The Nora tribe is a human tribe in Horizon Zero Dawn. It is a an isolationist matriarchal hunter-gatherer society situated in what is known as the Sacred Land, east of the map. The Nora are the first tribe encountered, and one of the oldest known tribes in the game. It is notable for its leaders, the High Matriarchs, rituals such as the Proving, and its strong taboos against the technology of the ancient world and talking to outcasts.
Due to their practice of oral tradition and lack of written language, much of the Nora's history is lost to time.
The people who would become the Nora were the first generation of new humans from ELEUTHIA-9. Based on the paintings inside the facility, the "mother" multiservitor was favored by the children, while the "father" multiservitor was hated and feared. Upon the depletion of ELEUTHIA-9's food supply, the first generation of new humans was sent out into the wilderness beyond. These first humans would eventually become the Nora tribe. Unable to re-enter the Cradle facility, the nature of their birthplace became lost to the Nora over time. Eventually, they came to believe that the door to the facility was a goddess, which they named All-Mother. The mountain in which the Cradle resided became sacred, open only to the leaders of the tribe.
Beginnings of the Carja
Sometime later, a member named Araman discovered the Leaves; books of the Old Ones in a ruin. From the Leaves, Araman learned about written language and the usage of sun observation, and attempted to share his newfound knowledge with his tribe. While some people shared in his interest, the majority of the tribe shunned him, exiling Araman and his supporters. These exiles would eventually become the Carja tribe, signalling the beginning of the long and heated relationship between the two tribes.
Centuries later, Khuvadin, the eighth Sun-King, attempted to "bring civilization to the Savage East". After several unsuccessful endeavors (due to heavy resistance from the Nora), Khuvadin deemed the Sacred Lands "no longer fit for the people of the Sun", and ordered the construction of Daytower, which would mark the border between Nora and Carja territory.
The Motherless Child
One day, upon hearing cries inside the mountain, the High Matriarchs discovered a baby girl in front of All-Mother. High Matriarch Teersa believed the girl to be a gift from All-Mother, but High Matriarch Lansra believed that the child had been placed there by the Metal Devil, and her influence resulted in the tribe denying the baby. However, even the hard-hearted Lansra could not bring herself to harm the infant, so the High Matriarchs approached Rost, an honorable outcast who adhered to Nora traditions despite his status. Rost agreed to raise the baby, whom he named Aloy and raised as his own daughter.
Like all tribes, the Nora had become aware of the machines' sudden increase in aggression, as well as the rise of new, more dangerous machines.
Approximately six years after Aloy's birth, Sun-King Jiran ordered the pillaging of other tribes for human sacrifice. This began a ten-year multi-tribal conflict known as "the Red Raids". Following the Liberation of Meridian, the new Sun-King Avad ended the Raids, bringing an unsteady peace to the tribes. Animosity towards the Carja remained high among the Nora.
While the Carja never broke through to the Embrace, one settlement, Mother's Vigil was destroyed during the Raids. Mother's Crown became the western border of Nora land; the land between Mother's Crown and Daytower became a buffer zone between the Sundom and the Sacred Lands. Hunter's Gathering was formed in this buffer, allowing the Nora to engage in inter-tribal trade.
Attacks on the Sacred Lands
Two years later, tensions between the Carja and the Nora had eased enough where Sun-King Avad was allowed to send a small delegation to the Sacred Lands in order to observe the Nora's Proving ceremony. Now of age, Aloy was allowed to run in the Proving in order to join the tribe. On the night before the ceremony, a crowd of angry Nora began to attack Irid, the Sun-Priest delivering Avad's message of apology. However, the intervention of the Vanguardsman Erend prevented the conflict from escalating further.
Upon realizing that Olin, a part of the delegation, had a Focus like hers, Aloy approached him. Unbeknownst to Aloy, this innocent act of curiosity would trigger a great tragedy for the tribe; as a secret member of the Eclipse, Olin's Focus was being monitored by HADES. Upon seeing Aloy through Olin's Focus, HADES deemed her a system threat and issued a kill order.
Shortly after the Proving was completed (with Aloy emerging as victor), the Eclipse unleashed a devastating attack on the candidates. Only a few candidates, including Aloy, managed to escape.
