Dodge City Gazetteer
Dodge City Gazetteer
"Peacetown they call it. 'Peace' like the kind you find in a graveyard.
Dodge City Gazetteer
Welcome to Dodge
Dodge City sits at the crossroads of the Weird West, where the Union Blue and Black River railroads intersect in the heart of the Disputed Lands. Founded by entrepreneur Robert Wright with the idealistic name "Peacetown," it was meant to be neutral ground where profit mattered more than politics. The reality is considerably messier.
This is your home base as Colonel Brennan's troubleshooters. The Dodge House serves as your headquarters, the Long Branch is where you gather intelligence, and the Railroad Depot is where your assignments arrive via telegraph. You'll spend enough time here to know every saloon, every back alley, and every place to avoid after dark.
Dodge City's Fear Level runs higher than the rest of the Disputed Lands (Fear Level 2) for good reason. Twenty years of partisan bloodshed has soaked into the ground. Every spy's bullet, every guerrilla raid, every victim dragged beneath Boot Hill by ghouls adds to the terror. When Fear rises in the Weird West, the monsters grow stronger—and Dodge has plenty to feed them.
The Lay of the Land
Dodge City sprawls along both sides of the Arkansas River, connected by a toll bridge (5¢ to cross). The town is roughly divided by Front Street, where both railroad lines run down the center of the street to the shared depot. This geographic division mirrors the political one—though supporters of both the Union and Confederacy live throughout the town, certain establishments lean heavily one way or the other.
North of the Tracks: Generally considered the more "respectable" side of town. You'll find the finer hotels (Dodge House, Great Western Hotel), the better saloons (Long Branch, Alamo), the courthouse, and most legitimate businesses. Northern partisans feel more comfortable on this side.
South of the Tracks: Rougher establishments, including several saloons that cater to Confederate sympathizers (especially the Lone Star), dance halls, houses of ill repute, and Ham Bell's Livery. This is where you go when you want to keep a low profile—or start a fight.
Boot Hill: West of town, atop a slight rise. The cemetery overlooks Dodge City like a grim reminder. Avoid it after dark unless you're well-armed and have no sense of self-preservation. Twenty ghouls call the tunnels beneath it home.
The Bull Ring & Cattle Pens: East of town near the river. Where buffalo hunters bring their kills and cowboys drive their herds. The smell alone will tell you when you're getting close.
Life in Dodge: What You Need to Know
The Firearm Ban: Marshal Larry Deger enforces a strict no-firearms rule within city limits. You're expected to check your guns at the marshal's office, your hotel, or one of the saloons. Most folks comply publicly while keeping a hideout gun somewhere on their person. Killings still happen regularly—the ban just makes them slightly less frequent and marginally more civilized.
Judge Moreland's Court: Judge Wells Moreland presides at the courthouse and has earned the nickname "hanging judge" for good reason. Jail space in Dodge is limited, so most sentences are either hefty fines or the noose. Being convicted of spying for any faction—North, South, Deseret, or Indian nations—is punishable by hanging. No exceptions.
The Spy War: Every day, a complicated game of deceit and betrayal plays out in Dodge's back rooms. The Agency, Texas Rangers, and numerous freelance intelligencers all operate here. Every night, a few citizens disappear. Not all of these disappearances can be blamed on espionage—the ghouls do their part as well.
Partisan Tensions: Union sympathizers and Confederate partisans live uneasily side-by-side. Profit keeps most people civil most of the time, but the whole town is more volatile than nitroglycerin. One good bump, and the whole place could explode. Guerrilla bands from both sides occasionally ride into town to resupply or "celebrate," which usually means trouble for everyone.
Buffalo Hunting: The primary industry and source of wealth. After cattle diseases (Texas fever and prairie ticks) devastated beef herds in '74, buffalo meat and hides became incredibly valuable—roughly $30 per animal. Hunters flow in from the plains daily with wagonloads of carcasses. This creates constant tension with the Sioux Nations and Coyote Confederation, who view the wholesale slaughter as an attack on their way of life.
"It's a rare day that goes by without someone ending up on a board in the undertaker's front window. And that's after the gun ban."
— Marshal Larry Deger
Notable Establishments & Locations
Hotels & Accommodations
The Dodge House (North of the tracks)
Your Home Away From Home
One of the finest hotels in town and Colonel Brennan's base of operations in Dodge City. As troubleshooters, you'll have rooms here (likely sharing two to a room unless you're paying for private accommodations). The Dodge House is where you'll receive your assignments, where you'll report your findings, and where you'll spend your downtime between missions.
Rooms: $2 per day, which is steep but worth it. Clean beds, decent food, and a staff that minds its own business. The hotel has a small dining room, a smoking parlor, and a telegraph office in the lobby.
Notable: The hotel keeps a gun locker for guests who comply with the firearms ban. The desk clerk is named Benjamin Hodge, a nervous man in his forties who sees everything and says nothing—useful if you need to know who's been asking about you.
