Tombstone
Tombstone, Arizona
"Gateway to the Great Maze"
"It's been said that Tombstone has a man for breakfast.
That's not far from the truth."
— Common saying among residents
The Town Too Tough to Die
Tombstone, Arizona Territory sits at the western edge of Confederate territory, known throughout the South as the Gateway to the Great Maze. This boomtown of silver, sin, and sudden death is where prospectors, outlaws, soldiers, and fortune-seekers gather before heading west into California's ghost rock-rich wasteland—or where they celebrate surviving the journey back.
Founded on silver discovered by Ed Schieffelin in 1874, Tombstone has grown from a handful of tents on Goose Flats into a proper town with brick buildings, established businesses, and all the vices a frontier boomtown can offer. The arrival of Bayou Vermilion's railroad transformed Tombstone from a remote mining camp into a crucial hub for Confederate ghost rock operations and westward expansion.
Fear Level: 3
Violence, greed, and the constant threat of Apache raids have soaked fear into the desert sand. The surrounding wilderness crawls with things that shouldn't exist—conquistador ghosts, Maze serpents that escaped east, and horrors dragged back by those who survived the Maze. Tombstone sits on the edge of civilization, staring into the unknown, and the unknown stares back.
Territory: Confederate States of America (claimed), though the CSA's actual control extends only as far as Fort Huachuca's patrol range
County: Cochise County, Arizona Territory
Population: Approximately 1,500 permanent residents, plus countless transients living in tent cities around the town
Founded: 1877, following Ed Schieffelin's silver strikes in 1874
Primary Industries: Silver mining, outfitting expeditions to the Great Maze, servicing ghost rock caravans, saloons, gambling, and vice
Railroad: Bayou Vermilion (completed line 1876)
The Founding: Tombstone & Graveyard
The town's name comes from dark humor and darker prophecy.
In 1874, Ed Schieffelin arrived at Fort Huachuca as a guard on a ghost rock shipment from the Great Maze. He'd worked as a miner in the Maze but decided—after watching too many friends die in spectacular and grisly ways—to try something less dangerous. He'd heard rumors of silver in the San Pedro Valley and decided to prospect the area.
When Schieffelin left the fort's protection to go prospecting in Apache territory, the soldiers told him all he'd find out there was his own tombstone. Schieffelin was undeterred. After dealing with the Mexican Armada, Maze serpents, and the daily horrors of ghost rock mining, a few "scalp-hungry Apaches" didn't seem like anything to lose sleep over.
Luck favored the brave fool. Schieffelin discovered several rich silver veins and, remembering the soldiers' grim prediction, named his first two claims Tombstone and Graveyard. When word got out, people with more greed than sense began flooding into the area despite constant Apache attacks. A town was established on Goose Flats and named after Schieffelin's first claim.
The name proved prophetic. Tombstone has buried hundreds of men since its founding, and the epitaphs on Boot Hill demonstrate the grim humor of citizens who've accepted violent death as a fact of daily life.
The Railroad Changes Everything
Tombstone grew slowly until Bayou Vermilion completed its railroad line into town in 1876. Overnight, Tombstone became the eastern endpoint for Confederate ghost rock caravans traveling from the Great Maze and the starting point for expeditions heading west. The railroad brought legitimacy, prosperity, and an endless stream of people hoping to strike it rich in California.
Silver mining, while still important to the local economy, has taken a back seat to servicing travelers. New saloons, outfitters, hotels, and supply stores sprout up faster than weeds. Merchants, guides, con artists, and saloon keepers compete to separate greenhorns from their money before those fools head west to die in the Maze.
The Ghost Trail & Fort Huachuca
Fort Huachuca
Fort Huachuca sits approximately 23 miles southwest of Tombstone, built in late 1869 to safeguard mule trains hauling ghost rock from the Great Maze to Roswell, New Mexico. The fort commands an east-west pass between the Whetstone and Huachuca Mountains with clear views of the San Pedro and Santa Cruz Valleys.
Current Garrison: Roughly 100 cavalrymen—significantly less than the 300 troopers stationed here before last year's November Offensive. The reduced garrison patrols the Ghost Trail and the area around Tombstone, protecting against Apache raids and Mexican incursions.
Morale: Abysmal. The soldiers are tired of being targets in Geronimo's shooting gallery. Most want nothing more than to corner the Apaches in a stand-up fight. Frustration has led some troops to retaliate against peaceful tribes in the area or get drunk in town and shoot at anything that moves.
Commander: Colonel Jacob Smythe, a dedicated soldier who takes his duties seriously. He's found Geronimo to be one of the most formidable foes he's ever faced. In their cat-and-mouse game, it's often hard to tell who is hunter and who is prey. Despite grudging respect for Geronimo, Smythe is committed to running him to ground.