Shocked and devastated at the sacrilege, the tribe organized a war party to hunt the killers. However, in their haste for vengeance, the war party was ambushed by the killers, who unleashed a stampede of corrupted machines. Over half of the tribe's Braves were killed in the ambush, and most of the survivors were wounded. War-Chief Sona went missing after she and a group of the remaining Braves chased after the killers, leaving Resh as War-Chief in her absence.
A few days later, Aloy recovered from the attack. Using a Focus snatched from an Eclipse cultist, Aloy discovered the nature of the kill order. While clueless as to Sobeck's identity and bewildered as to why she would be targeted for merely resembling her, Aloy determined that the killers saw her through Olin's Focus. Shortly after, she was approached by Teersa, who informed her of the tribe's state and her mysterious origins. Upon hearing Aloy's discovery, Teersa convinced the other two High Matriarchs to anoint Aloy as a Seeker, giving her permission to leave the Sacred Lands in order to uncover the truth.
With its settlements razed, and most of their Braves either dead or wounded, the Nora's future is uncertain. For the time being, the tribe remains inside of All-Mother Mountain in order to better protect themselves against any future attacks.
Society & Culture
The Nora live in small permanent settlements situated in the mountains and forests of the Sacred Land. A few live in solitary homes outside of larger settlements; in-game, most Nora found outside of settlements are outcasts. The Nora rarely leave the Sacred Land, as those who do are banished from returning. Most are content to live in the relatively peaceful valley, although increasingly aggressive machines have posed a serious threat to their home.
Their structures are mostly made of wood, lashed together with thick, colored rope. Most homes are only one or two stories high, although the Matriarchs' lodge is far bigger. Nora watchtowers are also present, both inside and outside of settlements. Nora homes typically have stone fireplaces and chimneys, decorative hanging ornaments, and porches. Inside these homes there is minimal wooden furniture, consisting mostly of simple benches or chairs, tables, and beds with fur pelts.
Nora appear to do most work outside of their homes, including cooking, crafting, and stitching (workstations for these tasks can be seen outside). Many baskets, pelts, butchered animals, and fire pits can be seen surrounding Nora homes, indicating a communal sentiment where the tribe shares resources and food, rather than single families or households depending on themselves.
In contrast to other tribes, the Nora do not have a traditional concept of marriage. When a woman wishes to bear a child, they propose a mate blessing to the desired male. Once this union is then sanctioned by a Matriarch, the two may have a child. As long as they fulfill their duties to their tribe and do not produce unsanctioned offspring, both parents are free to pursue any romantic relationship of their choice. Due to the potential strain on the community, having more than two children is frowned upon.
Unlike the Carja or Oseram, the Nora do little to change the environment they live in despite being permanent settlers, as they are primarily hunter-gatherers without agriculture, and so all food is obtained by foraging wild plants and hunting and fishing wildlife, all done in conventional fashion. However, as seen during the Proving feast, the Nora have access to foodstuffs such as bell peppers, corn, and tomatoes, suggesting that they acquire some food through trade (though the vegetables present at the Proving may be offerings from the visiting Carja). Hunting machines is also essential for gathering certain resources, which is usually done by Braves. Bows and spears are the main weapons used for hunting and fighting; however, they do use several other tools such as Ropecasters, Tripcasters, and slings.
The Nora practice a monotheistic religion and worship All-Mother as their deity. They believe that all life - human, animal, and machine - originated from All-Mother Mountain located in Mother's Watch. As some people became increasingly reliant on machines and other technology, those who chose to remain faithful to the goddess All-Mother and continue living a primitive lifestyle in the lands surrounding the bunker became the Nora. The other humans, however, were by the machines' promises of a life of ease, and turned to them. At first, the machines kept their promise, building great cities for these dissenters. However, they soon overtook the humans, making them their servants. Eventually, the machines, led by their father The Metal Devil, became jealous and tried to attack All-Mother. However, All-Mother defeated the Metal Devil, and punished the machines by turning them into mindless beasts. The tribe's reverence for motherhood is rooted in their faith in All-Mother. Conversely, they believe that the ruins of the Metal World, as well as the land beyond the Sacred Land, is corrupted and tainted.
