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Deadwood, South Dakota

"Heart of the Black Hills"

"It's a town under siege, partner.
The Sioux could wipe us out any day they please."
— Common sentiment among Deadwood residents

Living on Borrowed Time

Deadwood sits smack dab in the middle of the Sioux Nations, built on land soaked in blood and broken promises. This boomtown exists only by Sitting Bull's sufferance, perched at the northern edge of the Black Hills where ghost rock and gold draw fools like moths to a flame. Every soul in Deadwood knows the uncomfortable truth—the Sioux could decide to wipe them out tomorrow, and there's not a damn thing anyone could do to stop it.

The town was rebuilt on the site of the Deadwood Creek Massacre, where over a hundred miners were slaughtered in 1875. Now it's a bustling boomtown, but the ghosts of that night still haunt the hills. The Deadwood Creek Treaty of 1876 allows limited mining and settlement, but violations are met with swift and brutal justice. Smart travelers pay Iron Dragon's inflated fares and stay where they're supposed to. Those who don't end up decorating poles along the trail to the Black Hills—if they're lucky enough to just be killed.

Fear Level: 4

Death walks the streets openly in Deadwood. The massacre left scars on the land itself, and supernatural horrors feed on the constant tension between miners and Sioux. The town lives under the philosophy of "eat, drink, and be merry, for tomorrow we die"—and tomorrow comes early and often in the Black Hills.

Location & Territory

Territory: Sioux Nations (sovereign territory—no US authority)
County: None (Sioux lands)
Population: Approximately 2,000 within town limits, with thousands more in surrounding tent cities
Founded: Originally 1875 (destroyed), rebuilt 1876 following the Deadwood Creek Treaty
Primary Industries: Ghost rock mining, gold mining, serving the mining trade, saloons, gambling, prostitution
Railroad: Iron Dragon (Kang's monopoly—only way in or out)

Blood-Soaked History

The First Rush (1875)

In August 1875, a prospector named Frank Bryant and some friends snuck into the Sioux Nations looking for gold in the sacred Black Hills. They found it—along with ghost rock. Bryant and his companions spent a month mining before the Sioux caught them, tied them behind horses, and dragged them over a hundred miles to the border.

Most men would've learned their lesson. Bryant wasn't most men.

After recovering from being dragged halfway across the Dakota Territory, Bryant recruited a larger, well-armed band and went back. This time they found even more riches and managed to slip out before the Sioux caught on. Bryant swore his companions to secrecy, but whiskey-loosened tongues told tales, and within a week the rush was on.

The Deadwood Miners Alliance

As more miners flooded into the Black Hills, the Sioux began attacking the trespassers. Smart miners banded together under Bryant's leadership, forming the Deadwood Miners Alliance for mutual defense. They built a stockade at the junction of Deadwood and Whitewood Creeks and worked their claims with a pick in one hand and a Colt in the other.

The Original Pact: Members spent one day per week on militia duty—patrolling for Sioux war bands or improving the stockade's defenses. It was dangerous work, but it beat dying alone at your claim.

The Deadwood Creek Massacre (November 1875)

Everything came to a head in early November 1875. A hunting party of miners shot two Sioux warriors who were scaring away game. A Brulé Sioux war leader named Red Bear had been arguing for months that the trespassers should be driven out by force. The killing of his warriors gave him the excuse he needed.

Red Bear gathered warriors from nearby villages and attacked the stockade at night. The battle was vicious and one-sided. When dawn broke, the stockade was burning, and most of the miners were dead or dying. Of over a hundred inhabitants, fewer than ten escaped with their lives. Frank Bryant was one of them—again.

The Body Count: Bodies lay scattered across Goose Flats. The Sioux victory was complete, and the message was clear: stay out of the Black Hills or die.

The Little Big Horn (June 1876)

News of the massacre outraged the public. Congress authorized a punitive expedition, and in spring 1876, Union forces under General Terry marched into the Sioux Nations. Terry divided his forces, sending the 7th Cavalry under Lieutenant-Colonel George Armstrong Custer south.

Custer discovered a Sioux encampment at the Little Big Horn and attacked with only a portion of his forces. It was a disaster. Sioux warriors led by Crazy Horse and a Hunkpapa chief named Gall surrounded Custer's command and wiped them out to the last man—except for Custer himself, who escaped.

