Dwarven Navy
The Dwarven navy operates very differently than the Dwarven Army, under the Khazadkar. After the complete settlement of the Utter East and the completion of the Khazad Zaram, Durin sought to create a navy to defend the Imperium from threats from the sea and sky. The Navy was then subdivided into 4 branches; Sea, Space, Lake, and Command with each section contributing to the development and creation of new vessels. The Navy was created to protect the Khazadkar from new threats and act preemptively to ensure the imperium protection from threats both terrestrial and other. Many were worried about the creation of the navy by Durin, for its lack of precedent in dwarven history and the worry of it being a waste of funds. The Dwarves' independent development of ironclad and then iron cast ships allowed for the artillery to be put to greater use and potentially allow for mobile defense platforms. The greatest achievement so far has been the creation of the HMS Moria, the Flagship of the navy and Mithril Fleet
The Command Branch of the Navy focuses on taking promoted officers of the commander (First mate) and or lieutenant commander (Second mate) rank or higher and training them for battlefield command. After each promotion said officer is required to undertake further training and wargame practice for combat. Due to the navy's lack of actual combat experience, this branch focuses greatly on the enactment of near-constant wargames both real and on paper to prepare its members for combat. One of the most important aspects that are learned in the Branch is any given officer's amplitude for complex battlefield understanding. officers take multiple tests both practical and hypothetical to test their amplitude for multidimensional thinking. Those that fail these tests are often limited to the Sea branch, while those too are able to grasp basic vertical processes are allowed and encouraged to join the Air Force, with equal rank. Only those to show advanced understanding of and the stomach to handle 3-dimensional combat are allowed to command aboard the Space Branch. This was an important lesson learned during the early wargames, where those who lacked the understanding and stomach for complex maneuvers in 3D space often stood no chance against those who did.
The Sea Branch managed any and all activities at sea, often using older wooden designs to preserve secrecy and using Ironcasts in defensive locations and as a last resort. This branch practices mostly 2d warfare, focusing on patroling and classic naval engagements. The branch also retains a massive fleet of longships used to patrol around the Khazadit. The other vessels often remain on patrol to ensure safety and prevent unwanted visitors. This branch also retains the duty of patrolling the rivers of the imperium, and uses is newer smaller vessels to ensure safety and lawful action
The Space branch of the Navy focuses almost entirely on extra atmospheric combat with exceptions for intra- atmospheric and high atmospheric matters. This branch maintained a large amount of Ironclast vessels and a small fleet of wooden vessels to manage official issues to maintain secrecy when needed. Due to the often strainful position the crew was put in, this branch had a stricter reign over who could and could not join its ranks. This creates a feeling of superiority over the other branches due to this branch often receiving the newest ships and most capable officers. This branch engaged in advanced 3-dimensional combat focusing on complex 3D maneuvers and engagements. This branch has seen the least action of all others, but the Highking retains that it be best equipped to dispel and discourage extraterrestrial threats and maintain contact with Astral colonies.
The Lake branch serves less as an acting branch and instead as an extension of the innovation and testing groups within the branch. This Branch operates within the Khazad Zaram and operates all operational wargames within the navy. Often the branch serves as an introductory institution for new recruits to gain experience and train sailors of all sorts. Every enlisted sailor is required to serve a minimum of 5 years before being able to request reassignment. Some decide to remain in the branch for safety and to test new equipment. This branch receives the newest ships and often experimental weapons and ammunition. This branch also maintains and manages the Mithril Fleet, serving as both a symbol of pride, dwarven ingenuity, and dwarven resolve. This branch retains both the least and most experienced crews under its command, maintaining the reserve fleets, retained to be deployed to emergencies, and acting if their presence is required.
Thunderer Naval Base
This Base serves little to no actual practical military use and instead is the center of the Dwarven Navy's innovative and advancement center. here hundreds of dwarves spend countless hours coming up with new ship designs, weapons, and systems to further develop the Dwarven Navy. This Base retains a large testing ground for new weapons and a large forge to manufacture models of the designs in development.
The current ships in production within the Fire Forges retain a development level equal to that of vessels used in the late stages of WW2. The Designs currently under development within the base could equal early Cold war designs.
The Weaponry used aboard these new vessels is complex due to runic magic and versatility, with smaller guns able to use Rune Rounds equivalent to small cannons and rapid-fire equivalents. The Medium guns offer the destruction of Large scale artillery pieces used by the Thunder Legion. The Large Weapons offer unparalleled levels of destruction this has little to no comparison outside the most destructive of spells gone horribly wrong.
Type
Navy
Comments