Witchhunting: A Treatise

Post » Tue Mar 05, 2013 3:04 am

By: Raxle Decimius, Imperial Librarian


By the Grace and Glory of the Eight Divines, this humble servant of the White-Gold Tower does present to you, the fair reader, with a most remarkable discovery in the very library of Tiber Septim. As the reader is know doubt aware, there was a brief period where the White-Gold Tower itself was in the hands of the Empire's adversaries, the Aldmeri Dominion. While it is unknown what they were looking for in its vast repositories and treasure rooms, in the aftermath when debris was being cleared those of us in charge of the restoration of the various libraries made a startling discovery. Between two overturned book shelves was a table with aged tome lying shut and beside it was a weather worn journal, lying open beside it. Along with a capped ink well and a quill pen.

The tome, as it turns out, was written during the reign of Empress Morihatha Septim, over three hundred years ago. It is a account of a "Master Stend", a self proclaimed Witchhunter, of his practice and advice to aspiring Witchhunters. The journal discovered with the tome is penned by a unknown author, but who saw fit to "correct" many of Master Stend's recommendations and suggestions.

I present both volumes together as a point/counterpoint discussion on the nature of Witchhunting and the tools to be utilized. Not only is a fascinating "conversation" between Witchhunters separated by centuries, but it also gives insight into the nature and practice of Witchhunting, that has been considered to be a kind of ramshackle affair with only a handful of groups emerging and dissolving quickly through the ages. This tome and journal serve as our first indication that there may be some sort of underlying structure behind the practice.



Greetings and Salutations, noble Reader! I, Master Stend of her glorious Imperial Majesty Morihatha Septim's illustrious Witchhunter Squadron, do give you greetings! It is to my immense pleasure and delight that I among all my fellows have been asked by the Empress herself to put my considerable experience to quill and parchment, to better help those interested in serving the Imperial Good through combat of arts most foul.

The first thing one must understand about the nature of Witchhunting is we are called to deal with the threats that the illustrious Legions are not equipped to face. Our war is one fought mostly in the shadows of forgotten towers and musty tombs, but no higher calling and service to the Divines could I think of or ask for.

In dealing with our numerous enemies - the Cultist, the Heretic, the Monster - we are blessed with numerous advantages and techniques that I have been requested to share with you. Bask in this tome, noble Reader. For it may be the most important tome you have ever read - it may one day save your life.

Or get your fool selves killed. Fair being fair I suppose, this lout does have one thing right - we fight what others refuse to.

Our Enemy

Our enemy is three faced. I referenced it above in fact, we identify them as the three threats "The Cultist, The Heretic, The Monster". Specifically this means Daedra Worshipers, Blasphemers and Rogue Mages, and the eternal enemy of man - the Vampire. Each one of these threats is unique, but at the same time the common traits between them mark them as one enemy in the same. The Vampire being on top of this proverbial pile.

Common traits between them? Wha? I've fought five seperate varieties of bloodsvckers alone, and none of them act in any consistent manner. To say nothing of Cultists. If you go into a Shrine to Malacath expecting the same level of resistance you got from Sheogorath's ilk, you are in for a very rude awakening...and then a painful death. If you're unfortunate enough to be clearing a pack of Nameria worshipers...a very painful death.

The Tools of our Trade

The Witchhunter has many options available to them if they wish to do battle with these eternal evils, but the most important are the six corners of strength: Marksmanship, Alchemy, Enchanting, the ability to maneuver in Light Armor, Conjuration, and finally being able to blend into the shadows. I will address each individually.

Marksmanship

The true skill of a Witchhunter is how accurate a shot they are. We deal with our foes from afar - I personally prefer the Colovian Shortbow. It's compact enough to be used in the most tight of spaces, and the arrows are lightweight enough I can carry many with me to deal with a multitude of threats.

Firing a shortbow into a charging Daedroth will have about the same effect as insulting its parentage. With the kinds of things we face on a regular basis, you need stopping power - not speed. The key is not "more ammunition" it is "smart ammunition". A reinforced crossbow rated to punch through thick steel plates is a good starting point, but you're best bet is to find some examples of Daedra bone - namely the crest of a Clanfear - and keep tightening the resistance until a unmodified steel bolt can smash through the thickest part of the crest.

It's not just about the Daedric threats either. Vampires can regenerate all but the most grevious of injuries, and Sorcerers favor heavy plate for this very reason - it's difficult to hurt them while they cast their grand incantations. You need a weapon that will drop them fast and quick. Even if your aim is poor, an enemy will known when they have been 'kissed' by a Crossbow.

Colovian Shortbow...honestly. What was he hunting? Sanguine Revelers?



In addition to the bow, a smart Witchhunter will invest in a solid, heavy object in which to engage those foes that get too close. The mace is ideal for this - not only is it not so in-elegant as a blade, but it is handy to smash the bones of desecrated dead.