Custer's Shame: The "fair-haired" officer claims he fought his way free. The truth is darker—the Sioux deliberately let him live, broken and humiliated. He returned to Wyoming in disgrace, but defeat didn't crush him. Even now, Custer is organizing another expedition against the Sioux, recruiting volunteers outraged by the massacre or greedy for Black Hills riches. This time, he's acting without authorization from Washington.

The Deadwood Creek Treaty (July 1, 1876)

Sitting Bull, the Hunkpapa wicasa (leader), proposed something unexpected: limited mining and settlement in the Black Hills under strict Sioux supervision. On July 1, 1876, Sitting Bull met with Generals Terry and Sherman at the massacre site and signed the treaty that created modern Deadwood.

Treaty Terms:

1. Borders Recognized: The US government acknowledged the Sioux Nations' sovereignty. No US troops allowed within Sioux borders.
2. Deadwood Rebuilt: The settlement could be rebuilt under Sioux supervision.
3. Mining Fees Required: Miners must pay $100 to stake a legal claim in the Black Hills.
4. Strict Boundaries: Violators found outside authorized areas are ejected—or killed if they resist.
5. Sioux Patrol Rights: Sioux war bands patrol freely to enforce treaty terms.

Why Sitting Bull Agreed: Most folks think Sitting Bull made this deal to appease Washington and avoid full-scale war. Those who know him aren't surprised at all—he's using mining fees and "extorted" funds from illegal miners to secretly arm his warriors. He's playing a long game, building strength for a war he believes is inevitable.

Deadwood Reborn (1876-1877)

Within days of the treaty signing, Iron Dragon Railroad began laying track toward Deadwood. The line was completed quickly, and a sea of tents soon covered the old massacre site. Hundreds of miners scrambled to strike it rich despite the restrictions and constant danger.

Merchants, outfitters, gamblers, and soiled doves weren't far behind. Within months, Deadwood became a bustling boomtown. In September 1876, the town elected its first mayor, Sol Star, and its first marshal, Seth Bullock.

The town has grown rapidly, but everyone knows it exists on borrowed time. One major incident with the Sioux could end everything.

The Uncomfortable Peace

Deadwood's existence depends entirely on Sitting Bull's willingness to honor the treaty—and his ability to control hot-headed young warriors. Large Sioux patrols circle the town constantly, and anyone caught violating treaty terms faces ejection at best, death at worst.

The knowledge that the Sioux could wipe out the entire town anytime lurks in the back of every inhabitant's mind. This encourages a philosophy of "eat, drink, and be merry, for tomorrow we may die." Fortunes made in the hills are spent or gambled away almost as fast as they're acquired.

The Iron Dragon's Grip

Kang's Monopoly

The Iron Dragon Railroad is the only way in or out of Deadwood for anyone with sense. The railroad is owned by a mysterious Chinese warlord known only as Kang—a pirate, opium lord, and thief who somehow convinced the Sioux to let him build a line straight through their territory.

How He Did It: A few months before the treaty, Kang learned that strange demons (the Sioux call them "paha wakansica" or "mountain devils") were attacking tribes near Devil's Tower, Wyoming. The Sioux's arrows and rifles were useless against these horrors. Kang took a handpicked band of martial artists, Japanese samurai, gunslingers, and mad scientists to Devil's Tower and fought a battle unlike any the world has seen. He emerged victorious—or at least claimed he did.

In gratitude, the Great Fathers allowed Kang to build a single line through the southern Sioux Nations. He chose Deadwood as his destination.

Inflated Prices

Kang uses his monopoly ruthlessly. Iron Dragon's fees for passengers and cargo are well above normal rates—but you pay them or try walking through Sioux territory on your own. Smart travelers pay.

Ticket Prices:
• Standard passage: $50 (one way)
• Private cabin: $100
• Cargo shipping: Triple normal rates

Some cheap fools try to ride in under their own power. Their bodies end up decorating poles along the trail, warning others not to be so foolish.

Hidden Mining Control

Despite treaty provisions prohibiting companies from owning mines, Iron Dragon controls nearly a third of the ghost rock operations around Deadwood. Kang's employees technically bought the claims with "their own" money—everyone knows Iron Dragon's coffers funded the purchases.

