Report on the Military of Morrowind, Annotated.
TO: Lord Sir Mastermind the Paladin Commander
FR: Supreme Commander Daniel Grant, Forces of Morrowind
RE: Our current state of readiness
DATE: Present Day
I will be brief and to the point. Our forces are ready for any
threat that faces us, barring an alliance of all of Northreach against
us, and any unforseeable circumstance.
Details are below.
STORMWIND KEEP:
This is necessarily not our strongest. As you well know, set-piece
battles are impossible within a perimiter of about 20 kilometers of the
keep, and then only in the valleys. Still, the forces here represent
the elite.
Four Dragons with Riders (Counting both you and I--D.G.) and Handlers --
Sixteen Humans total
Two Troops of Dragoons
Two Troops of Cavalry
One Company of Heavy Infantry
Four Groups of Rangers
Three Cadres of Paladins
Twelve Squads of Paladins in Training
Eight Cabals of Storm Wizards
LIGHTFALL KEEP:
Also not strong, but nearly unreachable by anyone who doesn't know
the correct paths, and even then our rangers can close the horse trails
and such.
Two Dragons (specific human numbers as above.--D.G.)
Three Troops of Cavalry
Twenty-Four Groups of Rangers (Most of these patrol the WorldSpines, as
per our agreement with the Dragons, or the wild borders with the Wastes
and Gaultheria. They are grouped here as an administrative convienence.--D.G.)
Two Cadres of Paladins
Twelve Cabals of Storm Wizards
Four Platoons of Storm Wizard Acolytes
KALINKA GARRISON:
Our major fortress protecting our heartland.
Six Dragons
Five Troops of Dragoons
Five Troops of Cavalry
Twenty Companies of Heavy Infantry
Twenty Companies of Infantry
Six Groups of Rangers
Two Cadres of Paladins
Two Cabals of Wizards
Fifteen Heavy Crewed Siege Weapons (Ballista and Catapults.--D.G.)
DAWNBRIGHT PORT FACILITY:
Our Navy center.
Two Dragons
(from here on, one of these will likely be the regional Baron/Baroness.--D.G.)
One Troop of Cavalry
Eight Companies of Heavy Infantry
Fifteen Companies of Infantry
Six Groups of Rangers
One Cadre of Paladins
Two Cabals of Wizards
Fifteen Siege Weapons
One Floating Fortess-class Battleship
ELLESMERE PORT FACILITY:
Another Navy center, located by treaty with Natalsia in the Crisalon
Bay Region. (Due to your unique habit of letting this particular report
circulate, I've classified the exact location of Ellesmere. --D.G.)
Two Dragons
Eight Companies of Heavy Infantry
Five Companies of Infantry
Ten Groups of Rangers
One Cadre of Paladins
Fifteen Siege Weapons
One Floating Fortess-class Battleship
UNATTACHED GROUND FORCES
This represents our offensive striking power. It is subdivided, as
follows into:
1st Division (Shock Corps)--Speed and mobility foremost. Primarily
for heavy offensive campaigns, inserted through gaps in the front to harass
the rear areas of the enemy.
Six Dragons
Thirteen Troops of Dragoons
Twenty-three Troops of Cavalry
Ten Companies of Infantry
One Group of Rangers
One Cadre of Paladins
One Cabal of Wizards
2nd and 3rd Divisions (Assault Corps)--Precisely the opposite
of the 1st, meant to dish out and take extreme amounts of punishment. Will
usually roll right over most static defenses due to it's inordinate amount
of relatively heavy but inaccurate firepower.
Note these strengths are for EACH division, not combined for both.
Two Dragons
--(Usually the General and his top subordinate by rank, if not ability.
The program to train the best tacticians as Dragonriders is slowly making
inroads.--D.G.)
Two Troops of Dragoons
Two Troops of Cavalry
Fifteen Companies of Infantry
Four Companies of Heavy Infantry
Two Groups of Rangers
Three Cabals of Wizards
Thirty Siege Weapons (usually twenty catapult and ten ballista.--D.G.)
4th and 5th Divisions (Regular Army)--Your basic everyday infantry
force, although supported by cavalry and artillery.