Mexican Problem: Sporadic sightings of Mexican patrols have the garrison nervous. No evidence of major Mexican movements yet, but Santa Anna's forces operate near Yuma to the west, and scouts may be probing Confederate territory.
The Ghost Trail
Confederate ghost rock caravans travel the Ghost Trail from the Great Maze to Tombstone, then continue east to Roswell and beyond. These heavily-armed convoys consist of dozens of wagons guarded by veteran soldiers who've survived the horrors of California.
The Journey: It used to take about a month and a half for caravans to reach Tombstone from the Maze. Now it takes two months or more since caravans must skirt the edge of Reverend Grimme's "sovereign state" around Lost Angels. Some caravans don't arrive at all—two were lost last year, and three have gone missing since January 1877.
Caravan Arrival: A major event in Tombstone. Soldiers receive their pay when they reach town and are turned loose to celebrate still having their scalps. The week following a caravan's arrival is wild—soldiers blow through their pay at saloons, gambling tables, and brothels before working up courage to march back to California and do it all over again.
Reinforcements Needed: Richmond will likely dispatch fresh troops to reinforce Fort Huachuca and patrol the Ghost Trail once the November Offensive's dust settles. The current garrison is too small to adequately protect the critical ghost rock supply line.
Law & Disorder
Town Marshal Fred White
Poor Fred White serves as Tombstone's town marshal, and he has his hands full. He deals with rowdy soldiers, drunken miners, transient troublemakers, and—worst of all—the Cowboys gang that actually runs the town.
Deputy: Spence Walker, whose greatest virtue is showing up most days. The most charitable description is that Walker is "a few cards shy of a full deck." He's not much help, but Fred can't afford to be picky.
Limited Power: Fred enforces what laws he can within town limits, breaks up fights, and tries to prevent murders. He arrests drunks, confiscates weapons from the rowdiest troublemakers, and generally attempts to maintain minimal order. What he can't do is arrest the Cowboys—they're too powerful, too numerous, and too well-connected.
The Man: Fred is honest, dedicated, and exhausted. He knows the Cowboys control Tombstone, knows Sheriff Behan won't help, and knows he's one wrong move away from a bullet. He does his job anyway because someone has to try.
Sheriff John Behan
The Confederate government divided Arizona Territory into counties and elected sheriffs for each to legitimize their territorial claim. John Behan was elected Sheriff of Cochise County with his office in Tombstone, the county seat.
His One Duty: Behan performs one aspect of his job exceedingly well—collecting taxes. As sheriff, he's entitled to keep 10% of all taxes collected as salary. He's very motivated to collect every penny owed to the Confederacy (and himself).
Everything Else: Enforcing actual laws? Arresting criminals? Stopping the Cowboys from terrorizing the territory? Behan doesn't trouble himself with such concerns. Despite rampant cattle rustling and other crimes, the number of arrests Behan has made can be counted on one hand.
Why He's Useless: Behan is either corrupt, cowardly, or both. He may be receiving payoffs from the Cowboys. He may simply lack the courage to confront them. Either way, he's worse than useless—his presence gives the illusion of law while allowing outlaws to operate freely.
Texas Ranger Hank "One-Eye" Ketchum
Hank "One-Eye" Ketchum is one of the most famous Texas Rangers and the only real law that scares the Cowboys. Hank understands the supernatural horrors plaguing the Weird West better than most—partly from experience, partly from the gruesome event that cost him his eye.
Monthly Visits: Hank and his Rangers patrol Arizona Territory and stop in Tombstone for a few days each month to rest their mounts. When the Rangers ride into town, the Cowboys suddenly remember they have "business south of the border." While Ketchum is present, things stay quiet. Even Sheriff Behan behaves himself.
Temporary Peace: The week the Rangers spend in town is the most civilized Tombstone gets. Actual law enforcement happens. Criminals hide. Citizens relax slightly. Then the Rangers leave, and everything goes back to normal.
The Man: Ketchum is tough, experienced, and relentless. He'd love nothing more than to arrest or kill the entire Cowboys gang, but he can't stay in Tombstone permanently—his patrol territory covers thousands of miles. He makes the best use of his time when he's there, gathers intelligence, and hopes someday he'll catch the Cowboys in an act serious enough to justify a full-scale assault.
One Eye: Ketchum lost his eye to something supernatural—the exact circumstances vary depending on who's telling the story. What's certain is the event left him with a gruesome injury, a grim reputation, and an understanding that the Weird West's horrors are very real.