Security: Better than most establishments. The proprietor employs two large men who discourage trouble. They're not gunslingers, but they're effective at removing drunks and handling disputes.
The Great Western Hotel (North of the tracks)
The Dodge House's Main Competitor
Rooms: $1.50 per day, slightly cheaper than the Dodge House.
The Kitchen: Specializes in wild game—buffalo, venison, and turkey. The meat is fresh and well-prepared.
Notable: No liquor sold on the premises. The owner's wife, Mrs. Cordelia Atkinson, is a prominent member of the local Temperance League and ensures her establishment maintains proper moral standards. This makes it popular with families and those seeking a quieter environment.
Atmosphere: More subdued than other establishments. Good place to stay if you want to avoid attention or need to maintain a respectable appearance.
Saloons, Gaming Halls & Entertainment
The Long Branch Saloon (North of the tracks)
The Finest Saloon in Dodge
If there's one place every troubleshooter needs to know, it's the Long Branch. This is where you gather information, make contacts, and hear the latest rumors. The main room features a full bar and billiards table. During summer months, a five-piece orchestra plays, giving the place an almost civilized atmosphere.
The Private Room: Off the main floor is a room reserved for private gambling. No professionals allowed—this rule is strictly enforced. Games here are for gentlemen, and the stakes can get high. This is where you'll meet railroad executives, land speculators, and anyone else with serious money to spend.
The Back Room: Equipped with cots where drunks can sleep it off. The bartender will put you in a cot for 50¢ if you've had too much rotgut.
Atmosphere: As close to "classy" as Dodge gets. The bartenders know their business, and the bouncers handle trouble discreetly. Northern partisans feel comfortable here, but Confederates aren't unwelcome as long as they behave.
Information Hub: If you need to know something, buy a few rounds at the Long Branch and keep your ears open. Half the town's business is discussed here.
The Alamo Saloon (North of the tracks)
Henry Cook, Proprietor
Another of the classier saloons in town, though not quite as grand as the Long Branch. The bar occupies the front room, while the parlor in back offers good meals and quality cigars.
Clientele: Mixed but generally respectable. Business deals are made here.
Food: Better than average. The kitchen serves actual meals, not just bar food.
Atmosphere: Quieter than most saloons. Good place for private conversations or business meetings.
The Alhambra Saloon (North of the tracks)
The Buffalo Hunters' Haunt
A rougher establishment popular with the buffalo hunting crowd. If you need to hire hunters, guides, or teamsters, this is where you'll find them.
Rumors: The Alhambra is an excellent source of information about the plains—Sioux movements, Coyote Confederation activity, good hunting grounds, and dangerous territories. Buffalo hunters spend weeks at a time out on the prairie and see things most townsfolk never will.
Atmosphere: Loud, rough, and prone to fights. The hunters come in from weeks on the plains and cut loose hard. They spend money freely and gamble recklessly.
Warning: Don't start trouble here unless you can handle yourself. Buffalo hunters are tough, well-armed (despite the firearms ban), and used to violence.
The Lone Star Saloon (South of the tracks)
"Dixie" Required
Not as fancy as the northern saloons, but popular with Confederate guerrillas and Texas cowboys. If you're going in here, you'd best be able to sing "Dixie" with enthusiasm—or at least keep your Union sympathies to yourself.
Clientele: Heavily Confederate. Texas Rangers, guerrilla fighters, and Southern partisans.
Information: Good source for news from the South, Confederate military movements, and gossip about Union activities.
Atmosphere: Tense if you're not clearly sympathetic to the Cause. Fights are common, usually along partisan lines.
Warning: Northern agents avoid this place, and Union sympathizers risk serious trouble. If you're working for Colonel Brennan (a Confederate industrialist), you'll be welcome—but don't mention any Northern associations.
The Occident Saloon (North of the tracks)
Henry Sturm, Proprietor (German immigrant)
The house specialty is sausage and cheese with Rhine wine. Those with nasal problems can try the Limburger cheese—if they dare. This is a favorite haunt of Northern partisans and European immigrants.
Clientele: Northern sympathizers, German and Irish immigrants, Union veterans.
Food: German cuisine. The sausages are excellent, the cheese is pungent, and the beer is imported.
Atmosphere: Partisan but welcoming to those who aren't actively Confederate. Good place to meet Union contacts or European merchants.
Notable: Sturm fled Germany after the failed revolutions of 1848 and has strong opinions about tyranny and freedom. He's sympathetic to abolition and the Union cause.
Hoover's Liquor & Saloon (North of the tracks)
George Hoover, Proprietor
For those who aren't content to buy their rotgut by the glass. Hoover's carries foreign and domestic wines, liquors, cigars, and lots of good Kentucky bourbon. You can purchase bottles to take with you—essential for long trips or stocking your hotel room.
