses? You mean the constructs?
"Yes, but I was referring to the fog. It was a most curious thing. As soon as we unearthed the door to this place, a heavy fog set in and the Dwemer spiders swarmed us.
I know how to handle Dwarven constructs. The Orcs, sadly, do not."
Do you have a plan for dealing with the constructs?
"These Dwemer systems are as sophisticated as they are ancient. I'm not sure we can disable the constructs now that they're fully operational, but we may be able to control them.
All we need to do is find the construct control center."


"My control rod can only handle a few constructs at a time. The scale of this place is well beyond its capabilities. There may be an,alternative, however.
If we can find the construct control center, we may be able to take command of the constructs."
I'll look for the control center.
"I'd love to accompany you, but I have more research to complete. Mzindyne has its own idiosyncrasies and unique features.
Give me enough time and I'm sure to discover something that will benefit us in the long run."
The Orb of Illumination

As you approach the Orb of Illumination, he'll call out:

Neramo: "Fascinating!"
Neramo: "This is … unexpected."
"Our paths cross again, thank the Eight! It's amazing how often good research leads to remarkable discoveries.
Since we parted, I have come to the conclusion that this is an automated quarry. Like the Orc pit above, only much more sophisticated."
That's an impressive-looking machine behind you.
"Isn't it, though? That's what we in the business call a remarkably well-preserved 'Orb of Illumination.'
I believe this Dwarven device may contain the key that allows us to bring Mzindyne's defenses under our control."
How does an Orb of Illumination work?
"Think of the device as a gigantic combination lock. These emitters shine light upward toward the various lenses attached to the rings. If you rotate the lenses to a specific orientation, the device should unlock."
How do we know what the correct orientation is?
"Trial and error, like any other scientific endeavor. But be sure to keenly observe every rotation of the rings. That's the key to our success!
We can manipulate the three kinetic resonators to adjust the lenses and rotate the rings. Follow me!"
"This is one of the most complex Dwemer devices I've ever encountered.
To reiterate, we need to strike the kinetic resonators to rotate the rings and align the lenses to the beams. If you run into trouble, just use that lever to reset the rings."
Any advice on how this blasted machine works?
"After watching you intently, I believe that you need to rotate the rings until the three lenses align with the beams of light.
Have you noticed how each resonator rotates two rings at a time? How strange the Dwemer mind must have been!"
You don't say.
"I understand your frustration. This is a challenge! I have deduced that the left resonator controls the inner and middle rings, the center controls the inner and outer rings, and the right controls the middle and outer rings.
I hope that helps!"

If you helped him at Stros M'Kai, you can also ask him other questions:

How did you get past the Dwemer machines?
"The control rod that I made back in Stros M'Kai. I can't command the constructs, but they don't attack me. Alas, the Orcs weren't so lucky."
So you were helping the Orcs work their quarry?
"We had a mutually beneficial arrangement. I taught them techniques for excavating the quarry more efficiently, while they removed the stone that was blocking the entrance to this ruin."
Did the Orcs know they were helping you excavate a Dwemer ruin?
"Erm, well, no. But they never would have gone along with it otherwise! And they would have found it eventually, right?
The fact is I had no idea that the Dwemer constructs would be so … excitable."
You know the Orcs are not happy with you, right?
"I suspected as much. I did my best to help them, but there was so much confusion ….
If I can take control of the defenses and give the Orcs their quarry back, maybe that will make up for my negligence. And maybe they won't kill me."

After solving the puzzle, he'll say:

Neramo : "Excellent! This should allow me to control the Dwarven constructs."
"Fascinating! I never imagined the control mechanism would fit inside so small a space!
It will take me some time to master this device, but with it I'm sure I can suppress the outer defenses and return the quarry to a relatively safe state."
So I can tell the Orcs they can reopen the exterior quarry now?
"Oh, yes, it's perfectly safe to work the quarry again.
And, please, give the Orcs my deepest and most sincere apology regarding these … unfortunate circumstances."
Aren't you coming with me?
"I … I have something I want to try first. Something that will help repay the Orcs for my … indiscretion."
What are you planning?
"If I can make a few adjustments, I want to offer the constructs to the Orcs. I'm sure they'll make excellent workers!
I'll join you up above shortly."

If you speak to him before leaving, he'll add:

"Go tell the forge-wife that the quarry is once again safe to work in. I'm sure that will make her happy."
Is there anything you can do about the Dwarven machines here?
"Of course! Well … probably. Dwemer technology is never simple. It will take some time to command the constructs directly, or disable their security functions within the ruin."

