Confederate Presence

In contrast to the sorry state of affairs at Fort Phil Kearny, the various Confederate outposts in Storm Valley are hanging on quite well, and even thriving. Most of them are considerably smaller than the Union's besieged Gibraltar, making them much less threatening, and even in their pursuit of mining operations they have altered the local landscape much less. Confederate residents approach the wildlife with a "live and let live" attitude, rather than shooting on sight, an attitude that has spared them much grief at the hands of the dinosaurs. The few military posts here include wild ones and other "faunal liaisons" among their personnel and allies.

The mountain valley towns of Bakersfield, Wheeling, and Frankfort serve as a source of supply to the various mining companies and lone prospectors who roam the southernmost portion of the Red Mountains, mining copper and iron. Each town has a population of roughly 2,000, and unlike most Confederate colonial communities, they are industrial centers. Storm Valley is planned as the site of the Confederacy's industrial renaissance, and the towns' founders intended to hit the ground running in this regard. The level of technology here (tech level 5) is also high for a Confederate colonial town. Thus, the situation present in the Main Valley is reversed in Storm Valley, with the North striving to capture and train dinosaurs while the Confederacy is setting up a high-tech mining and industrial center.

Each of the three towns has a well-organized militia. Every man owns a Winchester rifle and keeps it at home when he is off-duty. For backup weapons, the rank-and-filers have short swords and knives, while junior officers carry long swords or scimitarlike curved swords as well as Colt .45 revolvers. The top militia commanders even boast laser swords, as they are the richest and most prominent men in their communities. Howzers, grenade launchers, and heavy machine guns are also present, though the three towns combined still have fewer of these than Fort Phil Kearny. Off-duty civilians use shotguns and shortbows (the latter with poison-tipped arrows) for hunting, while the richer community leaders have bronto guns or other heavy hunting rifles. There are rumors that civilian hunters have used their poisoned arrows not merely against the local animal life but also against intruding parties of Union infantry. This has yet to be confirmed, but it would certainly poison (no pun intended) relations between the two powers if it turned out to be true; after the attack on Fort Phil Kearny's well, Foley and his men are particularly sensitive about anything to do with poison.

Several dozen small mining communities are scattered throughout the southern third of the Red Mountains, with a spider web of rough land trails leading from them to one or more of the major towns. These places are much more like the mining towns of the Old West, save for the fact that they are often equipped with the latest in mining technology, whether it be Confederate, Free Fleet (including alien tech that no one fully understands), or "salvaged" Union equipment from a shipwreck or failed camp in the Main Valley.

There are also an unknown number of independent miners who operate like the Forty-Niners of the California Gold Rush days. Gold has been found in some of the mountain streams, while the larger streams, ponds, lakes, and rivers contain a species of freshwater oyster that produces pearls as fine as any made by its marine equivalents on Earth. There are also rumors of deposits of various gemstones being found here and there, but for the moment, that's all they are: rumors.

One side note: All domesticated dinosaurs used by the Confederates and independent operators in Storm Valley are "standard" species which come from the Main Valley. The Confederacy has not even begun to attempt domesticating any of Storm Valley's dinosaurs, and it has no intention of doing so until after its specialists have thoroughly studied them. They have all they can handle in the Main Valley, anyway, and the primary thrust of their settlement of Storm Valley is the establishment of an industrial base as quickly as possible.

Colonel Ambrose Montgomery, Militia Commander of Frankfort: Colonel Montgomery is the head of the Frankfort Militia. As Frankfort is slightly larger than the other industrial towns in the region, this makes him de facto military commander for the entire region. He is a rather ordinary-looking man to hold such an important post, with drab brown hair and eyes, as well as traces of a beard that show even right after shaving. However, he has a keen military mind. Cretasus is actually the fourth new planet he has been on, and on the other three, he led troops in informal skirmishes against Union soldiery, winning every time. This has given the men under his command complete confidence in him. Unaccustomed to losing, he will do everything in his power to win any struggle and accomplish any task, whether civilian or military.

Aside from overseeing the defenses of the Confederacy's handholds in Storm Valley, he must also help coordinate mining output with industrial growth, to make sure the factories in the towns do not appear faster than the raw materials they need to operate them, and that those which are present receive a steady supply. At the moment, things are going swimmingly, so much so that he predicts that each industrial town will double its size and population within the next year or two at most.

Colonel Ambrose Montgomery, Confederate Male War3/Sol3: CR 6; Medium-size Humanoid (5'9"); HD 3d8+3d10+12; hp 47; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 (+2 Dex, +5 flak jacket); Atk +5 melee (2d8+2/crit 19-20, laser sword), +8 ranged (1d10/crit x3, Colt .45), +8 ranged (1d12/crit x3, Winchester rifle), or +8 ranged (4d6/crit x2, bronto gun); AL LN; SV Fort +8, Ref +4, Will +5; Str 15, Con 14, Dex 14, Int 13, Wis 12, Cha 13.

Skills: Drive +5, Handle Animal +6, Intimidate +10, Knowledge (strategy & tactics) +7, Listen +6, Ride +6, Use Technical Equipment +6. Feats: Sense of Vulnerability, Combat Reflexes, Iron Will, Endurance, Improved Initiative.

Possessions: Knife, laser sword, Colt .45 with 1d4+2 cartridges (20 bullets each), Winchester rifle with 1d4+2 cartridges (20 bullets each), bronto gun (8 rounds), cash $5d8. Most of the militia officers in the Confederate-controlled zone are equipped similarly, save for having sabers instead of laser swords.

Riflemen, Storm Valley Militia: These are the militia warriors defending Confederate holdings in Storm Valley. All have had some military training, enough to put them on par with at least the most recent recruits in the Union Army.

Riflemen, Storm Valley Militia, Confederate Sol1: CR 1; Medium-size Humanoid (6 ft.); HD 1d8; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+5 flak jacket, +1 Dex); Atk +1 melee (1d4+1/crit 19-20, knife), +1 melee (1d6/crit 19-20, short sword), +2 ranged (1d10/crit x3, automatic pistol), +2 ranged (1d12/crit x3, Winchester rifle), +2 ranged (3d6/crit x2, shotgun), or +2 ranged (1d6/crit x3, short bow); AL LN; SV Fort +2, Ref +1, Will +0; Str 12, Con 11, Dex 12, Int 11, Wis 10, Cha 10.

Skills: Drive +5, Intimidate +4, Knowledge (strategy & tactics) +4, Listen +6, Spot +2, Use Technical Equipment +4. Feats: Improved Initiative, Alertness.

Possessions: Knife, short sword, short bow (20 arrows), automatic pistol with 1d4 cartridges (20 bullets each), Winchester rifle with 1d4 cartridges (20 bullets each), shot gun (20 slugs), flak jacket, arrow poison (made from a local fern root: contact, 12, 1d4 Str/1d4 Str), cash $1d8.

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