Selection: Best in town. If you need quality liquor for gifts, bribes, or personal consumption, this is the place.
Prices: Higher than drinking at a saloon, but you get what you pay for.
Notable: Hoover is well-connected in town and knows everyone who matters. He's neutral in the partisan conflict and serves both sides with equal professionalism.
Kelley's Opera House (North of the tracks)
Seamus Kelley, Proprietor
The only spot for fine culture in the entire state. Kelley brings in theatrical productions, musical performances, and lecturers. However, he's not above featuring lowbrow entertainment when a cattle drive's in town and cowboys have money to spend.
Entertainment: Varies from Shakespeare to burlesque depending on the audience and the season.
Events: Town meetings, political speeches, and social gatherings also happen here.
Notable: Kelley is Irish, fiercely intelligent, and maintains strict standards—until the money's good enough to lower them. He's well-informed about town politics and cultural affairs.
The Varieties Dance Hall (South of the tracks)
Where the Cancan Came to Dodge
The Varieties introduced the cancan to Dodge City, which caused quite a scandal among the respectable ladies of the Temperance League. Lonesome cowboys can dance with the hostesses here—75¢ for 10 minutes of vertical dancing. Other services can be had, but prices vary.
Warning: The soiled doves who work here and at the Lady Gay supplement their income by selling information to the many spies skulking around Dodge. Anything you say to them will be repeated to someone—probably several someones. Choose your words carefully.
Atmosphere: Loud, energetic, and profitable. The dance hall makes more money than most saloons.
Security: Bouncers handle violent customers, but the real power here belongs to the women who work the floor. They're experts at managing drunk men and extracting maximum coin.
The Lady Gay Dance Hall (South of the tracks)
Not Quite as Popular as the Varieties
Filled with hombres ready for 50¢ dances. Cheaper than the Varieties but similar in character and purpose.
Warning: Same as the Varieties—the women here sell information to supplement their income. Discretion is a foreign concept.
Clientele: Cowboys, buffalo hunters, railroad workers, and anyone looking for female company on a budget.
Atmosphere: Rowdy and unpredictable. Fights happen regularly, usually over women or gambling debts.
Wild Irish Roses (South of the tracks)
The Unusual Brothel
This house of ill repute opened recently and is distinguished from the average brothel by one simple fact—all of the "employees" are fabulously beautiful Irish women. The establishment is run by the women themselves, not a madam or male owner.
The Mystery: Where did these women come from? How can they afford to run their own establishment? Why are they all Irish and all beautiful? Rumors abound, ranging from the mundane (they're refugees from New York or Boston) to the supernatural (they're sirens, fae, or worse).
Prices: Higher than other establishments, but clients claim it's worth every penny.
Discretion: Unlike the dance halls, the Irish Roses maintain strict confidentiality. What happens within those walls stays there. This makes the establishment popular with men who have reputations to protect—or secrets to hide.
Security: The women handle their own protection and are rumored to be quite capable. Men who mistreat them have a habit of disappearing or turning up beaten in alleys.
Law, Order & Government
Marshal's Office & City Jail (North of the tracks)
Where Troublemakers Get Introduced to Justice
Marshal Larry Deger runs the law in Dodge City, and he has one of the toughest jobs in the West. He's trying to keep the peace in a powder keg of partisan hatred, guerrilla violence, and supernatural terror. He enforces the firearms ban, investigates murders (when he has time), and tries to prevent the town from exploding into open warfare.
The Man: Deger is competent, overworked, and exhausted. He's not corrupt but he's pragmatic. He knows he can't stop every crime or catch every killer, so he focuses on preventing large-scale violence and keeping the major factions from open warfare. He works with both Union and Confederate authorities when necessary and maintains a careful neutrality.
The Deputies: Deger employs several deputies, but turnover is high. Being a lawman in Dodge is dangerous work. Current deputies include Jim Masterson (younger brother of the famous Bat Masterson) and Charlie Bassett, both tough men but not gunfighters.
The Jail: Small and often overcrowded. Most prisoners don't stay long—they're either fined, hanged, or let go depending on Judge Moreland's mood and the severity of their crimes.
Working with the Law: As Brennan's troubleshooters, your relationship with Marshal Deger will be complicated. He knows who you work for and what you do. Sometimes your interests will align (stopping supernatural threats, catching murderers). Sometimes they won't (when your actions benefit Confederate interests over Union ones, or when you operate outside the law). Deger will cooperate when it serves the town's interests but won't cover for you if you cause serious trouble.
The Courthouse (North of the tracks)
Judge Wells Moreland Presiding
Judge Moreland holds court most days—there's rarely a shortage of cases. He's a friend of Robert Wright and does his best to keep things in town quiet. His reputation as a "hanging judge" comes from practical necessity: jail space is limited, so sentences are either hefty fines or hanging. There's not much middle ground.