A "smart" Witchhunter is one who doesn't bring more with him then he absolutely needs. A Mace against Necromancers makes sense, but against Daedra or Sorcerers? You want a small blade, no more then six inches long. Preferably made from Chitin or Bone - many Daedra have internal temperatures exceeding the melting point of weapons and armor, so it's worthwhile to craft an effective weapon out of something that won't be slagged after a single use.

Know the weak points in armor, and a well placed dagger blow will take down a Sorcerer. Also unlike a Mace, a small blade is easy to conceal and carry in large quantities without hampering movement or overall weight. It's not unreasonable to carry multiple blades with you at any given time.

The Mace has its uses in our arsenal, but know what works and never bog yourself down. When's the last time you saw someone effectively creep around a Vampire's lair with a twenty pound ball of iron dragging them off to one side?



Alchemy

Hand in Hand with Marksmanship will be the Witchhunter's knowledge of potions and poisons. The ability to cripple the enemy is almost as important as actually killing them. I recommend poisons that damage the stamina of the victim, and potions of healing never go to waste.

Poisons are only the tip of what benefits Alchemy grants. Also - Stamina Poisons? If you're delivering the poison by courier, maybe but at the business end of a weapon you want something with more immediate benefit. Poisons of Paralysis can terminate the fight immediately.

As for Potions...your foes will be your primary resource in this instance. Vampire Dust, for example, is a wonderful base to a potion of Invisibility.

Enhancting

No disrespect intended to our Battlemage brethren, but a Witchhunter does not trust imbuing his gear with magical effects to just anyone. How embarrassing for a Witchhunter who seeks out the services of a local enchanter who happens to be part of the coven the Witchhunter is tracking.

Be still my beating heart...finally some practical advice.

Light Armor

The claws of many a foul creature will be at your throat. Thankfully, the very leather worn by our Legion Scouts serves to deter all but the most determined. Any farmer who can hold a pitchfork has access to a butcher jerkin which can also serve as adequate protection.

A Butcher's Jerkin?!

For those curious, I recommend placing the Jerkin on a manniquien in a enclosed area and summon a Clanfear. Observe the results. I rest my case.

Any "soft" light armor is of adaquete protection at best. Mithril and Glass, or at least leather reinforced with segmented steel plates are far better choices then a Butcher's Jerkin.



Conjuration

What better method for dealing with wayward souls then turning their own servants against them? I caution any aspiring Witchhunter to avoid the temptations of Necromancy - we may delve in tombs, but we do not desecrate them. But of the denizens of lower planes, things become much simpler, if no less dangerous.

To a experienced Conjurer, the Witchhunter's allies are nearly endless. From relentless Scamps and Clanfears, to the powerful Dremora and the truly awe inspiring Xivalvi. The elemental Atronachs almost pale in comparison.

Daedra are not to be trusted and should only be utilized in the most dire of circumstances. Even then, you should be careful with what you summon and remember that your foes use them as well. Don't be like that fool Garsis who summoned a Dremora to fight for him, only to discover too late that the sorcerer he was hunting had extensive dealings with the same Dremora.

If you MUST summon a Daedra (Remember Crystal-Like-Tower! Remember the Crisis!), deal with the Clanfear, who is too stupid to be decietful. If you need a Dremora to break a seige line, deal solely with the Caitiff Clan. They are eager to please and energetic, without the streak of cruelty and cunning that mark other branches. At the same time, never forget the Dremora are servants of Mehrunes Dagon and never forget what Dagon sought to do.

Atronachs are much like Clanfear - too stupid to be decietful. They are as "safe" as anything we summon beyond the simple Familiar, but it's wise to keep a potion that resists whatever variety of Atronach you are summoning.

Sneaking

We stalk the stalkers of the night, we must becoming even more stealthy in order to hunt them. Where available, rely on the natural lighting of a cavern. It may make things harder to see, but by extension things will have a more difficult time seeing you.


You have Alchemy. As I said before, Vampire Dust can be used to create Potions of Invisibility, and other natural ingredients can be used to produce potions of Night Eye. We hunt unnatural things - always assume they see you before you see them.
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April D. F
 
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Post » Tue Mar 05, 2013 10:17 am

Comic Sans?!

Reading now. Just wanted to point out the Comic Sans, first. Don't use Comic Sans.
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Astargoth Rockin' Design
 
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Post » Tue Mar 05, 2013 4:40 pm

I used Comic Sans to simulate the scribbled notes of a journal, as opposed to the "professional" commissioned guide.
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Matthew Barrows
 
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Post » Tue Mar 05, 2013 11:43 am

I saw that, and it does communicate it, but surely there's a better font for that purpose. Comic Sans makes it look like the annotations were written by a child.

Hm, actually you really don't have many options. The red, mixed with the offset from your Times New Roman, communicates it well enough anyway.
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Phoenix Draven
 
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