You can ask him about the control rod from Stros M'Kai if you have done that quest:

But don't you have that control rod you made in Stros M'Kai?
"Oh, right! Yes! I don't have a need for it presently.
It won't command these automatons, but they shouldn't attack you while you wield it. Let me stress, 'shouldn't.' Certainty doesn't come easy in a ruin like this."

Outside the mine, Neramo will appear with several dwarven constructs and the following can be heard:

Forge-Wife Kharza : "To arms, my clan mates! Let's show this mad Elf what we think of his Dwarven army!"
Neramo : "Don't be alarmed! I bring a gift! These constructs can work your quarry and build the great city of Orsinium."
Forge-Wife Kharza : "Damn you, Elf! I should kill you where you stand!"
Neramo : "What did I say? Please, my friend, make her see reason!"

If you speak to him before Kharza, he'll say:

"She's being irrational, but I'd rather not press the issue if it's all the same to you. Orcs have a tendency to fly off the handle at the least provocation.
Please, talk some sense into her."
How did you get the Dwarven constructs to leave the ruins?
"Dwemer constructs only deactivate when they leave their ruins as a security measure. With extremely rare tools and highly specialized knowledge, I gave these constructs new instructions that override those constraints.
Remarkable, I know."
What are you planning to do with those things?
"My first thought was to offer them to one of the alliances as an army, but I don't have nearly enough for that. Then I figured to give them to the Orcs, as a way to make up for the trouble I caused here.
I'm sure they'll make excellent workers!"

If you have completed Neramo's previous quests in Stros M'Kai and Betnikh, the following dialogue options will also unlock:

Whatever happened to Clanker?
"My, you do have a good memory! I kept poor Clanker going for as long as I could, but he eventually ran out of energy and puttered away. Bless his little soul gem."

After concluding the quest, if let Kharza send him to Orsinium, he'll say:

"Thank you for explaining matters to the forge-wife, but I'm not surprised by her reaction. I'll make sure that these automatons are put to good use in Orsinium."

However, if you convinced Kharza to use the dwemer machines:

"That was an admirable display of logic. I'm glad we can make the best of this unfortunate situation. The constructs will increase production in the quarry a hundredfold!"
Appears only with Morrowind

The Heart's Desire[edit]

You first encounter Neramo kneeling just outside the ruins of Nchuleftingth.

Neramo: "You there! Adventurer!"

If this is your first time meeting him he will say:

"If you've come to plunder these ruins. I'm afraid you'll be disappointed. One of my competitors has really made a mess of things."

If you have met him before, he will recognize you and say:

"Ah, my second favorite assistant! What a pleasant surprise. We may salvage this expedition yet!
I'm afraid things are going very poorly inside this ruin."
What's going on?
"We suffered a major setback at the hands of Artisan Lenarmen—a grave-robber of exceptionally low breeding.
He's looking for an artifact, you see, and thought he could use us to find it. I managed to escape, but left my Dwemer control rod behind."
What is this artifact?
"The Heart of Lorkhan. As if it even exists.
The irony is that this ruin really does contain an item of power. A Dwemer relic called a Bthark Prism. If you help me rescue my aides, retrieve my rod, and obtain this prism, I'd happily compensate you."
All right, I'll help you save your compatriots and find this prism.

This marks the beginning of the quest. You can ask Neramo some more questions before heading inside the ruins:

"With the exception of capable bodyguards like Vimy Lacroix, finding competent assistants has proven difficult. Unfortunately, she and I were separated during our escape.
I suggest you begin by searching for Vimy at our camp inside the ruins."
What is the Bthark Prism?
"That's an excellent question.
Scholarship on the subject leaves much to be desired. One of my less daring contemporaries believes it might function as a kind of codex—translating tonal patterns into legible script."
Do you think your contemporary is right?
"Difficult to say. A tonal codex sounds almost too good to be true. But I don't have the luxury of dismissing such rumors out of hand—particularly when a scoundrel like Lenarmen takes interest."
Why is Artisan Lenarmen trying to abduct you?
"Because he's an incompetent fraud. The fool couldn't find dirt if he fell off a horse. He needs an experienced scholar to guide him through the ruin.
You see, Lenarmen believes that this might be the final resting place of the Heart of Lorkhan."
What is the Heart of Lorkhan?
"Not familiar with the myth?
Priests will tell you that the god Lorkhan tricked various divine forces into creating the world. This upset the natural order of things, and so his fellow gods yanked his heart out as punishment."
Do you think the Heart is here?
"Don't be ridiculous. The Heart of Lorkhan is a work of pure fantasy. Unless you believe it plausible that Auri-El attached Lorkhan's talking heart to an arrow and shot it across the sea?
We'll find no ancient god-hearts here. Sorry to disappoint."
You mentioned a Dwemer Control Device? What is that?
"Yes, one of my own design. A fine piece of craftsmanship if I do say so myself. I hope those thugs didn't break it when they stole it from me.
The rod exerts control over Dwemer automata. Even a fool like Lenarmen could cause some havoc with it."
So Lenarmen has it now?
"Yes, and I'm sure he's using it to great effect. The rod can deactivate some of the machines, and turn others into allies. Far too powerful a device for the likes of Lenarmen.
When you face him, make sure you retrieve that rod."