If troubleshooters are in Tombstone when Ranger Ketchum arrives, he may approach them for assistance. He knows Colonel Brennan's people when he sees them and understands you're not exactly law-abiding citizens yourselves. But he's pragmatic—if your interests align with justice (or at least with stopping the Cowboys), he'll work with you.
Be warned: crossing Ketchum is a bad idea. He's famous for a reason, and that reason usually involves dead outlaws.
The Cowboys: The Real Law in Tombstone
The Cowboys are a gang of cattle-rustling, murdering lowlifes who control Tombstone despite what the official law says. They're brutal, numerous, well-armed, and utterly ruthless. Few people have the guts to stand up to them, and those who try usually end up on Boot Hill.
Old Man Clanton
The nominal leader of the Cowboys, though his control is slipping. Old Man Clanton and his three sons (Ike, Phineas, and William) form the core of the gang. He's been rustling cattle and running the criminal underworld in Cochise County for years.
His Operation: The Cowboys steal cattle from Mexican ranchers and sell them to local Arizona buyers, or steal local cattle and sell them in Mexico. They've raided the Ghost Trail (ghost rock caravans) several times but know better than to make it a regular practice—that would bring Texas Rangers down on them hard.
His Problem: Curly Bill is maneuvering to take over. The old man knows it but can't prove it or stop it without splitting the gang.
Curly Bill Brocius
Curly Bill is the real power behind the Cowboys. When Old Man Clanton isn't around, Curly Bill calls the shots. He's tired of cattle rustling and wants to move up to banks and stagecoaches—bigger scores, more prestige, more power.
His Plan: Curly Bill knows killing Clanton outright would split the gang. Instead, he's been patient, waiting for the chance to arrange an "accident" for the old man. Once Clanton is out of the way, Bill will take control unopposed.
His Deal: Curly Bill brokered the Cowboys' arrangement with Bayou Vermilion railroad as local muscle and enforcers. The Cowboys don't know anything about Bayou Vermilion's deeper mysteries yet—they're just hired thugs who break skulls and intimidate competitors. Bill uses this connection to consolidate his position and prove he's the future of the gang.
The Man: Plain-looking with kinky black hair and a vicious look in his eye. He's strong, brutal, and ambitious. He has a mild opium habit and a vengeful streak—cross him once and he'll remember forever.
Bounty: $500 on his head
Johnny Ringo
Johnny Ringo (real name John Ringold) is the most feared Cowboy. He's faster than a rattler with a gun and meaner than one when he's been drinking. Tombstone clears the streets when he staggers out of a saloon looking for trouble.
His Hatred: Ringo despises Doc Holliday, and the feeling is mutual. They've traded lead at least once and will almost certainly do so again. Their feud is personal, violent, and likely to end with one of them dead.
Surprising Education: Despite his violence, Ringo is well-educated—he attended college in Missouri and quotes poetry and Shakespeare. This makes him even more unsettling; he's a cultured killer, a gentleman murderer who can recite verse before putting a bullet between your eyes.
The Man: Fairly good-looking with a bushy black mustache and slicked-back hair. Quick-tempered, bloodthirsty, mean as a rattler, and vengeful. Has a mild opium habit like several other Cowboys.
Bounty: $600 on his head
The McLaury Brothers
Frank and Tom McLaury are skilled gunfighters and loyal Cowboys. They're not as famous as Ringo or Curly Bill but just as dangerous in a fight. They follow orders, shoot straight, and don't ask questions.
The Clanton Sons
Ike, Phineas, and William Clanton ride with their father and form part of the gang's core leadership. They're mean, capable rustlers who've grown up in the outlaw life. They're loyal to their father—for now—but Curly Bill is working on changing that.
Cowboys Operations
Numbers: The core gang consists of the leadership mentioned above, but they can muster 20-30 followers and hangers-on when needed. That's a small army, more than enough to control Tombstone.
Territory: They control most of Cochise County through intimidation, violence, and Sheriff Behan's incompetence/corruption. They own legitimate businesses in Tombstone (like Ike's Place restaurant), giving them a veneer of respectability.
"Jollifications": When Cowboys return from cattle drives, they celebrate by getting drunk at Ike's Place and then riding through town shooting at anything that moves. Smart people stay indoors when the Cowboys are "jollifying." People have died during these celebrations.
Recent Quiet: Things have calmed slightly since Doc Holliday came to town. He's had several run-ins with the Cowboys and lived to laugh about it in that consumptive way of his. The Cowboys don't know how to handle someone who isn't afraid of dying. Doc has threatened to wire his friend Wyatt Earp in Dodge City and invite him down for a spell—that threat alone has made the Cowboys think twice about escalating.