Miners have lodged complaints with the Office of Mining Affairs, but no action has been taken. Most fear Kang's heavy hand—those who've opposed him too loudly have received late-night visits from his assassins.

Law & Disorder

Town Marshal Seth Bullock

Seth Bullock serves as Deadwood's town marshal, and he's about as easygoing a lawman as you'll find in the Weird West. Born in Ohio in 1843, he grew up the son of a lawman and followed his father into that trade. He came to Deadwood in 1875 seeking advancement and fame.

His Approach: Bullock prefers to handle problems peacefully if possible. Most of his work involves dealing with drunks, rowdy miners, and angry gamblers—perfect for his restrained approach. He's had to buffalo a few folks and even shot one drunken, gun-waving miner, but otherwise things have gone smoothly on his watch.

"The Stare": Bullock's greatest asset is his piercing gaze. They say he "can outstare a mad cobra or rogue elephant." Plenty of drunken miners have sobered up instantly when Bullock looked at them hard. When he goes into the streets of Deadwood in the blazing sun of high noon, he's looking for lunch, not someone to shoot.

His Critics: Not all citizens are satisfied with Bullock's mild approach. Some wanted more aggressive law enforcement and lobbied to replace him with Wild Bill Hickok—until Hickok's recent death. These folks believe Deadwood needs a harder hand to deal with outlaws and troublemakers.

Multiple Duties: Besides law enforcement, Bullock serves on the Board of Health & Street Commissioners, keeping streets repaired and watching for fire hazards. He also owns several businesses including a small saloon and general store. Some accuse him of paying more attention to business than marshaling—and they're not entirely wrong.

Chinatown Blind Spot: Bullock largely ignores problems in Chinatown, including the opium trade. He doesn't understand the Chinese community and figures as long as they stay quiet and handle their own affairs, it's not his concern.

The Deputies

Bullock employs six deputies who do most of the actual law enforcement work. They're overworked, underpaid, and often left to handle the worst troublemakers while Bullock tends to his businesses. They do their best, but Deadwood is a tough town even for dedicated lawmen.

Notable Figures

Wild Bill Hickok (Deceased... Officially)

The legendary pistoleer and lawman James Butler "Wild Bill" Hickok came to Deadwood in summer 1876. He spent most of his time in saloons, drinking and gambling. Many thought he would eventually replace Seth Bullock as town marshal—Hickok had the reputation for aggressive law enforcement that Bullock's critics wanted.

A Cautious Man: Wild Bill always sat with his back to the wall and always poured his drink with his left hand to keep his gun hand free. His philosophy was to shoot a man first and talk about it later—if at all. Many outlaws who crossed Wild Bill's path are now worm food.

August 2, 1876: Wild Bill's past caught up with him at Nuttal & Mann's Saloon No. 10. He was playing cards when no seats against the wall were available, forcing him to sit with his back to the door—the one thing he never did. A drifter named Jack McCall entered the saloon and shot Wild Bill in the back of the head.

Bill keeled over dead, clutching what's now known as the Dead Man's Hand: two black Aces, two black Eights, and a Jack of Diamonds.

The Trial: McCall was captured and tried by a miner's court. The cowardly bushwacker claimed he shot Hickok over a poker debt and said he was the brother of Samuel Strawhim, a man Hickok killed in 1869. The jury believed McCall's story and acquitted him. Rumors abound that McCall was hired to kill Hickok and that some of his employers may have been on the jury.

The Secret Truth

Wild Bill Isn't Dead. Not exactly.

His body recently disappeared from the Mt. Moriah cemetery. A few folks—including Calamity Jane—claim to have spoken with Hickok since his death. Most write this off to drunken hallucinations or tall tales.

The truth is darker. Wild Bill is back from the grave as one of the Harrowed—most of his brain survived McCall's bullet, and something brought him back. He currently has Dominion over the manitou possessing his corpse, but only barely. He's more than a little loco over his new state, but he manages to keep his mind off it by plotting a long, slow death for Jack McCall.

His Plan: Before killing McCall, Wild Bill wants to find out who put the bushwacker up to it. He figures haunting his murderer for a while will make McCall talk when he finally corners him. He's been careful to avoid being seen by anyone who might recognize him—except for Calamity Jane, who's helping him stay hidden despite her terror of what he's become.