The Judge: Moreland is stern, efficient, and not particularly interested in legal niceties. He cares about results. If you keep the peace and contribute to the town's prosperity, he'll give you the benefit of the doubt. If you cause trouble, threaten stability, or endanger Wright's vision of "Peacetown," he'll see you hanged.
Spying: Being convicted of espionage for any faction is an automatic death sentence. Moreland has hanged Union agents, Confederate spies, and freelance intelligencers with equal efficiency. He views the spy war as a threat to Dodge's stability and prosperity.
Notable: Moreland is faster with the gavel than most men are with a gun. Cases are decided quickly, sentences carried out promptly. There's little opportunity for appeal.
Information & Communication
The Dodge City Times (North of the tracks)
If You Want to Know Who's Who and What They're Doing
The local newspaper. If you want to know who's who in Dodge and what they've been doing to each other, read the Times. For news about the wider world, you'll still have to rely on the ever-truthful Tombstone Epitaph (heavy sarcasm intended—the Epitaph is notorious for sensationalism and half-truths).
The Editor: Nicholas Klaine runs the Times with a mix of genuine journalism and careful politics. He reports local news, publishes legal notices, and occasionally investigates real stories. He's also smart enough to know which topics to avoid if he wants to keep breathing.
Information Source: Reading the Times will keep you informed about local events, business opportunities, social gatherings, and official announcements. Reading between the lines will tell you about partisan tensions, suspected spies, and brewing conflicts.
Publishing Notices: If you need to communicate with someone publicly or place an advertisement, the Times is the way to do it. Want to find a missing person? Hire skilled workers? Send a veiled threat? The classified section is your friend.
The Globe (Location not specified)
The Other Newspaper
The Globe occasionally has some real news in it. Unfortunately, the editor, Dan Frost, is close-minded when it comes to anything out of the ordinary. If you have supernatural encounters and someone reports them to Frost, expect him to dismiss the story as superstition or explain it away with tortured logic.
The Editor's Bias: Frost is a rationalist who refuses to believe in ghosts, curses, or monsters despite living in the Weird West. This makes him useless for supernatural investigations but occasionally useful for maintaining cover stories. If you need people to not believe in the supernatural, Frost will help that cause unwittingly.
Rivalry: Frost and Klaine of the Times have a professional rivalry. They occasionally print contradictory stories or criticize each other's reporting.
The Railroad Depot (Center of Front Street)
Where It All Begins
The depot serves both Union Blue and Black River railroads. Union Blue's platform is to the north, Black River's to the south. A constant procession of trains passes through daily on both sides. This is where you'll receive most of your assignments from Colonel Brennan via telegraph.
Schedule:
• Union Blue passenger train: Scheduled to arrive at 10 AM. Usually rolls in around noon—if it shows up at all. Union Blue's service is notoriously unreliable due to Confederate raids and "accidents."
• Black River passenger express: Usually arrives around 4 PM. More reliable than Union Blue because Union Blue refuses to attack civilian trains (unlike some Confederate guerrillas).
The Telegraph Office: Inside the depot. This is how Colonel Brennan sends assignments, how you report progress, and how you receive updates. The telegraph operators, Samuel Webster (Union Blue) and Thomas Richter (Black River), are both professional and discreet—their jobs depend on it.
Security: Both railroads station armed guards at the depot to protect cargo and prevent sabotage. The building is one of the most heavily guarded locations in town.
Information: The depot is an excellent place to gather intelligence. Trains bring news, cargo manifests reveal shipping patterns, and travelers gossip about conditions along the line.
Essential Services
McCarty's City Drug Store (North of the tracks)
Dr. T. L. McCarty, Proprietor
The bottom floor serves as both drugstore and city post office. Upstairs, the doctor has an office where he sees patients. If you're wounded and need medical attention, this is your best option in Dodge.
The Doctor: Dr. McCarty is competent and experienced. He's seen gunshot wounds, knife fights, broken bones, diseases, and injuries from machinery accidents. He asks few questions and treats everyone regardless of partisan affiliation—as long as they can pay.
Medicines: The drugstore carries laudanum, morphine, quinine, various tonics, and patent medicines. Some work, some don't. McCarty can advise you on what's genuine medicine versus snake oil.
The Post Office: If you need to send or receive mail, this is the place. McCarty's wife, Harriet, runs the postal service with militant efficiency.
Ham Bell's Livery (South of the tracks)
One of the Few Reputable Businesses on the South Side
Horses left at Ham Bell's are always well cared for. The service is reliable but expensive.
The Owner: Ham Bell is a former cavalry horse handler who knows his business. He's one of the few men in town trusted by both Union and Confederate sympathizers because horses don't care about politics.
Services: Stabling ($1 per day), tack repair, horseshoes, veterinary care, and occasionally horses for sale. Bell can also recommend reliable guides and scouts if you're heading out into the plains.
