Chapter 55 – Military Reorganization and Territory Integration
Eisenwald had risen from the shadows of the Falkenrath War. The once-silent marsh villages now thrived into bustling small towns, their streets filled with merchants, artisans, and laborers. From the balcony of his castle, Fenrir gazed over the lands under his protection. The scent of wet earth mixed with smoke from the forges, where blacksmiths were crafting weapons with the iron flowing in from Falkenrath's mines.
He lowered his head, considering the next steps. The integration of the mining territory had been successful, and the weapons and armaments of the city were improving in quality. But more important now was building a military strong enough to withstand the envy and ambitions of neighboring barons.
He summoned the commanders who had stood by him since the last war. The leaders of each division—infantry, archers, cavalry, and the specialized scout/assassin unit—gathered in the grand hall, their faces serious as they looked toward Fenrir.
"Eisenwald has grown, but the world beyond the marsh will not wait. Neighboring barons will not restrain themselves when they see our strength. All divisions will be reorganized and retrained," Fenrir declared, his words sharp. His crimson lava-like aura trembled faintly, a visible sign of his determination and resolve.
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Eisenwald Military Divisions – Current Structure
1. Infantry (Main Battalion):
Number: 1,800 soldiers
Commander: Viktor Redmane (veteran of marsh battles)
Role: Frontline, line defense, direct clashes with enemies.
Notes: Equipped with heavy shields and long spears; tight formations.
2. Archers (Light Artillery Unit):
Number: 700 trained archers
Commander: Selene Aestra
Role: Support fire from towers and high ground; long-range attacks.
Notes: Employ V and Wedge formations to target concentrated enemy troops.
3. Cavalry (Rapid Response & Flank Unit):
Number: 450 riders with mounts
Commander: Garrik Stormhoof
Role: Closing gaps, flanking, rapid strikes.
Notes: Diagonal formations for swift charges, often paired with archers on the wings.
4. Scouts / Assassins (Special Unit):
Number: 150 elite operatives
Commander: Lyra Nightshade
Role: Reconnaissance, sabotage, covert missions.
Notes: Trained to navigate forests and marshes silently; highly agile.
5. Artillery & Heavy Weaponry:
Number: 50 operators + 10 ballistae/catapults
Commander: Roland Ironarm
Role: Provide long-range fire support; destroy enemy formations.
Notes: Deployed in open field battles to target concentrated enemy units.
Fenrir reviewed the reports: troop numbers, weapon conditions, and combat experience. The infantry could now endure simulated attacks for longer periods, archers achieved longer-range accuracy, cavalry maneuvers were more coordinated, and the scouts successfully infiltrated forest and marsh borders undetected. He felt satisfied but knew the real challenge loomed: the neighboring barons were beginning to watch Eisenwald with envy and suspicion.
That evening, Fenrir convened the administrative council and all division commanders. Standing before a large map of Eisenwald, he pointed out the mines, farmlands, and city positions. "All units must be ready to move into neighboring territories if ordered. We are not waiting for them to attack—we dictate when and how war begins. This is not a threat; this is a preemptive measure to protect our people."
The commanders nodded, fully aware of the heavy responsibility bestowed upon them. They knew Fenrir's reputation as the Crimson Wolf was more than a title. Every decision he made, every strategy he applied, had led to victory on the battlefield.
As night fell, Fenrir stood atop the castle's highest tower. The city lights twinkled below, and the bustling markets now quiet. His gaze shifted toward the neighboring barons' lands, and the crimson aura surrounding him pulsed brighter—a clear sign that he was ready to defend and expand his domain if needed.
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Status Panel – Fenrir Eisenwald
Name: Fenrir Eisenwald
Title: Baron of Eisenwald, The Crimson Wolf
Age: 17
Level: 14
EXP: 18,200 / 22,000
Aura: 135
Stamina: 145
Strength: 105
Cunning: 190
Charisma: 120
Mental Fortitude: 160
Skills:
[Aura Control Lv.3] – Refined manipulation of aura in combat.
[Swordsmanship Lv.3] – Trained sword techniques, adaptive strikes.
[Leadership Lv.4] – +20% morale to units under command.
[Tactical Instinct Lv.3] – Advanced battlefield adaptation.
[Passive – Legacy of Strategies] – Knowledge of ancient stratagems can be applied in battle.
Traits:
[Wounds That Shape] – Trauma of war permanently increases Mental Fortitude.
[Lord of the Marsh] – Fighting in swamp terrain grants +25% Cunning and +15% Strength.
Active Quests:
1. Expand Eisenwald's Territory – Conquer or integrate neighboring baronies (Progress: 1/2)
2. Train and Reorganize the Military – Complete restructuring and training of all divisions (Progress: Ongoing)
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