Encountering the Harrowed Hickok

If troubleshooters are in Deadwood, they might catch a glimpse of a familiar face in the shadows—or find themselves in Wild Bill's path if they interfere with his hunt for McCall. The legendary gunslinger is even more dangerous dead than alive, and he's not in a forgiving mood.

He's not looking for trouble with innocent folk, but if you get between him and his vengeance, you'll discover why Wild Bill's reputation was well-earned. Even death hasn't slowed his draw.

Calamity Jane

Martha Jane Canary—better known as Calamity Jane—is one of the toughest women in the West. She's posed as a man to work as a teamster and scout. She's also worked as a "sporting lady" upon occasion and can curse and spit tobacco with the best of them.

Her Soft Streak: Despite her toughness, Calamity has a charitable side. She's "collected" groceries for the poor from wealthy donors who didn't care to be staring down the barrel of her gun. She's rough around the edges but has a good heart.

Her Connection to Hickok: Calamity was an acquaintance of Wild Bill's (though to hear her tell it, they were more). She claims to have spoken with him after his death. She's been hitting the bottle pretty hard since Bill was dry-gulched, and most people believe the spirit visiting her is of the liquid variety.

The Truth: Calamity Jane is one of only two living souls to have seen Hickok since his death (McCall being the other). She's helping Wild Bill hide out and keep track of McCall and his cronies. She loves him, but she's also terrified of him now that he's joined the ranks of the undead. Her increased drinking isn't just grief—it's fear.

Down On Her Luck: Calamity gets by on the charity of friends and occasional "hostess" jobs. When she's drunk enough, she'll tell anyone who'll listen that Wild Bill's ghost visits her. Most folks don't believe her—which is exactly what Wild Bill wants.

Deadwood Dick (Nat Love)

Deadwood Dick is the nickname of Nat Love, a famous black cowboy who's made Deadwood his home. He acquired the moniker after winning the roping, shooting, and wild-horse-riding competition at the Centennial celebration.

His Saloon: Nat runs a saloon frequented by many of the black miners in town. Though folks in the West have mostly put aside their prejudices these days, Nat is the de facto leader of Deadwood's black community on the rare occasions when someone forgets their manners.

The Man: Nat is skilled with rope, gun, and horse. He's earned respect through ability rather than talk, and smart folks don't underestimate him.

Frank Bryant - Leader of the Deadwood Miners Alliance

Frank Bryant survived being dragged across the Dakota Territory, escaped the Deadwood Creek Massacre, and rebuilt the Miners Alliance. He's tough, determined, and carrying grudges that burn hotter than ghost rock.

The Public Face: Bryant leads the reformed Deadwood Miners Alliance, which now includes close to 70% of the male population (and a not-inconsiderable portion of the female). Members must own a functioning firearm and spend one day a month on patrol duty, watching for Sioux war bands or protecting fellow members' claims.

The Private Truth: Soon after the treaty was signed, Bryant formed a secret inner circle within the DMA leadership called the Ghost Miners. This group is devoted to avenging the massacre victims and opening all of the Black Hills to free mining.

The Ghost Miners Conspiracy

The Ghost Miners stay in contact with Custer, who continues recruiting volunteers for an expedition against the Sioux. They're biding their time, waiting until Custer's force is ready. When the moment is right, they plan to stage an incident with the Sioux to force Washington to give Custer free rein.

Their Terror Campaign: Not content to wait quietly, Bryant and his cronies prowl the hills at night looking for victims—innocent or otherwise. Their most common prey are lone Sioux, whom they kill and mutilate horribly. Some victims are scalped, others dismembered. The Sioux have warned that anyone caught perpetrating these crimes will suffer a slow and painful death.

Covering Their Tracks: On nights when no easy Sioux targets are available, the Ghost Miners smash mining equipment and splash animal blood over the wreckage. The next day, they're the first to suggest the vandalism is the work of restless spirits crying for vengeance from the massacre.

The Reckoning's Response: Not every incident is supernatural—yet. But the nature of the Reckoning means that an actual abomination may soon rise from this murderous mystery. The Ghost Miners are playing with forces they don't understand, and their campaign of terror is creating exactly the kind of fear that spawns horrors.

Mayor Sol Star

Deadwood's first elected mayor is a businessman who believes in bringing civilization to the frontier. He works with Marshal Bullock to keep the town functioning despite the constant threat of violence and the precarious peace with the Sioux.

