The apparent lack of men being deployed is
a.) because the rebellion isn't taken that serious yet and
b.) the units dispatched to Desnkhahn just have to lock it off from the mainland and the fleet will lock off the sea access, meaning the city and the island-bound city of Mörn will get a rather problematic lack of supplies...
c.) Each garrison in the mayor towns has somewhere between 2.000 and 8.000 men (estimated. The true numbers could be different). The Vice-Roy of course can't deploy an entire garrison out of fear of being attacked in the back and he feels little for marching too many men through the Cessmars where their guns make it difficult to maneuver.
Yeah that definitely sounds more reasonable!
Also, can I ask what the relative tech level of this kingdom is?
You mention artillery, frigates and the like so is this closer to a musket Napoleonic age with muskets and cannons? Or is it medieval with swords and knights?
It's closer to the Napoleontic age. The 15th century is actually best described as the age of colonization, the time in which firearms made their entry, especially on ships. There are muskets and cannons, but crossbows, pikes and swords are common still.
Anyway, I managed to get back to my data, so here it is:
The population density of the Vhistland is pretty high, explaining the apparently high numbers available to you. Don't expend them too rapidly though, it's not going to be too easy to recruit more men with similar loyalties if all your supporters got killed last month.
Loyalty determines how likely an army is to flee in combat. Low loyalty means that 50% will flee in case of a loss. Medium loyalty means 50% will flee in case of heavy losses. High loyalty means the men will fight on until the end, unless ordered otherwise.
Moral bonus is 0.5 for low morale, 1 for medium morale and 1.5 for high morale.
Equipment bonus is determined from armor and weapons. Crude means a bonus of 0.2, usable/light = 0.5, medium = 1, heavy = 1.5, advanced = 2. This bonus is calculated per unit.
For ships a similar formula applies: Converted domestic vessels and cogs have a bonus of 0.2, patrol vessels = 0.5, Corvette = 1, Frigate = 1.5, Ship of the line = 2
Unit types determine the environment bonus. Guns give a +1 tactics bonus to the entire army on plains per 25 guns and an extra +1 per 25 guns while attacking or defending a city. Cavalry give a +1 tactics bonus per 100 units bonus to the entire army on plains and a +0.1 bonus per 100 units in forests. Neither guns nor cavalry can cross swamps except along roads.
Ludwig The Scarred (vagel7)
Duke (belongings officially confiscated, but not yet physically)
Military strength:
-5 Lordships with 30 men cavalry and 200 men infantry each, for a total of 150 men cavalry and 1000 men infantry. Personal guard of 50 units cavalry and 500 units infantry, for a total of 200 men trained cavalry and 1500 men trained infantry. 5.000 untrained reserves, consisting mainly of farmers. Enough weapons and armor to equip all trained units with medium armor and medium firearms and enough spares to equip the reserves lightly. Moral of trained soldiers and reserves is medium, loyalty of trained men is high, loyalty of reserves is low.
-10 Patrol ships and 2 frigate fully manned and equipped. 200 fishing boats that could be converted to lightly armed raiders or fireships. Moral and loyalty of military vessels is medium, moral of fishers is low.
-7 Castles, defended by 20 pieces of artillery each, mainly of the heavy Basilisk variety. Cannons could be converted for field use but they'd slow the carrying army down considerably.
Corwin Cortobel (Kanve)
Guild Master of the Greater Vhistland Mercenary Guild
Military strength:
-7 guild halls (Denskhahn, Cessfenn, Ösbord, Randsmed, Middbord, Törmharb, Perrionne) with 350 men infantry and 60 men cavalry enlisted at each. Each mercenary is equipped with medium armor and a medium firearm.
-10 patrol ships and a frigatte moored at Perrione, 3 frigattes moored at Denskhan.
Jonas Whitslefurner (Sheb)
Captain of the Crimson Company, a mercenary outfit.
Military strength:
70 men enlisted cavalry and 500 men enlisted infantry with medium armor and advanced firearms. 30 pieces of medium artillery. Moral and loyalty is high.
Khan Le'Griash (kilakan)
Leader of the people of the Garnwold Woods.
Military strength:
-A total of 2.400 men, divided amongst 200 hunters trained in tracking and combat, 1.000 woodsmen and loggers and 1.200 untrained reserves, mainly farmers. Men are divided amongst small villages and logging bands in the Garnwold. Equipped with light armor. The hunters carry crossbows (medium weapons), the woodsmen axes (light weapons), the reserves can convert farm implements to crude weapons. Moral is high, loyalty is average. Men know the Garnwold and surrounding woods well.
-10 light river transport ships that could be converted for combat or troop transport, loyalty is average, moral is high.
Pyrus Redmoore (Dwarmin)
Minor priest serving in Perrione
Military strength:
-An unknown amount, but likely in the order of 2.500 men city scum from Rindbronn, with light armor and weapons. Loyalty is low, moral is medium. They know the slums of Rindbronn as the back of their hands.
-6 river fishing boats and a river patrol craft. Loyalty is low, moral is medium.
Oliver 'Iron' Morte (Little)
Pro-Dechsk Revolter, former blacksmith
-800 revolutionaries, equiped with light armor and medium weapons. Loyalty and moral is high, know the Denskmars well.
-An unknown number of sympathizers in Meskhahn and Axessven.
A last question, since I seem to have missed it, where is the Crimson Company situated, Sheb?