Prices: Higher than some liveries, but your horse will actually be alive and healthy when you return. Cheaper stables have a habit of losing horses to "accidents" or "theft."
Mueller's Boot Shop (North of the tracks)
Jim Mueller, Proprietor
There are no better boots around these parts than Mueller's. If you're spending time in the saddle or walking the plains, good boots are essential—they can mean the difference between blisters and comfort, between speed and hobbling.
The Craftsman: Mueller is German, meticulous, and takes genuine pride in his work. He'll measure your feet properly and create custom boots that fit. Expect to wait a week or two for custom work.
Prices: $15-25 for custom boots, $8-12 for ready-made. Expensive but worth it.
Repairs: Mueller also repairs boots and can work wonders with worn leather.
Zimmerman's Hardware (North of the tracks)
If You Need It, They Probably Have It
General hardware store carrying tools, nails, rope, mining equipment, farming supplies, lanterns, oil, and a thousand other useful items. If you're outfitting for an expedition or need to repair equipment, start here.
Selection: Extensive and reasonably priced.
The Owner: Otto Zimmerman is a practical businessman who stocks what sells. He's neutral in partisan politics and serves everyone.
Wright, Beverly, & Co. (North of the tracks)
General Store
A general store carrying dry goods, clothing, canned foods, fabric, household items, and sundries. Robert Wright himself owns this establishment—it's one of his many business interests in town.
Selection: Wide variety of goods at fair prices.
Notable: Because Wright owns it, the store is well-stocked and reliable. The staff is professional and discreet.
Swemburgh & Begley's Buffalo Emporium (Near the cattle pens)
One of the Largest Buffalo Buyers
You can usually get about $30 for a large bull with an unblemished hide. This is where buffalo hunters sell their kills, and where you'd go if you needed to buy buffalo meat, hides, or bones.
The Business: The Emporium processes buffalo carcasses—skinning, butchering, and preparing hides for shipment. The smell is unforgettable and carries for blocks.
Employment: If you need to make quick money and don't mind brutal work, the Emporium is always hiring skinners and butchers. The work is hard, bloody, and soul-crushing, but it pays.
Information: The buyers know which hunters are reliable, which areas are producing the best kills, and which territories are too dangerous (due to Indian raids or worse).
Spiritual & Cultural
Union Church (North of the tracks)
Where the Faithful Hold Service
This building is used by numerous denominations and congregations. On Sundays, you'll find Methodists in the morning, Baptists in the afternoon, and occasionally Catholics or Presbyterians in the evening. It's one of the few places in town where Union and Confederate sympathizers sit together without hostility—though they often attend different services.
Ministers: Rotate through town. Dodge doesn't have a permanent pastor, but traveling preachers stop regularly.
Services: Weddings, funerals, baptisms, and regular worship.
Notable: The Temperance League holds meetings here. Mrs. Cordelia Atkinson (of the Great Western Hotel) is a prominent member and fierce advocate for prohibition.
The Schoolhouse (North of the tracks)
Mrs. Margaret Walker, Teacher
This small building was built by volunteers. Mrs. Walker teaches the children of Dodge here—reading, writing, arithmetic, and basic history. She's patient, dedicated, and underpaid.
The Teacher: Mrs. Walker is a widow from Massachusetts who came west after her husband died in the War. She's educated, principled, and determined to bring civilization to the frontier one student at a time.
Hours: Monday through Friday, 8 AM to 3 PM.
Notable: Mrs. Walker keeps detailed attendance records and knows every family in town. She's an excellent source of information about local residents, family situations, and social dynamics—if you can win her trust.
The Ford County Library (North of the tracks)
Miss Temperance Page, Librarian
"The written word outlasts the fastest gun."
— Miss Temperance Page
The Ford County Library is one of Dodge City's hidden treasures and a resource every troubleshooter should know about. Unlike most frontier towns, Dodge has a proper library with an extensive collection of books, newspapers, maps, and documents.
The Librarian: Miss Temperance Page is the heart and soul of the library. She's intelligent, well-read, and fiercely protective of her books. Despite her Victorian propriety and stern demeanor, she's genuinely helpful to those who treat the library with respect. She believes knowledge is power and the written word preserves truth when memories fade and witnesses die.
The Collection:
• Reference Works: Encyclopedias, dictionaries, atlases, medical texts, legal references
• History: Books on American history, the War Between the States, Western expansion, and Native American tribes
• Literature: Classic novels, poetry, Shakespeare, popular fiction
• Newspapers: Back issues of the Dodge City Times, the Tombstone Epitaph, Eastern papers, and other periodicals
• Maps: Detailed maps of Kansas, the Disputed Lands, railroad routes, and territorial boundaries
• Local Records: Birth records, death records, property deeds, business registrations (some available for public viewing)
• Special Collection: Books on folklore, legends, and unexplained phenomena. Miss Page maintains this collection quietly and doesn't advertise it, but she'll share it with serious researchers.