Dangers Beyond the Streets

Sioux Patrols

Large groups of Sioux warriors patrol the area around Deadwood constantly, enforcing treaty terms with ruthless efficiency. Anyone caught violating the treaty—prospecting outside authorized areas, carrying excessive arms, or causing trouble—faces immediate consequences.

If You're Lucky: They'll confiscate your gear and drag you to the edge of Sioux territory, warning you never to return.
If You Fight Back: Your body ends up on a pole along the Deadwood road as a warning to others.

Smart miners pay their fees, stay where they're supposed to, and give Sioux patrols a wide berth.

The Pole Men

Travelers along the road to the Black Hills pass beneath a grim sight: bodies lashed to poles, marking the fate of those who violated Sioux hospitality and fought back. The Sioux have only hung seven corpses on these poles—but there are over twenty now. Something's adding to the count.

The Grisly Truth: The fear produced by miners forced to pass these corpses daily caught the Reckoners' attention. They gave unholy life to a new abomination: the pole men.

How They Hunt: Anyone traveling the road alone at night during rain is in danger. The water loosens the creatures' grisly gray flesh and grants them unholy animation. As the lone victim passes beneath, dead eyes open, rubbery legs elongate to reach the ground, and long arms shake loose of bonds.

Their Goal: If the pole men capture a traveler, they erect a new pole and tie their victim to it. Death comes slowly from the loop they place around the neck. This is why the number of "bodies" on the poles keeps increasing—some aren't actually corpses from Sioux justice.

Surviving an Encounter: Requires an Incredible (11) guts check just to overcome the initial terror. The pole men are strong, fast, and single-minded. They'll wrap victims in their long, rubbery arms and drag them to waiting poles. Fighting back is hard when you're paralyzed with fear.

Warning to Travelers

Never travel the road to the Black Hills alone at night, especially during rain. If you see the poles ahead and it's raining, turn back immediately or find shelter until dawn. The pole men only hunt in darkness and wet weather.

If caught, destroying their heads will put them down—but they're undead horrors, so normal rules don't apply. Fire works, but you need to completely destroy the body. Running is often the smartest choice if you can keep your wits about you.

Tense Standoff: DMA vs. Sioux Patrols

The Deadwood Miners Alliance patrols clash frequently with Sioux war bands. Both groups patrol the same areas, and many young Sioux braves are unhappy about armed whites roaming the sacred Black Hills.

So Far: The two groups give each other plenty of clearance, and there's been no shooting between them—yet. But the kettle could boil over any day. One wrong move, one hot-headed warrior or miner, and the treaty goes up in smoke.

The Ghost Miners' Murders: Making things worse, mutilated Sioux corpses keep turning up in the hills. The Sioux blame the miners. The miners claim restless spirits from the massacre are responsible. Tensions rise with each new body.

Custer's Gathering Storm

Colonel George Armstrong Custer is assembling a mercenary army without Washington's authorization. He's recruiting volunteers outraged by the massacre or greedy for Black Hills riches. Most of his force consists of claim jumpers, troublemakers, and freebooters with only a few regular soldiers remaining from his command.

The Ghost Miners' Connection: Frank Bryant's secret group stays in contact with Custer, coordinating their efforts. When Custer's force is ready and the Ghost Miners stage the right "incident," war will come to the Black Hills—and Deadwood will be caught in the middle.

Chinatown & The Opium Trade

The Chinese Quarter

A large number of Chinese immigrants have settled at the north end of town, just beyond the railroad tracks. Most work in the mines, as household servants, or operating laundries and restaurants. Others have taken up less savory occupations.

The Opium Dens: Just north of the tracks sit several establishments catering to those looking for something stronger than whiskey. At night, the smell of burning opium wafts through the air from over a block away.

Huang Li - Kang's Man in Deadwood

Huang Li lives in Chinatown and is widely recognized by Chinese residents as their leader. Few outsiders know his true status: he's Kang's enforcer in Deadwood, protecting Iron Dragon's interests—especially the opium trade.

Kang's Operation: The warlord uses Iron Dragon to move opium, having shipments delivered to eastern ports and transporting the drug west by rail. This is much faster than having Chinese immigrants carry opium on foot from the City of Lost Angels. Kang jealously guards his trade and has placed enforcers like Huang Li in every town he services.