After you have finished speaking with Vimy at his camp in the ruins, he walks in there himself and engages in conversation with his bodyguard:

Neramo: "Ah, Vimy, I see you're still alive. Excellent."
Vimy Lacroix: "What are you doing in here? Didn't I just get you out?"
Neramo: "I will not have Lenarmen stealing my prize. With our friend here, I have nothing to fear."
Vimy Lacroix: "All this optimism. Wow. No offense, friend."
Neramo: "I know secret paths through the ruins. We will shadow our intrepid assistant, and help as opportunities present themselves."

You can speak with him before you set out to complete the tasks that he and Vimy gave you:

"I hope you're suitably prepared. Nchuleftingth promises to be quite a challenge.
You can rest easy knowing that Vimy and I will be right behind you. Well... a good distance behind you. But you can count on me for moral support."
When do you plan on coming out of the shadows?
"Well, I'm certain we can aid you with the constructs and traps. Even without my control rod, I'm a capable dungeoneer.
Then, once we retrieve the rod, I can assist you even further. We should be able to rally some of these automata to help us."

Later on, you can find him waiting deeper in the ruins with Vimy for you to return his rod to him:

"Fine work retrieving the device! Good help is so hard to find … no offense, Vimy.
Now, the control rod, if you please."
Here's your Dwemer control rod, Neramo.
"Wonderful. Now, we simply tighten the capacitor, reset the tonal frequency and … Oh."
What's "Oh?"
"Lenarmen somehow managed to crack the resonator crystal. That of course led to a catastrophic misalignment of the tonal assembly. In other words, this rod is useless.
I've never seen one of my tools so thoroughly ruined. I'm almost impressed."
So we can't turn the Dwarven constructs against the mercenaries?
"No. But it's not a total loss. With the rod broken, Lenarmen cannot turn any more of the automata against us—they may hamper his progress as well. Small victories, yes?
We're close, I know it. We must keep moving forward."

You can speak with him again before heading inside to confront Lenarmen:

"Lenarmen waits ahead, I'm sure of it.
I do hope he hasn't found the Bthark Prism yet. The poor fool would probably mistake it for the Heart of Lorkhan. You may need to disabuse him of that notion... with violence. So be ready."
Neramo and Vimy prepare to face off against Lenarmen in Nchuleftingth Cathedra

After you head into the chamber where Lenarmen is, he and Vimy will do so as well. They will help you to defeat this foe:

Neramo: "Come, Vimy! To battle!"
Vimy Lacroix: "Stay behind me, you idiot!"

Once the battle is over, he will head into the next room, while commenting:

Neramo: "Bah. Good riddance to bad scholars. Onward, to the prism!"

He and Vimy will become your followers for a while after you head into the next chamber. You can speak with him before actually retrieving the prism:

"Hurry, assistant. The prism must be somewhere ahead."

After you have recovered the prism from a strongbox, he has another brief conversation with an evidently disappointed Vimy:

Vimy Lacroix: "That's... remarkably unimpressive."
Neramo: "Looks can be deceiving, my dear Vimy. This is our prize!"
Vimy Lacroix: "Hooray."
Neramo: "I wouldn't mind taking a look around this vault before we leave. Quite a trove we've discovered."

You can speak with him before further investigating the vault:

"The Dwemer hid a number of treasures down here. I wonder what other clues investigation may yield?"

He and Vimy will comment on the objects around the vault as you interact with them. Their reaction to the astrolabe is as follows:

Neramo: "Yet another Dwemer astrolabe. Unremarkable, I'm afraid."
Vimy Lacroix: "And worthless. Story of our lives."

And to the centurion head:

Vimy Lacroix: "And there's a centurion head here... why?"
Neramo: "Without the interior machinery, I'm afraid we're left to wonder."
Vimy Lacroix: "I do love wondering."

And finally, to an empty chest, which stands near a book by everyone's favourite scholar, Artisan Lenarman, entitled "The Heart of Lorkhan, My Final Prize":

Neramo: "Well, here's a gem. This coffer held something of special significance."
Vimy Lacroix: "Let me guess—you have no idea what it was, and it's gone now."
Neramo: "Right on both counts."

After you have finished looking around the vault, you can speak with him again. At this point, he no longer sees a reason to stick in these ruins for any longer:

"Sadly, I see nothing else of interest. We should leave these ruins, assistant."