Note these strengths are for EACH division, not combined for both.
One Dragon
--(the general.--D.G.)
Three Troops of Dragoons
Six Troops of Cavalry
Thirty Companies of Infantry
One Company of Heavy Infantry
Five Groups of Rangers
One Cadre of Paladins
Two Cabals of Wizards
Ten Siege Weapons (usually three catapults and seven ballista.--D.G.)
6th Division (Marine Corps)--Trained to land on enemy-held beaches
in lighters or swimming if necessary. A fast, hardy group of tough and
self-reliant infantry.
Two Dragons
--(The DSS is permanantly attached to the Marine's troopship fleet.--D.G.)
Ten Companies of Infantry
Two Companies of Heavy Infantry
Ten Groups of Rangers
One Cabal of Wizards
UNATTACHED NAVAL FORCES
The navy is divided into six task forces--five centered around War
Galleons and one around the DSS.
Their areas of responsibility are:
First Fleet: Straits between Northreach and Southreach. Home Port: Kalinka
Second Fleet: The Arctic Regions north of the two major continents. Home
Port: Kalinka
Third Fleet: The Home Fleet--Guards the coast. Home Port: Kalinka
Fourth Fleet: The southern seas and the coasts of Strikehaven and Gaultheria.
Home Port: Ellesmere
Fifth Fleet: The Crisalon Bay and Elvaille Coast. Home Port: Ellesmere.
Each of the above consists of a War Galleon, four Frigates, and six to
eight Sloops.
Assualt Fleet: Based somewhere near Kalinka, this fleet consists of six
sloops, the DSS, and eighteen galleons for troop transport.
Total forces by numbers are as follows:
Type |
Units |
Troops
per |
Total |
Dragons |
30
|
4*
|
120
|
Dragoons |
30
|
105
|
3150
|
Cavalry |
50
|
105
|
5250
|
Regulars |
120
|
211
|
25320
|
Heavy
Infantry |
50
|
211
|
10550
|
Rangers |
75
|
100
|
7500
|
Paladins |
12
|
31
|
372
|
Wizards |
36
|
12
|
432
|
Siege
Weapons |
125
|
25
|
3125
|
Trainee
Paladins |
12
|
7
|
84
|
Trainee
Wizards |
4
|
52
|
208
|
Trainee
Riders |
1
|
30
|
30
|
|
|
Total:
|
56141
|
|
|
|
|
Navy |
|
|
|
War
Galleons |
5
|
211
|
1055
|
Frigates |
20
|
104
|
2080
|
Sloops |
56
|
12
|
672
|
Galleons |
67
|
34
|
2278
|
DSS |
1
|
34
|
34
|
Fortresses |
2
|
312
|
624
|
|
|
Total:
|
6743
|
* Troops per designates handlers and caretakers as well as the rider--each
dragon unit consists of one dragon and four humans.
Our normal policy of assigning every person over age twenty a military-related
duty for wartime continues unabated. Our final totals for semi-active
reserves plus actives is this:
Combatants: 723,121
Non-Combatant Support: c. 1,000,000
Non-Combatant Transport: c. 100,000
Non-Combatant Medical: c. 240,000
Total: c. 2,100,000 out of a population of c. 3,590,000
UNIT DESCRIPTIONS:
-
Dragoons: Heavy cavalry, on draft horses, with heavy armour, arbalests
and heavy pikes. Troops of 105.
-
Cavalry: Regular light cavalry, armed with lances, light armour, and warhammers.
Troops of 105.
-
Regulars: Mixed companies of standard foot soldiers, using a mix of crossbows,
swords, and/or military hammers. Companies of 211.
-
Heavy Infantry: Basically unmounted knights, wearing the heaviest armour
they can fight in and carrying halberds. Companies of 211.
-
Rangers: Elite infantry troops, carrying longbows and shortswords. Able
to live off the land and move with reasonable stealth. Groups of 100.
-
Paladins: Elite knights of the kingdom, holding themselves to a high standard
of honor. Wide variations in equipment, but the best in training. Cadres
of 31, and they are usually all friends or at least acquaintaces.