The Nora are very spiritual and practice a number of important rituals. These rituals often occur at certain intervals of a tribe member's life. Newborns undergo a naming ritual, where the Matriarchs bless the name of the child. Adolescent members of the tribe may undergo a ritual called "the Proving." Those who pass will be recognized as Braves; the winners are granted a boon and they may ask for any kind of reward.
The customs of the Nora are very important, and while outcasts are forbidden from practicing them with the rest of the tribe, some outcasts willingly practice them themselves. Rost is an example of an outcast who still followed tradition, taking Aloy to have her name blessed. Outcast children are allowed to take part in the Proving when they come of age.
Hierarchy & Government
The Nora tribe is a matriarchal oligarchy, and the High Matriarchs are the official leaders of the tribe. They are responsible for carrying out the law and sentencing convicted members of the tribe, as well as leading the rituals and customs most important to the tribe. Lesser Matriarchs are less powerful than the High Matriarchs but have similar duties of counsel and teaching. Becoming a Matriarch is dependent on how many generations of living progeny a woman has; if an entire generation dies, she is demoted to a lesser status.
Elders, Healers, Braves, and hunters are all considered to be important members of the tribe as well, though most hold no political power. However, mothers with multiple living children are assumed to have the highest status in the tribe, especially those who have grandchildren and great-grandchildren.
Nora law is very strict and breaking the law carries a sentence of being outcast. While some regard this as a relatively humane punishment, others (such as Aloy) believe it can be too harsh (although this belief is shaped by her own experience as being outcast at birth). Such laws include theft, breaking of customs, and trespassing through ruins of the "Metal World." Murder and assault can also result in becoming an outcast for life. Outcasts are forbidden from entering settlements and interacting with tribe members, as well as interacting with other outcasts, although the latter rule is not strictly enforced.
- "Sun-King Avad wants peace. So do the Matriarchs, I'm told. But old wounds are slow to mend, and both tribes are proud."
Under the Mad Sun-King Jiran, the Red Raids claimed the lives of many Nora, but the next Sun-King, Avad, sought a more peaceful approach, which led to two years of peace before the recent conflicts broke out. Because of Jiran's enslavement and butchering of many Nora, much of the tribe holds an antagonistic attitude towards the Carja; this attitude has continued even after Sun-King Avad took the throne.
In addition to resentment over the Carja's crimes against them, the Nora see the Carja lifestyle as needlessly ostentatious. In contrast, the Carja view the Nora as little more than savages - technologically and socially backwards. Due to the ferocity of their defense during the raids, the Carja came to regard them as brave and fierce warriors, albeit technologically and socially backwards. Although there is some respect from the Carja to the Nora with regards to the Nora being adept at warfare, the Nora express little praise towards the Carja.
At one point, a Carja scribe by the name of Aram traveled to the edge of Nora territory to collect what information he could find on the tribe. He also expressed a desire to return with a diplomatic expedition, including a female scribe, who he hoped would be able to gain their trust easier.
Known Settlements, Outposts, and Gates
- Forsaken Village
- Main Embrace Gate
- Mother's Cradle
- Mother's Crown
- Mother's Heart
- Mother's Rise
- Mother's Watch
- Northern Embrace Gate
- Southern Embrace Gate
- The Nora's custom of seeing machines as forbidden by higher powers is very similar to that of the Yevonites from Final Fantasy X, who also believed that the evils of the world were wrought by people using machinery (machina), which is now taboo and forbidden.
- The Nora culture seems to be an amalgamation of aboriginal and barbarian cultures.
- The outfits and weaponry are reminiscent of native American tribes. Though some of the outfits bare an aesthetic similar to Viking garb, such as Rost and Varl's outfits.
- The war paint designs are very similar to those of ancient Celtic and Pictish Warriors.
- The architectural style is very reminiscent of Viking architecture.
- Their culture is similar to the Hopi, a Native American tribe in northeastern Arizona: they share the belief that their land is sacred, the matriarchal structure, and Mother Earth being their patron deity.
- It is possible the tribe got their name from dilapidated NORAD signs. NORAD was headquartered in Colorado Springs, now known as Devil's Thirst.
- It is also possible that they took their name from the Basque word "nora", which means "to where".
- Male naming convention is one syllable long ending in a consonant. Female names can but mostly do not follow the same convention.