He and Vimy will stop following you when you leave the ruins. You can talk to him at the camp where the other expedition members have gathered as well:

"Another successful expedition! There were hiccups, yes. But a few bruises and one broken limb are a small price to pay for a find like this.
Speaking of our find, do you have the prism?"
Yes, I have it here.
"Excellent! I've already devised a number of experiments to test it capabilities. If the prism does function as a tonal codex, every scholarly journal in Tamriel will take notice!
You'll receive some credit, of course. A glowing footnote, at least."
Do you think anyone will follow in Lenarmen's footsteps? Looking for the Heart of Lorkhan?
"Regrettably, yes. When I gather with other Dwemer scholars I will make it my mission to stress the raw magnitude of Lenarmen's failure, but there's no reasoning with some people.
The mystique of the Heart is just too strong. More's the pity."
All right. You mentioned splitting the profits?

If you exit dialogue at this point and talk to him again:

"I've never seen a Dwemer crystal quite this … lively. This promises to be a fascinating investigation."
You mentioned splitting profits ….
"Yes, of course. Never let it be said that Neramo doesn't compensate his assistants! Your aid proved invaluable.
I trust this is adequate? Until we meet again, my friend."

If you speak with him again after completing the quest, he makes a remark about the prism that you helped him find:

"I've never seen a Dwemer crystal quite this... lively. This promises to be a fascinating investigation."
Appears only with Clockwork City

In Search of a Sponsor[edit]

You will encounter Neramo at the gates of the Brass Fortress in Clockwork City.

"I must say, I'm surprised to find another newcomer here at the gate. Entering the city is no mean feat.
May I assume that you seek a citizen sponsor? My associates and I find ourselves in a similar predicament. Maybe we can help each other."

If you've assisted him in the past, he'll say instead:

"Well, if it isn't my second favorite assistant! What a fortuitous turn of events. I shouldn't be surprised. You have a knack for appearing when I need you most.
I take it you haven't found a sponsor yet? Maybe we can help each other."
What do you have in mind?
"Initially, I thought we could rely on my ample charms to win us a sponsor. Unfortunately, the people here tend to value craft over the pleasure of my company.
Providing some gift or service seems to be the only way to earn a sponsorship."
Have you found a potential sponsor?
"Yes, a clockwork apostle named Varuni Arvel. Apparently, she's a member of the Congress of Calibration—the governing body here in the city.
My associates, Kireth and Raynor, are already working on a plan to earn her trust. Will you help us?"
All right, we'll work together.
"This promises to be a fruitful collaboration!
I tasked Kireth and Raynor with acquiring gifts for Varuni, but they tend to wander. Kireth's just there by the cliff. You should speak with her. In the meantime, I'll conduct more research. Questions?"
How did you get here?
"Seeing as you found your own way here, I suppose there's no harm in sharing my own methods.
I just learned of a secret cave beneath the city of Mournhold that, until recently, was entirely inaccessible. Can you imagine?"
Yes, I can definitely imagine.
"Fearing that the Tribunal might seal it again, I set off through the cavern as soon as I could!
It pained me to leave my usual cohorts behind, but this duo, Kireth and Raynor, have performed admirably."
Who are Kireth and Raynor?
"A pair of Dark Elf explorers. Like me, they delight in all things mechanical.
Their youth and endless sibling rivalries can prove irksome, but what they lack in experience they more than make up for in enthusiasm."

If you have completed The Heart's Desire, you can continue to ask him about his other favorite assistant:

Vimy didn't join you for this trip?
"Unfortunately, my illustrious bodyguard was away on personal business—I know better than to ask for specifics.
I certainly miss her services, but one makes do."

After you've assisted Raynor in recovering the firepot oil, Neramo will be waiting for you in Provost Varuni Arvel's office.

Neramo: "And just as I promised, my assistant arrives! You've brought a gift for our sponsor, right?"

He will urge you to gift the oil to Varuni Arvel if you talk to him:

"You did bring a gift, correct? Give it to Varuni without delay!"
"So, ready to do a bit of sleuthing? I'm confident that we can find this elusive evidence, but it will require some skulduggery. Breaking and entering, to be specific.
Ready for the details?"
Yes, details would be nice.
"Varuni suspects that someone destroyed city records. But if my study of Dwemer ruins has taught me anything, it's that nothing is ever truly destroyed. You just need to look in the right place.
Here, that place is the Depository Documatis."
Depository Documatis. Got it. What's the plan?
"Sneaking into the Depository is impossible for us, but Sotha Sil's clockwork automata enter and exit the structure constantly. I discovered a way to control one such automata—a device known as a skeevaton. I'm sure you're duly impressed."
So, you're going to guide a clockwork automaton into the building?
"No, you are. I will provide technical assistance and keep an eye out for prying eyes—both mechanical and organic.
Head to the Depository. I'll meet you there, after I've wrapped up matters with our new benefactor."
All right. I'll meet you there.
"If you have questions, you should ask them now. Once we begin our investigation, We'll have little time to dawdle."
Why start looking in this Depository Documatis?
"As Varuni said, everything here generates a record. From what I gather, those records constantly pass through the Depository Documatis."
If every single record goes through the Depository, how are we going to find what we're looking for?
"When you say it like that it does sound daunting.
It's true—the evidence we seek drifts through vast oceans of information. Luckily, these skeevatons seem very capable when it comes to sorting and parsing. I guess we'll just have to find out."
Do you even know what we're looking for?
"I equipped the skeevaton with a number of key words and concepts to help it sort out extraneous documents.
Have some faith! I've extracted information from tonal vaults and Dwemer orreries. Sifting through city records pales in comparison."'
How did you learn to control a skeevaton?
"Honestly, they're not all that dissimilar from the Dwemer devices I usually tinker with. Sotha Sil clearly learned a great deal from the Dwarves.
They use an unfamiliar tonal dialect as it were, but the basic principles remain the same."
How can we control a skeevaton without touching it?
"We will employ a very simple control device. How to explain it...
The skeevatons send and receive signals from other clockwork automatons constantly. This device allows us to drown out all the noise, making our voices the only sound it hears."

You will then meet Neramo outside the Serviflume in Slag Town:

"There you are. I prepared the device. All is in readiness. Prepared to see through the eyes of a clockwork automaton? Brilliant!
Just activate the skeevaton, place it in the serviflume, and I'll instruct you further."

Neramo exclaims when the skeevaton appears in the serviflume:

Neramo: "Excellent, we have a strong signal. Now, to find Varuni's evidence."

Neramo will guide your skeevaton through the serviflume:

Neramo: "Wait... yes, go straight, then left. The central depository must be on a different floor."
Neramo: "I'm seeing a lot of interference. Proceed carefully. We can't risk damaging the skeevaton's data collector."
Neramo: "Expertly done. That grate should lead to the central depository—and our evidence!"
Neramo: "This depository should contain security documents and recordings. Search everywhere. When you find something, use the skeevaton to make a remote copy."
Neramo: "That's it! Quickly, assistant, direct the skeevaton to the exit, then meet me there to examine the evidence!"
Neramo with his skeevaton

Neramo will be outside, holding his precious skeevaton.

"All right, let me see what you found. Yes, I believe these recordings correspond to the dates of the disappearances.
There's something more. Look here. The last person to access the records was a BAL-167. Hmph. Circumstantial at best."
How do you propose we find this BAL-167?
"We might already have a lead.
I shared Varuni's concerns with Kireth shortly after you left the basilica and she insisted on looking into the matter herself. She cited Constable Baldan as a person of interest. His office should be southwest of here."
BAL-167... Constable Baldan. I'll track down Kireth and see what she's found.

Speaking to him again before leaving to meet with Kireth:

"You should hurry. Knowing Kireth, and I sort of do, she's probably done something imprudent. You'll find her southwest of here.
In the meantime, I'll keep examining these records. Farewell, assistant."

He won't appear again until the end of the quest, when Constable Baldan has been apprehended and Kireth Vanos is safe. Provost Varuni Arvel agreed to sponsor Neramo as well as everyone else. Speaking to him before heading to the Clockwork Registrar will have him say:

"Well done, assistant! One quick trip to the clockwork registrar and we'll be full citizens of the Brass Fortress."

Neramo enters the Chancel of Records after you acquire citizenship:

Neramo: "Well, I'd say that worked out splendidly."

Speaking to him

"As one journey ends, another begins. I imagine there's much more to discover here in Sotha Sil's Clockwork City."
So, what's next for you?
"I can finally begin my exploration in earnest!
Now that we've earned our citizenship, I can apply for excavation permits, antiquity transportation licenses... oh dear. Come to think of it, I might not be able to begin for quite some time."
What about Raynor and Kireth?
"They proved useful. Raynor's theories need some work, and Kireth's refusal to listen to reason caused me no small measure of anxiety. But on the whole? Satisfactory.
Provided that they follow my lead, I might call on them again in the future."
Take care of yourself, Neramo.
"I value your service and partnership, assistant. Please, take this as a token of my appreciation.
If I understand the bureaucracy correctly, I may be here in the Brass Fortress for a while. Feel free to seek me out, should you require my aid."

This will complete the quest and as he's about leave Divayth Fyr will then enter.