Silencing Opposition: Those who've tried to organize opposition to the opium trade have received late-night visits from Kang's assassins. The message is clear: mind your business or face consequences. Marshal Bullock avoids Chinatown's problems, so the opium flows freely.

Why It Continues

Attempts to close the opium dens are unlikely to succeed. Kang has money, power, and ruthless men willing to kill to protect his interests. Unless someone with significant backing challenges Iron Dragon's monopoly—and survives the attempt—the opium trade will continue.

Life in Deadwood

"Eat, Drink, and Be Merry..."

Deadwood lives under a constant threat that colors everything. The Sioux could decide to wipe out the entire town at any moment. This knowledge lurks in the back of every inhabitant's mind, encouraging a philosophy of living for today because tomorrow may not come.

Fortunes made in the hills are spent or gambled away almost as fast as they're acquired. Over a third of the population makes its living from saloons, gambling, or prostitution. Many saloons are open around the clock, and whiskey flows like water.

A Lethal Combination: Whiskey, gambling, and guns make for deadly cocktails. The tiniest insult—real or perceived—can result in an acute case of lead poisoning. Marshal Bullock and his deputies stay busy rounding up drunks and keeping the peace, but they can't be everywhere.

The Tent Cities

Most folks don't actually live within the city limits. Thousands camp in tents in the hills overlooking town. Some miners refuse to leave their stakes for fear that claim jumpers will rob them blind while they're in town. The Sioux don't mind, as long as miners don't wander where they're not wanted.

Lawless Territory: Bullock's jurisdiction technically extends to the tent cities, but he lacks the manpower to patrol them effectively. These camps are chaotic, temporary, and largely lawless—perfect territory for thieves, con men, and worse.

The Streets Are Hell

Visitors to Deadwood should invest in good boots. Despite town ordinances, folks persist in throwing garbage out their front doors. This, combined with manure from horses and oxen, makes thick, sticky mud that reeks worse than a garlic-eating skunk.

The Board of Health & Street Commissioners (including Bullock) tries to keep things clean, but it's a losing battle. Deadwood grows too fast for infrastructure to keep up.

Mining Operations

Mining is Deadwood's lifeblood. Hundreds of miners have come to make their fortunes—some after gold, more looking for ghost rock, but all hoping to leave the Black Hills wealthy.

Illegal Mining: Some fools can't afford the fee or want to prospect outside authorized areas. They sneak into the hills and mine illegally until Sioux patrols catch them. Those who can't produce legal claim papers are dragged back to Deadwood without their gear. Those who fight back end up on poles.

The Office of Mining Affairs: Registers claims, collects fees, and handles disputes. They're aware of Iron Dragon's hidden control over many mines but haven't taken action—probably due to fear of Kang.

Where to Go: Deadwood Establishments

Saloons & Entertainment

Nuttal & Mann's No. 10 Saloon
Where Wild Bill Met His End

The site of Wild Bill Hickok's "unfortunate demise" has become a morbid tourist attraction. The owner roped off the area with curtains and charges folks a dollar to gander at the "spot where Wild Bill met his end."

The Attraction: See where the legendary gunslinger was shot in the back while holding the Dead Man's Hand. The blood stain has been cleaned up (probably), but the atmosphere remains.
Other Services: Standard saloon fare—whiskey, beer, gambling, occasional entertainment
Notable: Jack McCall sometimes drinks here, though less often since Hickok's death. He seems nervous.

The Bella Union Theater
Bawdy Entertainment

Owned by Bill Nuttal, the Bella Union offers drinks, gambling, and bawdy stage performances. If you're looking for a night on the town with entertainment that's more "spirited" than refined, this is the place.

Entertainment: Variety shows, dancers, comedians, singers—quality varies wildly
Gambling: Faro, poker, dice games
Atmosphere: Rowdy, loud, occasionally violent

The Gem Theater
Hospitality of a Different Sort

Another spot for a night's diversion, the Gem is known more for the hospitality of its "hostesses" than the quality of its entertainment. Soiled doves work the crowd, and private rooms are available upstairs.

Services: Drinks, gambling, female companionship
Reputation: Rougher than the Bella Union, but honest in its own way

Langrishe Theater
Respectable Entertainment

A respectable theater featuring solid performances by Jack Langrishe and his wife. The Episcopalian congregation meets here on Sundays promptly at 9 a.m., making it the closest thing Deadwood has to a proper church.