Using the Library: Miss Page welcomes visitors during library hours (Tuesday-Saturday, 10 AM to 5 PM, closed Sunday-Monday). She'll help you find books, locate information, or research specific topics. Her memory is excellent—she knows the collection intimately and can point you to relevant sources quickly.
Research Assistance: If you're investigating a mystery, tracking down information about people or places, or trying to understand something strange, the library is invaluable. Miss Page can help you search newspaper archives, cross-reference sources, or find obscure information. She's particularly knowledgeable about local history and families.
What most people don't know: Miss Temperance Page is considerably more than she appears. She's a powerful Harrowed entity who died under mysterious circumstances and returned with abilities far beyond mortal ken. She uses her position at the library to gather knowledge, watch for supernatural threats, and subtly guide those who might help protect the town from darker forces.
Players shouldn't know this unless they discover it through investigation. For now, she's simply the exceptionally competent and slightly mysterious librarian who knows more than she says.
Library Rules:
1. No loud voices or disruptive behavior
2. No firearms (she's stricter about this than Marshal Deger)
3. Handle books with clean hands and respect
4. Return books on time or face her considerable displeasure
5. No tobacco or alcohol on the premises
Building: The library occupies a modest but well-maintained building donated by Robert Wright. It has a main reading room with tables and chairs, shelves of books, a small office for Miss Page, and a back room where the special collections and archives are kept.
Funding: The library is funded by a combination of town appropriations, private donations, and a small endowment. Miss Page also charges a 5¢ borrowing fee for non-residents and accepts donations of books.
Practical Benefits:
• Research bonus: +1 to Knowledge rolls when you have time to use the library
• Miss Page can provide detailed historical information about Dodge City, Ford County, and the surrounding area
• Access to newspaper archives for investigating past events
• Maps for planning expeditions or tracking routes
• A safe, quiet place to think and plan away from saloons and crowds
The Dark Places
Boot Hill Cemetery (West of town)
Where Too Many Troubleshooters End Up
Boot Hill overlooks Dodge City from a rise west of town. It's where they bury those who die violently—which in Dodge is most people. The cemetery is growing faster than the town, and that's saying something.
The Surface: Wooden crosses and simple headstones mark the graves. Some have names, some just say "Unknown" or "Died 1876." A few graves belong to famous gunfighters or prominent citizens and have more elaborate markers. The cemetery is reasonably well-maintained during daylight.
The Problem: Twenty ghouls call the tunnels beneath Boot Hill home. They've dug an extensive warren of passages connected to their central den. During the night, they emerge to feast on fresh corpses—and occasionally drag down anyone foolish enough to visit the cemetery after dark.
Ghoul Activity: Most nights, the ghouls scavenge from recent burials. They prefer fresh meat but will eat any corpse. Occasionally, they've become bold enough to stalk the streets of Dodge at night, claiming the remains of those who lost arguments at gunpoint. Anyone badly wounded in town after dark risks being dragged below.
The Ghoul King: The pack is led by a bloated creature who commands all others nearby. He rarely leaves the deep den but sends his subordinates topside to feed and bring back victims.
Above Ground: Ghouls are cowardly and flee if attacked by armed groups. They won't fight unless cornered or protecting their den.
Below Ground: The tunnels are a death trap. The ghouls use their knowledge of the maze-like passages to surround and trap intruders. They collapse tunnels on invaders and feast on the suffocated remains.
Warning: DO NOT visit Boot Hill after dark unless you're well-armed, in a group, and prepared for a fight. The ghouls are fast, vicious, and numerous. Even experienced gunfighters can be overwhelmed. Many good people have died trying to clear out the ghoul den. The tunnels extend deep and connect to unknown passages—some suspect they lead to even darker places.
Marshal Deger's Position: The marshal knows about the ghouls but lacks the resources to deal with them. He's warned the town repeatedly to avoid Boot Hill at night and has posted signs. Beyond that, he can't spare deputies for a full-scale assault on the tunnels, and most people won't believe in ghouls anyway. Those who've seen them and survived are usually dismissed as drunk or crazy.
Burials: Funerals are held during daylight hours only. The gravedigger, Old Pete Swenson, refuses to work after 4 PM and won't dig graves deeper than necessary. He's lost too many friends to the things below.
Gravedigger's Knowledge: Pete knows more about the ghouls than almost anyone alive. He's seen them, fought them off with a shovel, and lost colleagues to them. He won't talk about it unless he trusts you, but he can provide valuable intelligence about ghoul behavior, tunnel entrances, and safe times to visit the cemetery.
Someone important to Colonel Brennan or the troubleshooters has been buried at Boot Hill. Now the body's gone—taken by ghouls. Do you venture into the tunnels to recover the remains? Or do you let the dead rest in pieces? The ghouls have been getting bolder. If they're not stopped, they'll eventually attack homes near the cemetery. But fighting them in their lair could get the entire posse killed.