Divayth Fyr: "There you are. Good. We have much to discuss."
Neramo: "Divayth Fyr? Here? It is a true pleasure to meet you."
Divayth Fyr: "I imagine it is. Now, be on your way."
Neramo: "Yes... well. Be seeing you, assistant. Good day, Lord Fyr."

The Strangeness of Seht[edit]

Neramo in the Brass Fortress market

When searching for Neramo about the lamp, you'll find him at Ridas Beleram's stall:

"Ah, I hoped to see you again, assistant. Pray tell, what did Divayth Fyr have to say?
I fear that he and I might have gotten off to a poor start. Did he ask about me? Any mention of my exploits?"
Actually, Divayth wants you and Raynor to help me with an important task.
"Raynor? Surely this is something I can handle myself! Impressing Divayth Fyr could greatly increase my standing in the Dwemeric scholarly community.
Tell me, what does Lord Fyr ask of me... er, us."
He wants us to build a lamp—one that's identical to the lamps removed from the loqutorium.
"He just wants us to build a lamp? What an odd request. No matter. I would be happy to offer my ample expertise, provided you let Divayth Fyr know that I did so.
First thing's first—I need to study one of these lamps we're supposed to recreate."
An aide told me they tossed the old lamps into the Fundament. We should start there.

Speaking to him again before leaving:

"Lead the way, assistant … er, valued peer. Once we have a thorough understanding of the parts, I'll have the lamp assembled in no time."

Upon finding the various lamp components in Mechanical Fundament, Neramo can be overheard saying the following:

Neramo: "Some kind of tubular housing. Probably meant to protect a glass interior? Difficult to say" (Dented Lamp Tube)
Neramo: "A complex filament of some kind. The weaving on this fiber... it must be machine-made. I should be taking notes" (Charred Clockwork Filaments)
Neramo: "Look at the apertures on this. It muse be some kind of modulator that changes the nature of the light. Fascinating!" (Broken Modulator)
Neramo: "Hmm... some kind of compressor. For funneling a gas perhaps? Interesting." (Broken Compressor)

If heading in the wrong direction:

Neramo: "Wrong way, assistant."

After examining the lamp parts:

"Compressors, filaments, housings, modulators.... Yes, I think I understand what these discarded lights have in common!"
I'm listening.
"Unlike the other lamps, these compress some kind of geodic gas into metal tubes, then modulate the light to create another kind of illumination that mortal eyes cannot see. Invisible light. Remarkable!
The potential applications are limitless!"
So, can you recreate one of these lights?
"Yes. With Raynor's assistance, I believe we can recreate this lamp without much difficulty. Of course, you'll need to procure the requisite parts. These are all broken beyond repair.
What do you plan to do with this light, exactly?"
We plan to use it on Sotha Sil. I'm not exactly sure what will happen.
"You plan to what? Oh dear. Well, this seems like a terrible idea, but I shall rely upon you and Lord Fyr to protect me.
Here's a list of the components I'll need. Once you've acquired them, meet me in the Hall of Refined Techniques. Good luck!"
You too.

Speaking to him again before leaving to gather the components:

"I'll fetch young Raynor while you collect the parts we need. Not that I need his help! Obviously.
Make that last part clear to Lord Fyr if you don't mind."
Raynor assisting Neramo

Returning with the lamp parts, you'll find him in the Hall of Refined Techniques:

"Ah, you've returned. Excellent. Raynor and I have cobbled together a serviceable frame for the lamp—all we need now are the components I sent you to acquire. Were you successful?"
Here's everything that was on your list.
"Wonderful! I'm confident this lamp will conform to the exact specifications of the lamps they removed... provided Raynor didn't make any miscalculations.
So, would this be the time to inform Divayth Fyr of our success—or mine, specifically?"
Yes, I'll let Divayth know we'll be ready soon.
"Excellent, excellent.
No need to return here, of course. Kireth should be back straightaway, and I'll have her run the completed lamp over to the loqutorium as soon as it's ready. See you soon, assistant!"
See you soon.

Talking with him after this exchange:

"No need to dally, assistant. Just a few more adjustments and the lamp will be fully operational.
You should inform Lord Fyr of our success."
Appears only with Greymoor

Scraps Matter[edit]

Neramo can be found waiting outside the Scraps, a Dwemer ruin in Blackreach: Dark Moon Grotto.

He will be somewhat melodramatic as you approach, and will call out: "Ah, a fine hero appears in my hour of need! You there, I require your assistance!"

Talk with him to see what he needs help with.