Entertainment: Professional theater performances, dramatic readings
Sunday Services: 9 a.m. sharp
Atmosphere: Civilized, relatively quiet, family-friendly (by Deadwood standards)

Nye's Opera House
Culture for the Few

A place for those interested in increasing their appreciation of the finer things. It doesn't get much business—most Deadwood residents prefer the Gem or Bella Union—but its few patrons are rich enough to keep it going.

Entertainment: Opera, classical performances, refined theater
Clientele: Wealthy mine owners, successful merchants, visiting dignitaries

Deadwood Dick's Saloon
Nat Love's Place

Run by Nat Love (Deadwood Dick), this saloon is frequented by many of Deadwood's black miners and is known for being welcoming to all who come in peace.

Atmosphere: Friendly, honest games, good whiskey
Notable: Nat doesn't tolerate racist nonsense—troublemakers are shown the door quickly

Hotels & Lodging

The Grand Central Hotel
Best in Town

If you're only passing through, the Grand Central is the place to stay. Get a nice room for $3 a day, and the food is excellent—Aunt Lou Marchbanks runs a hell of a kitchen.

Rooms: $3 per night
Amenities: Clean beds, decent furniture, restaurant
Food: Best cooking in Deadwood

Essential Services

Ayres & Wardman Hardware
Mining Equipment & Building Supplies

This fine and well-stocked store specializes in building materials and heavy mining equipment. If you're setting up a claim, this is where you get your gear.

Stock: Picks, shovels, pans, sluice equipment, lumber, nails, tools
Prices: Higher than Back East, but fair for the frontier

Big Horn Store
General Supplies

Owned and operated by P.A. Gushurst and William Connors, this is the place for basic supplies and mining equipment. Less specialized than Ayres & Wardman, but good for everyday needs.

Stock: Food, clothing, basic tools, ammunition, camping supplies
Service: Honest and reliable

Empire Bakery
Mrs. Ellsner's Finest

Mrs. Ellsner's cakes and pastries can't be beat. A taste of civilization in the rough-and-tumble Black Hills.

Specialties: Fresh bread, cakes, pies, pastries
Notable: The only place in town that consistently smells good

Carmichael's Livery
Horse Boarding

While in town, you can board your horse here for $1.50 a day. Decent stables, adequate care.

Services: Boarding, basic veterinary care, shoeing
Warning: Don't stable your horse in Stall Number 5—horses placed there disappear overnight. Most folks think it's simple horse thievery, but those in the know avoid that stall entirely.

Green Front
Female Companionship

If you're looking for a lady to spend time with, you're in the right place. Straightforward, honest establishment that provides what it advertises.

Banking & Business

Stebbins & Post Bank
The Premier Bank

The premier bank of Deadwood, Stebbins & Post handles the fortune flowing through the Black Hills. Rumor has it the bank does as much as a hundred thousand dollars in business some days.

Services: Deposits, withdrawals, money transfers, safe deposit boxes
Security: Armed guards, heavy safe
Reputation: Trustworthy—they haven't been robbed yet

Office of Mining Affairs
Where Claims Are Registered

The Office of Mining Affairs registers mining claims, collects the $100 fee required by treaty, and handles disputes between miners. This is where you make your mining operation legal—or at least try to appear legal.

Services: Claim registration, dispute resolution, mining maps
Fee: $100 to stake a legal claim
Notable: They know about Iron Dragon's hidden control but won't act on it

Transportation

Iron Dragon Train Depot
The Only Way Out

The Iron Dragon depot is where you arrive and where you leave—unless you're fool enough to try walking through Sioux territory. Kang's people run the depot efficiently, though the prices are outrageous.

Ticket Prices: See "The Iron Dragon's Grip" section above
Schedule: Regular service, but Iron Dragon controls the timetable
Warning: Missing your train could mean waiting days for the next one

Practical Information for Visitors

Getting to Deadwood

By Iron Dragon Railroad: The only sensible option. Expensive but safer than alternatives.
By Horse Through Sioux Territory: Suicidal unless you're part of a large, well-armed group with Sioux permission. Even then, risky.
On Foot: Don't even think about it.