Important People You Should Know
The Powers That Be
Robert Wright
Founder & Town Visionary
The man who founded "Peacetown" and incorporated Dodge City. Wright is a successful entrepreneur and idealist who genuinely believed he could create a place where profit mattered more than politics. He's learned the hard way that human nature is messier than business plans, but he hasn't given up on his vision.
Influence: Owns multiple businesses in town (Wright, Beverly, & Co., the library building, and significant property). Close friend of Judge Moreland. Member of the town council.
Personality: Practical, intelligent, and weary. He's seen his dream of "Peacetown" become a violent powder keg, but he keeps working to make things better.
Politics: Genuinely neutral. He wants Dodge to prosper regardless of who wins the War. This makes him suspicious to both sides.
Usefulness: If you need political support, business connections, or help navigating town politics, Wright can be valuable. But he won't support anything that threatens Dodge's stability or his business interests.
Marshal Larry Deger
The Law in Dodge
Covered in detail under "Law, Order & Government" section. Key points: competent, overworked, pragmatic, and trying to prevent open warfare in a town full of armed partisans and supernatural threats. He'll cooperate with troubleshooters when your interests align but won't cover for serious crimes.
Judge Wells Moreland
The Hanging Judge
Covered under "Courthouse" section. Key points: stern, efficient, friend of Wright's, cares about results over legal niceties. Spying is punishable by hanging. Don't expect mercy if you threaten Dodge's stability.
Information Brokers & Influencers
Nicholas Klaine
Editor, Dodge City Times
Smart, careful journalist who reports news while avoiding topics that might get him killed. Good source of local information and gossip. Can publish notices or stories if properly approached (and paid).
Dan Frost
Editor, The Globe
Rationalist who refuses to believe in the supernatural despite living in the Weird West. Useful for maintaining cover stories about supernatural events. Rivals with Klaine.
Miss Temperance Page
Ford County Library Librarian
Covered in detail under "The Ford County Library" section. Intelligent, well-read, mysteriously knowledgeable, and far more than she appears. The library is an invaluable resource, and Miss Page is its guardian angel.
Service Providers You'll Need
Dr. T. L. McCarty
Doctor & Druggist
Competent physician who's seen everything. Treats gunshot wounds, broken bones, diseases, and mysterious ailments without asking too many questions. Fair prices for frontier medicine.
Ham Bell
Livery Owner
Former cavalry horse handler. Reliable, professional, and trusted by both sides. Your horses will be safe and well-cared for at his stable. Can recommend scouts and guides.
Jim Mueller
Boot Maker
German craftsman who makes the best boots in Kansas. Custom work takes time but is worth it. If you're spending time in the saddle, invest in good boots.
Old Pete Swenson
Gravedigger
The man who buries Dodge's dead. Knows more about the Boot Hill ghouls than almost anyone alive. Won't work after 4 PM and refuses to dig graves deeper than necessary. Traumatized but functional. Will share information about ghouls if he trusts you.
The Telegraph Operators
Samuel Webster (Union Blue) and Thomas Richter (Black River)
Your Connection to Colonel Brennan
Both are professional telegraph operators who handle messages for their respective railroads. They're discreet, efficient, and understand that their jobs depend on maintaining confidentiality. Richter will handle your communications with Colonel Brennan and knows you're troubleshooters. He'll alert you when important messages arrive.
Wild Cards & Mysterious Figures
The Irish Roses
Proprietors of Wild Irish Roses Brothel
A group of fabulously beautiful Irish women who run their own establishment. Their origins are mysterious, their beauty is remarkable, and their discretion is absolute. They maintain strict confidentiality and handle their own security. Men who mistreat them tend to disappear or suffer accidents.
The Varieties & Lady Gay Girls
Dance Hall Hostesses
The women who work the dance halls are expert information brokers. They sell gossip, rumors, and secrets to the highest bidder. Assume anything you tell them will be repeated to spies, lawmen, criminals, and anyone else willing to pay. Some are simply working women trying to survive. Others are active intelligence agents for various factions.
