Comments on The Elder Scrolls Online: High Isle (SPOILERS)

The new High Isle chapter was released on 2022-06-06. The chapter takes place on the Systres archipelago, which is located in Eltheric Ocean, north of Summerset Isles and west of Stros M'Kai. The Systres archipelago consists of three islands: High Isle, Amenos, and Y'ffelon.

The Systres Archipelago

Noble houses

The Systres are led by two noble Breton houses: House Dufort and House Mornard.

New companions

The chapter introduces two new companions, Isobel and Ember. When you first meet Isobel, she is a Knight Aspirant, and her introduction quest involves winning a tournament held by the Knight Commander Jourvel. The Knight Commander offers her daughter Aurelia's hand in marriage to the winner of the Sapphire Tourney. Isobel and Aurelia are childhood friends, but some rumors around Castle Navire indicate that they may have been more than friends at one point. Isobel wishes to win the tournament in order to free her friend Aurelia from an unhappy marriage to any of the other Aspirants. You help Isobel on a quest to gain the favor of the three main Knightly Orders of High Isle: The Oaken Order, the Order of the Albatross, and the Order of the Iron Knot. Upon winning the tournament, Isobel is granted a favor from the Knight Commander, which she uses to free Aurelia from betrothal to allow her to make her own decisions. Isobel is then awarded a full Knighthood from Knight Commander Jourvel, and from this point the player is allowed to call on Isobel as a companion. Isobel's personality is similar to what one might expect from a Knight trope: honor, courage, and justice are her core values. Her moral alignment is more 'lawful good', and the player's rapport with Isobel will depend on whether the player makes 'lawful good' decisions.

Ember is introduced during the quest Tower Full of Trouble at Tor Draioch. A spell she was using went awry, and now she needs help cleaning up the mess before Magister Irin returns. Ember is a protege of Master Irin, and due to her impulsivity, Magister Irin has forbidden her from entering his Arcane Library. What I find refreshing to see is Ember's mixed skill set and her personality. She is very adept with magic, but is hyperactive and learns better by doing rather than by studying books. Consequently, she often finds herself cleaning up messes she makes from not thinking things through. She is also very adept at lockpicking, a skill she learned out of necessity from growing up on the streets. When you complete Ember's quest, Magister Irin returns and explains that he is not a suitable mentor for Ember, because her personality makes it difficult for her to take instruction in a traditional academic style. He hopes the player will allow Ember to accompany them so that she can develop her skills more efficiently. Ember is more of a 'chaotic good' alignment and does not mind the player getting their hands dirty.

New creatures

As far as I've encountered, there are several new creatures introduced in this chapter:

Druids

Druids are introduced in this chapter. They live in druidic circles out in the wilderness of the Systres. Their philosophy and nature magic is similar to that of the Wyrd covens of Glenumbra and Bangkorai. They worship Y'ffre and practice the True Way, which involves living a life connecting with and valuing the natural world. Unlike the Wyrd, they accept male members into their circles. The foremost philosophical difference between Druid and Wyrd is that Druids believe in living in harmony with non-Druid civilization while the Wyrd seek isolation from it. Each druidic circle interprets Y'ffre's will differently, and they also vary amongst one in other in their attitudes toward non-druids.

There are three known druidic circles in the Systres:

END

Last updated: 2022-07-15

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