-
Wizards: Masters of the various magics, mostly winds and weather, but others
are occasionally seen. Organized in cabals of approximately twelve.
-
Siege Weapons: A very heavy artilley piece, manned by 20-25 men and pulled
by the strongest draft horses.
-
Trainee Paladins: Squads of seven (six trainees and a teacher), occasionally
see combat.
-
Trainee Wizards: Acolytes of the Storm, in groups of 52 in combat--rare
for them.
-
Trainee Riders: The lucky thirty that are perpetually in training to become
dragonriders.
-
War Galleons: The battleship of the era. Thick timbers, 74 guns, crew of
211. Five in service.
-
Frigates: Thirty to fifty cannon, crew of about 100. Twenty in service.
-
Sloops: Two to six gun patrol vessels of limited range without support.
Crew of about 12, fifty-six in service.
-
Galleons: Armed cargo ships, of twelve to eighteen guns, crew of 34 to
50. 67 in service, of which 18 are converted as troopships with no more
than four guns.
-
DSS: A converted war galleon, has a large expanse of foredeck and large
food stores, in order to serve as a home-away-from-home for dragons and
their riders. One in service.
-
Fortresses: Not really a ship...it floats, but doesn't move under it's
own power. 312 men, 148 guns. Mobile if towed. Currently one sits in each
of the two main ports.
DRAGONRIDERS OF MORROWIND
By name, rank, home garrison, and dragon.
-
Lord Sir Mastermind, Paladin Spiritus Commander, of Stormwind, rides the
mithril dragon Bahamut, who is old and powerful.
-
General Daniel Grant, Paladin Temporous Commander, of Stormwind, rides
the emerald dragon Perya, a barely adult, aspiring wizard.
-
Sir Blaine Haraal, Paladin Spiritus, of Stormwind, rides the emerald dragon
Varis, a young warrior.
-
Lady Jania Kiliar, Paladin Spiritus, of Stormwind, rides the emerald dragon
Belladonna, a juvenile not yet decided on class.
-
Sir Trevor Calaran, Paladin Spiritus, of Lightfall, rides the sapphire
dragon Daraa, the youngest of the dragons in Morrowind's employ.
-
Captain Lady Cailin Damon, Paladin Temporus, of Lightfall, rides the silver
dragon Kilcara, a brash and irrepressible middle-aged warrior.
-
Colonel Sir Mikhail Petrovich, Paladin Temporus, of the 1st Shock Army,
rides the gold dragon Tyresor, a young and exuberant psion.
-
Captian Sir Stefan Armatta, Paladin Temporus, of the 3rd Assualt Corps,
rides the emerald dragon Lyssa, a smallish and quiet middle-aged warrior.
-
General Sir Loranar Wy'nara, Paladin Temporus, of the 5th Army, rides the
emerald dragon Loranar(!), a weak and old practical joker who changes his
name to his rider's.
-
General Lady Kristine Omroosh, Paladin Temporus, of the 6th Marines, rides
the silver dragon Faradan, a middle-aged warrior.
-
More to come when I get an imagination for names again...
Notes. First, this may take the initial appearance that my forces are pretty
large...however, the troop counts are now based on units of companies or
smaller instead of legions or divisions as most would be. For example,
a Paladin Trainee squad (smallest unit) is seven, while a heavy infantry
company (biggest unit) is 211. Secondly, the total strengths with reserves
is just making note of the fact that I run a policy similar to modern-day
Israel (last I heard, anyway) of having everyone serve their time, then
be ready to take up arms if necessary. Necessary here is defined as a direct
attack the regulars can't handle, at which point a good portion of our
citizenry takes up arms and prepares for static defense on literally their
home turf. For that matter, fully a third of the regulars are tied
to static defenses.
For that matter, I realize my dragons aren't acting like the traditional
fantasy dragons, loners who hoard treasure and dislike/distrust humans.
Well, the community in WorldSpine is the exception that proves the rule...
They don't particularly care for their brethern and choose instead to help
the "younger races" (us, for instance) along, and work as a community.
They encompass dissedents from many dragon species, although emeralds and
silvers are the most prevalant...
After all, every species and group has its deviants, no?