Practical Advice for Troubleshooters
Where to Gather Information
1. The Long Branch Saloon - General gossip, business news, railroad information
2. The Alhambra Saloon - Buffalo hunters' knowledge of the plains, Sioux/Coyote activity
3. The Lone Star Saloon - Confederate intelligence, Texas Ranger contacts
4. The Occident Saloon - Union intelligence, Northern partisan information
5. The Dodge City Times - Local news, official records, social events
6. The Ford County Library - Research, historical information, maps, archives
7. The Railroad Depot - Shipping information, travel schedules, arriving strangers
8. The Dance Halls - Expensive rumors (pay for information, verify independently)
9. McCarty's Drugstore/Post Office - Medical emergencies, mail gossip, who's corresponding with whom
Where to Stay Low-Profile
1. The Great Western Hotel - Quieter, respectable, cheaper than Dodge House
2. South of the tracks - Less attention from law and Northern sympathizers
3. The Wild Irish Roses - If you need to hide or meet someone discreetly (and can afford it)
4. The Ford County Library - No one expects troublemakers in a library
Where to Avoid
1. Boot Hill after dark - Ghoul infestation, high mortality rate
2. The Bull Ring at night - Criminals, smugglers, and things that feed on buffalo blood
3. Partisan saloons - If you're on the wrong side (Lone Star for Union sympathizers, Occident for Confederates)
4. Back alleys after midnight - Spies, assassins, ghouls, and worse
5. Dark corners of the dance halls - Easy place to get robbed, stabbed, or compromised
Prices & Costs (Quick Reference)
| Item/Service | Cost |
|---|---|
| Hotel room (Dodge House) | $2/day |
| Hotel room (Great Western) | $1.50/day |
| Meal (decent) | 25¢-50¢ |
| Whiskey (glass) | 10¢-25¢ |
| Beer | 5¢-10¢ |
| Dance (10 minutes) | 50¢-75¢ |
| Horse stabling | $1/day |
| Arkansas River toll bridge | 5¢ |
| Custom boots | $15-25 |
| Shave & bath | 25¢-50¢ |
| Buffalo (large bull, unblemished hide) | $30 |
| Library borrowing fee (non-residents) | 5¢ |
Railroad Schedule (Approximate)
Union Blue Passenger Service:
• Scheduled arrival: 10:00 AM
• Actual arrival: 12:00 PM (if it shows up)
• Reliability: Poor (Confederate raids, sabotage, "accidents")
Black River Passenger Express:
• Scheduled arrival: 4:00 PM
• Actual arrival: Usually on time
• Reliability: Better than Union Blue (fewer attacks on civilian trains)
Freight Trains: Multiple daily on both lines, schedules vary
The Unspoken Rules of Dodge
Every town has unwritten rules that newcomers learn the hard way. Here's what veterans know:
1. Mind Your Politics
Don't flaunt your partisan affiliation unless you're in friendly territory. The wrong comment in the wrong saloon can get you killed. Dodge tolerates mixed loyalties because of money, but that tolerance has limits.
2. Respect the Firearm Ban (Publicly)
Marshal Deger enforces the no-guns rule, and Judge Moreland backs him. Check your weapons publicly even if you're carrying a hideout gun. Getting caught with firearms can mean fines or jail time.
3. Don't Ask About the Spy War
Everyone knows spies operate in Dodge. Nobody talks about it openly. Asking too many questions marks you as either an agent yourself or dangerously naive. Being convicted of espionage means hanging—no trial, no appeal.
4. Stay Out of Boot Hill After Dark
This isn't superstition. The ghouls are real, they're numerous, and they're hungry. Even experienced gunfighters have disappeared up there. Visit during daylight or don't visit at all.
5. Watch What You Tell the Dance Hall Girls
The women at the Varieties and Lady Gay are information brokers. Anything you say to them will be sold to someone. If you need female company, pay for their time but keep your mouth shut about sensitive topics.
6. The Wild Irish Roses Are Different
Unlike other establishments, the Roses maintain strict confidentiality. They're also dangerous in ways most people don't understand. Show respect, pay fair prices, and don't cause trouble. Men who violate these rules tend to disappear.
7. Don't Mess With Miss Page's Library
She's protective of her books and has ways of dealing with those who damage or steal them. Return books on time, handle them with respect, and follow her rules. She's more helpful than you'd expect—and far more dangerous than she appears.
8. Buffalo Hunters Are Tough
They spend weeks on the plains dealing with hostile Indians, weather, predators, and isolation. They're hard men who've seen things that would break softer folks. Don't start fights with them unless you can finish them.
9. The Railroads Run This Town
Union Blue and Black River bring in the money that keeps Dodge prosperous. Their interests matter more than individual lives. The town will protect the railroads before it protects you.
10. Fear the Things You Can't See
Dodge City has a Fear Level of 3 for good reason. The supernatural is real here. Ghouls beneath Boot Hill, strange disappearances, unexplained deaths, and darker things lurking in the shadows. The Weird West isn't a metaphor—it's a daily reality.
You've got the lay of the land, know the major players, and understand the rules (written and unwritten). The Dodge House is your headquarters, the Long Branch is your information hub, and the Ford County Library is your research center. Marshal Deger will tolerate you as long as you don't cause too much trouble, and Colonel Brennan's assignments will keep you busy.
Welcome to Dodge City, troubleshooter. Try not to end up on Boot Hill.
Next: Continue to Boot Hill Cemetery for a detailed look at Dodge's most dangerous location, then explore other boomtowns of the Weird West: Tombstone, Deadwood, and Beyond.
"Know your ground, trust your gun, and never visit Boot Hill after dark."
— Advice from a veteran troubleshooter