Bit of Realmslore here: though the high councilor of Mistledale is nominally commander of the Riders (Halesk Malorn, the Exp6/Ftr2), the day-to-day commander is Neylessa Shendean (LG Hu Pal12) (from the Dalelands sourcebook; see also Volo's Guide to the Dalelands. Yes, it's 2E, but I've noticed that in most cases they converted levels directly).
Given Mistledale's population, 3000 Riders seems far too many for a standing force, but it is possible if that's a full muster of the militia. In modern terms that's a brigade or regimental sized force, commanded by a colonel. Given that most of the troops will be Warrriors (esp militia), I'd suggest the following levels for various leaders (using modern tems):
Ftr1/2 -- Squad/File sergeants (4 per platoon)
Ftr4/5 -- Platoon commanders (4 per troop)
Ftr 6/7 -- Troop commanders (4 per squadron)
Ftr 8/9 -- Squadron commanders (2 in regiment)
Ftr 11/12 -- Regimental commander
(Some levels not listed will provide for senior sergeants, or staff assistants to higher level commmanders. Rank only approximately corresponds to level.)
Note that that 3000 probably includes a number of auxiliaries who operate at lower levels -- archers, foot soldiers, supply wains, and that sort of thing. Probably only half that force would be actual cavalry in my estimate.
I'm actually running a campaign set in Mistledale -- it's a great place for campaigning. I have the active force of riders at about 300 strong (the rest of the force is militia). The Riders (capital "R") are the leaders of the cavalry (not the entire force) for which I've created a prestige class, the Rider of Mistledale. I've statted Neylessa Shendean as a Pal9/RoM3 (and she's the highest-level NPC in the area).
The Rider of Mistledale
The Riders of Mistledale are a group of elite horsemen and warriors who serve as the defenders of Mistledale. The Riders serve as the leaders of the militia, training local citizens in self defense and performing police work, as well as performing their own patrols, surveys, and intelligence gathering. The Riders are headquartered in Ashabenford, where their leader Neylessa Shendean sends them on their various missions. Most Riders remain in Mistledale, though others are occasionally encountered on special missions throughout the Heartlands.
A typical patrol consists of one Rider with 8-10 militia members, mounted on horseback, and armed with lances or long spears, light maces, long swords, and short bows. The Rider is usually easily recognized by his black enameled armor which bears the symbol of a white demihorse rampant, the symbol of Mistledale.
Most Riders are fighters, rangers, or paladins, though clerics, wizards, and bards have occasionally aspired to the ranks of the Riders. Barbarians and monks rarely become Riders of Mistledale. Note that it is not necessary to take this prestige class to be a Rider of Mistledale, though most of the leaders of that organization have ranks in this prestige class.
Hit Die: D10
Requirements:
Alignment: Any good or neutral.
Base Attack Bonus: +4
Skills: Ride 6 ranks, Knowledge (local): 2 ranks, Survival 2 ranks
Feats: Leadership, Mounted Combat
Special: Be a member of the Riders of Mistledale; have performed a special task or earned great honor in the defense of the dale.
Advancement:
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Rallying cry; Daleslore +1
2 +2 +3 +0 +0 Inspire courage 1/day
3 +3 +3 +1 +1 Track; Daleslore +2
4 +4 +4 +1 +1 Inspire Courage 2/day
5 +5 +4 +1 +1 Final Stand, Daleslore +4
A Rider of Mistledale’s class skills include:
Climb (Str), Diplomacy (Cha), Intimidate (Cha), Intuit Direction (Wis), Listen (Wis), Jump (Str), Handle Animal (Cha), Hide (Dex), Ride (Dex), Swim (Str), Move Silently (Dex), Knowledge (local)(Int), Spot (Wis), Sense Motive (Cha), Wilderness Lore (Int)
Skill points: 2 + Int bonus per level
Class Features:
Weapon and Armor Proficiency: A Rider of Mistledale is proficient in light, medium, and heavy armor, shields, and all simple and martial weapons.
Rallying Cry: The Rider can utter a powerful shout (“For the Dales!”) that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their speed by 5 feet until the rider’s next turn. This is a mind-affecting ability which may be used three times/day.
Daleslore: The Rider may add the indicated bonus to Knowledge and Wilderness lore checks made within the limits of Mistledale.
Track: Gains the track feat.
Inspire courage: This ability has the same effect as the bard ability of the same name. To be affected, the recipient must hear the rider speak for at least a full round. The effect lasts for 5 rounds after the rider stops speaking, or the ally cannot hear the rider. The ally gains a +2 morale bonus to saves versus charm and fear effects, and a +1 morale bonus to attack and damage rolls during this period.
Final Stand: Once per day, a rider can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet gain 2d10 temporary hit points. This affects a number of creatures equal to the rider’s class level + Charisma modifier for an equivalent number of rounds.
If you're interested, I've attached my campaign notes on the Riders.