First time meeting
Already met before
"By the set of your jaw, I'd say you're the hardy sort. You're just in time!
I am in need of a brave protector to help me traverse this ruin. It is less than pristine, I'll grant you. But the Dwemeric treasures within should be quite splendid."
"Just the adventurer I wanted to see. You look well! And you're just in time.
I need a strapping assistant to help me traverse this ruin. It is less than pristine, I'll grant you. But the Dwemeric treasures within should be quite splendid."
Dwemeric treasures?
"Indeed! I was conducting an ambitious experiment when my tools gave out.
Someone or something ransacked this ruin some time ago, but I believe valuable power nodes and a master scepter still exist within. Perhaps you'd like to help me acquire them?"
What do you need me to do?
"Once we enter the Scraps, we'll need to locate dormant Dwemer spiders. With my control rod, I'll command them to retrieve the power nodes for us.
I'll need you to gallantly protect me from their more irritable brethren. I'd pay you for your effort."
I'll help you get what you need for your experiment.

After you agree to help, you can ask some questions before you enter the ruins.

"Once we head inside, we can scout out a few dormant spiders to do our bidding.
Lead on, assistant! I will follow and observe ... at a safe distance. Can't let any harm come to my delicate tools!"
Before we go inside, I have some questions.
"You'll find me very partial to answering them. Ask away, dear adventurer."
What exactly is the Scraps?
"Scraps. A coarse sobriquet for an astounding ruin! My research indicates the Dwemer used this place as a manufactory, crafting all manner of animunculi, from tiny spiders to hulking centurions!
Alas, someone has made a mess of it."
What kind of experiment are you conducting?
"Some scholars believe the Dwemer were able to communicate with one another over vast distances through fascinating headwear called miters.
I happen to have one in my possession, and I plan to activate it with the power nodes."
Who do you intend to call?
"I don't dare to dream that I might communicate with the lost Dwemer themselves.
But if I can unravel the secrets of the miter, I may find myself closer than any scholar has ever been to discovering the nature of their disappearance."
What have you been up to since we last saw each other? (if you have already met)
"Oh, a little of this, a little of that. Traversing more Dwemer ruins in the pursuit of knowledge and discovery, tinkering with artifacts … keeping myself out of trouble for the most part.
I'm quite pleased our paths have crossed again, assistant."
Who are you again?
"My name is Neramo—the foremost Dwemeric scholar in Tamriel!
I have devoted my life to the study of the Dwemer, and have risked life and limb to do so. Researching Dwemer technology can be quite perilous, hence the need for an assistant."

Once you enter The Scraps:

Neramo: "We'll need Dwemer spiders to gather the nodes for us. Look for scrap piles. We might find some amidst the chaff."

While helping him, to progress the quest, you will need to ask him about what he wants you to do:

"Keep an eye out for dormant spiders.
In a ruin so thoroughly, you know … ruined, they've probably taken refuge out of sight. In piles of scrap perhaps."
What's so special about these power nodes?
"An excellent question!
How to explain … they operate like Dwemer power cores, just on a miniature scale. They generate an extraordinary amount of energy despite their small size. Truly ingenious design! And more than sufficient for my experiment."
What does the master scepter do?
"Hmm. Think of it as a music conductor's baton.
The tonal power contained in the miter is overwhelming. Chaotic. The scepter modulates and unifies the tones to make them harmonious, accessible, and safe. Or safer, at any rate."
What's the plan?
"The power nodes are stored in crystals suspended above the floor. We'll need to find inactive spiders that I can command to scale the walls and dislodge them for us.
Once we have the nodes and the master scepter, we can make our undoubtedly daring exit."

Deeper inside The Scraps:

Neramo: "Quickly now, search the scrap heaps for an intact spider I can convince to help us."
Neramo takes control of an intact spider

After finding an intact spider, Neramo will use his control rod to make it enter a nearby tube and loosen the power node above:

Neramo: "Excellent work, assistant! Now, let me give it orders to get us the power node."
Neramo: "Well done, well done! Grab the power node!

Speak to him after picking up the node and he will remark:

"Keep your wits about you, assistant. Dwemer technology is at best, unpredictable.
At worst? Perilous. In the extreme."

In the next room:

Neramo: "Hmm, this may take some searching. Look high and low for an inactive spider!"

After finding another intact spider:

Neramo: "There we are! Go on and get the node, little one!"
Neramo: "Isn't it just magnificent how Dwemer technology endures?"

Speak to him again and he will comment:

"It boggles the mind how such tiny nodes could power a ruin as large as this.
Every time I think I've reached my capacity for surprise, Dwemer technology astounds me once again!"

In the next room:

Neramo: "Don't be afraid to be a little brutish with the dormant ones. Sometimes they need a firm touch."

After finding another spider:

Neramo: "Ah, good as new. Run along and fetch me my power node, little one."
Neramo: "The spider dislodged the node! Pick it up!"