Costs

• Hotel room (Grand Central): $3/night
• Meal: 50¢-$1
• Beer: 10¢-25¢
• Whiskey: 25¢-50¢
• Horse boarding: $1.50/day
• Mining claim fee: $100
• Iron Dragon ticket (one way): $50-$100
• Supplies for mining: $50-$200 depending on needs

Survival Tips

1. Pay Iron Dragon's fares—don't try walking through Sioux territory
2. Register your claim legally—the $100 fee beats ending up on a pole
3. Stay in authorized areas—Sioux patrols aren't forgiving
4. Avoid the road to the Black Hills at night, especially during rain
5. Don't antagonize Sioux patrols—they have treaty authority and will use it
6. Watch your back in tent cities—law is minimal outside town proper
7. Avoid Chinatown's opium dens—Kang's people protect their interests violently
8. Don't discuss Wild Bill sightings—some things are better left unsaid
9. Mind your manners—whiskey, gambling, and guns are a lethal combination
10. Remember you're living on borrowed time—make peace with it or leave

When to Visit (or Avoid)

Best Time: Spring through early fall—weather is tolerable
Worst Time: Winter—brutal cold and limited supplies
Most Dangerous: When tensions between DMA and Sioux patrols are high
Avoid: Friday and Saturday nights in saloons (highest violence risk)

Adventure Hooks

The Ghost Miners Conspiracy

Troubleshooters discover evidence of Frank Bryant's secret group and their connection to Custer. Do you expose the conspiracy and risk war? Try to stop them? Or use the information for your own purposes? Colonel Brennan has interests that could be affected either way.

Wild Bill's Hunt

The Harrowed Hickok mistakes a troubleshooter for one of his enemies—or asks for help tracking down those who hired McCall. Working with a legendary (and undead) gunslinger could be profitable or deadly. Probably both.

The Pole Men Problem

Miners are disappearing along the road to the Black Hills, and the pole men are multiplying. Someone needs to stop these abominations before the Sioux blame the miners and end the treaty. But how do you fight undead horrors that rise from corpses on poles?

Kang's Secrets

Iron Dragon's hidden control over mining operations has caught someone's attention. Maybe it's competitors, maybe it's the government, maybe it's Colonel Brennan. Investigate Kang's operations, find leverage, or sabotage his monopoly—just don't get caught by his assassins.

Treaty Violation Investigation

Mutilated Sioux corpses keep appearing in the hills. The Sioux blame the miners, threatening to end the treaty. Colonel Brennan (or someone else) needs the truth discovered before war breaks out. Can troubleshooters find evidence pointing to the Ghost Miners before Sitting Bull loses patience?

Chinatown Problems

Something's wrong in Deadwood's Chinatown beyond the opium trade. Maybe Kang's enforcers are expanding their operations, maybe rival tongs are moving in, or maybe something supernatural is stirring. Either way, Huang Li won't appreciate outsiders poking around.

Custer's Recruitment

Colonel Custer is recruiting for his unauthorized expedition. Troubleshooters might be approached to join, asked to infiltrate his operation, or hired to stop him before he triggers a war that could affect Colonel Brennan's interests throughout the region.

The Devil's Tower Mystery

Questions about what really happened when Kang "defeated" the mountain devils at Devil's Tower. Was it really a victory? What deal did he make? Investigating could reveal secrets about Iron Dragon's power—and attract unwanted attention from both Kang and the Sioux.

Welcome to Deadwood

The town that rises from massacre sits in the heart of the Sioux Nations, existing only through Sitting Bull's sufferance and Iron Dragon's monopoly. Gold and ghost rock draw thousands to the Black Hills, but the price of riches is constant danger—from Sioux patrols, supernatural horrors, secret conspiracies, and the ever-present knowledge that tomorrow may never come.

Deadwood isn't safe. The treaty is fragile. Tensions simmer beneath surface civility. But for troubleshooters willing to navigate the dangers, opportunities abound. Just remember: you're living on borrowed time, the Sioux could end everything tomorrow, and those corpses on poles along the road aren't all what they seem.

Next: Continue to other notable locations of the Weird West.

"In Deadwood, every day is borrowed time.
The Sioux could wipe us out tomorrow, the Reckoners might claim us tonight,
and those corpses on the poles? Some of 'em ain't quite as dead as they look."

— Anonymous Deadwood resident, overheard at the Bella Union