Once you have obtained the last node, speak to him again and he will say:

"Can you imagine how this place must have looked in its prime?
I can almost see it now … the hiss of steam, the singing of metal, the hum of the power cores. It must have been a sight."

As you approach the boss room containing the large Dwarven Spider, Neramo will point out the master scepter:

Neramo: "There! The master scepter is just beyond those animunculi!"

Once you have collected all the materials, Neramo will leave and ask you to join him:

Neramo: "Good work, assistant! We're done here. Let's talk outside."

Neramo can be found at his makeshift workbench just outside the door to the Scraps.

"Ah, good, you made it out. That's certainly enough hostile Dwemer creations for one day, I should think.
I trust you still have the necessary components?"
Yes, I have them for you.
"Wonderful! Now my experiment can continue without interruption. You make a fine assistant, I'm glad my trust in you was not misplaced.
Please, take this as an expression of my gratitude. You've more than earned it."

After receiving your payment and completing the quest, you can ask what he plans to do next.

"I think I'll take a moment to catch my breath.
No experiment has ever been helped by a nervous disposition. In fact, a great many of them have been thwarted by it. While working with miters, one must maintain a clear head."
What will you do now?
"Now, I intend to uncover the secrets of the Dwemer miter.
Scholars bicker about its uses, but no one truly understands it. And those who have been foolish enough to try and don one themselves are no longer able to tell us much of anything at all."
I hope you get your answers.
"As do I, dear assistant.
But for that, I must work uninterrupted. I am deeply grateful for your help, but you will have to wait for the results of my findings along with the Dwemeric scholarly community."


Stros M'Kai[edit]

Neramo can be found aboard the Spearhead once your business on Stros M'Kai is concluded.

"When active, Dwemer spiders have an extraordinary capacity for learning.
Now I have to stop Andrilion from teaching Clanker to bring him drinks."


If you destroyed the relic:

"If it isn't my fine partner from our expedition in Betnikh.
How have you been, Neramo?
"Quite well. I've not yet secured enough capital to launch another expedition, but Captain Marck has been quite generous since he discovered my talents as a mage.
I've even had the opportunity to set a slaver ship on fire. Exciting work."

If you allowed the Captain to keep the relic:

"Ah, my friend from Betnikh. I see you are doing well. Have you heard the latest from Daggerfall?"
What's the latest?
"The Aldmeri Dominion launched a surprise assault, hoping to knock the Bretons out of the war. It went horribly, mind you. That relic you procured slaughtered quite a number of my countrymen."
Why are you telling me this?
"I thought you would like to know the results of your careless actions. The Bretons, of course, did something to the relic. It's quite inert now. The fools destroyed it for good."
Isn't that what you wanted?
"I wanted to study it, not turn it owver to blind apes who would burn it out at the first sign of trouble.
Still, a grudge is beneath me. I'm a scholar of history, and history will judge your actions."


When you arrive at the Sentinel Docks aboard the Dawn Posset, you will find it overrun by undead Ra-Netu. Neramo can be found protecting the entrance to the ship with a magical barrier.

"I have the ship's security well in hand. You'd do best to deal with the dead on these docks."

He can be found reading books at the Sentinel Mages Guild Hall:

"What an interesting collection of tomes."
What are you doing here, Neramo? / What are you doing in the Mages Guild?
"Research. Now that you have dealt with that business on the docks, I can once again pursue my passion. The desert hides many Dwemer ruins, most unexplored."
Have you found anything interesting?
"Oh, yes. More than you can imagine. This will be quite an adventure.
Fortunately, I have Vimy along to handle the stabbing. She's proven quite useful. Between her and Clanker, I need no other assistants."
What do you hope to find in these Dwemer ruins?
"The secret of their disappearance. The path to the beyond. Or a few relics that will sell for a great deal of coin. Who can say for certain?
You should ask yourself which is more important. The question? Or the answer?"
Is that Clanker standing outside?
"Impressed, are you? I have once again taken an opportunity to upgrade him. His central cog matrix has developed quite extensively as a result of our travels.
This latest form is his most useful yet."


  • During Buried Secrets, Neramo twice mentions he is actively working with his brother on this quest, yet he is never identified by name and he is never mentioned again. Rulorn, another Altmer working with Dwemer artifacts in Port Hunding, mentions that Neramo "will be thrilled" with his own work on a Dwemer Sphere, implying that Rulorn is the mysterious brother.
  • Neramo is the author of Arkngthamz-Phng and Legend of Arkthzand.
  • While speaking to Neramo at the start of "In Search of a Sponsor" in Clockwork City, your character will still ask him who Kireth and Raynor Vanos are, even if you have met and helped them previously.