Mexican Infiltration: Recently, a few soft-spoken Mexican "ruffians" have joined the Cowboys. These are actually advance scouts for Santa Anna, probing Confederate territory. The Cowboys have no idea about their new members' high connections south of the border, but other folks in town are starting to wonder...
The Cowboys are dangerous but not stupid. They'll avoid direct confrontation with well-armed, competent troubleshooters unless they have overwhelming numbers. They're bullies who prey on the weak and avoid fights they might lose.
However, if you cross them—cheat them, kill one of them, or interfere with their operations—they'll come for you. Twenty armed men is more than most groups can handle. And they have home-field advantage in Tombstone.
Your best bet: don't start trouble with them unless you're ready to finish it permanently. Half-measures against the Cowboys will just get you killed slowly instead of quickly.
Notable Figures
Doc Holliday
John Henry "Doc" Holliday came west in 1872 after being diagnosed with tuberculosis, hoping dry weather would help his failing lungs. While he sometimes practices dentistry (hence the nickname), he makes most of his money playing cards—and he's one of the sharpest gamblers in the Weird West.
Currently: Staying at the Grand Hotel with his paramour, Big Nose Kate. Frequently found at the Oriental Saloon playing faro and poker.
Personality: Doc is dangerous, brilliant, and dying. He has a quick temper and doesn't hesitate to use violence when provoked. He's made more enemies than friends, but those he calls friends receive fierce loyalty. He saved Wyatt Earp from angry cowboys in Dodge City, cementing their friendship.
The Cough: Doc's consumption is obvious every time he speaks or laughs. His voice is spooky, rattling with the disease killing him. He coughs blood into handkerchiefs and knows he's on borrowed time.
Death Wish: Doc is dying and knows it. He's looking to go out in a blaze of glory if given half a chance. This makes him incredibly dangerous—he has nothing to lose and welcomes the fight that will finally end him.
Huckster Rumors: Some folks claim Doc possesses strange "powers" that account for his deadly accuracy with cards and guns. There may be truth to these whispers—Doc has been studying card magic in an arcane way for several years.
The Feud: Doc and Johnny Ringo hate each other with passionate intensity. They've traded lead at least once. One of them will eventually kill the other—it's just a matter of time.
John Clum - Editor of the Epitaph
John Clum is both mayor of Tombstone and editor of the Tombstone Epitaph, the most controversial newspaper in North America. He's convinced something sinister has changed the nature of reality, and his goal is to make people aware of the truth before it's too late.
The Epitaph's Mission: Along with reporter Lacy O'Malley and the rest of his staff, Clum publishes stories about supernatural events, strange creatures, and unexplained phenomena. The Epitaph believes the public deserves to know what's really happening in the Weird West.
Government Opposition: The Union's Agency and the Confederacy's Texas Rangers want the Epitaph shut down. They harass staff, intimidate reporters, and suppress distribution where possible. Fortunately, the Epitaph built a large audience before the authorities realized where it was based. Shutting it down now would only increase credibility of its stories.
Payment for Stories: The Epitaph pays for credible accounts of supernatural events:
• Half cent per word for written articles
• $10 for sketches
• $15 and up for photographs
• All submissions subject to independent confirmation—they're credulous but not fools
The Man: Clum is honest, determined, and willing to risk his life for the truth. He's made powerful enemies by publishing what governments want hidden. He knows the danger but continues anyway.
Life in Tombstone
"A Man for Breakfast"
The saying is accurate—there are many ways to meet an unpleasant end in Tombstone. Violence, disease, accidents, Apache raids, heat stroke, bar fights, duels, stagecoach robberies, and supernatural horrors all claim lives regularly. The undertaker stays busy.
That said, Tombstone isn't an ongoing gun battle. It's possible to walk down the street without catching lead—most days. The average citizen goes about their business, works their job, drinks at their preferred saloon, and tries not to get involved in trouble. Life continues despite the danger.
Civilized Weeks: Once a month when Hank Ketchum and his Rangers visit, Tombstone becomes almost civilized. The Cowboys vanish south of the border, rowdies behave, and Fred White can actually enforce laws. It's nice while it lasts. Then the Rangers leave and normalcy (violence, chaos, fear) returns.
The Transient Population
Tombstone's permanent population is around 1,500, but the actual number of people in town at any time is much higher. Vast tent cities surround the proper town, housing:
• Prospectors heading to the Great Maze or recovering from the trip back
• Miners working Tombstone's silver claims
• Soldiers from ghost rock caravans spending their pay
• Drifters looking for work, trouble, or both
• Merchants selling supplies and dreams
• Con artists selling lies and false hope
• Guides (honest and dishonest) offering to lead expeditions west
• Soiled doves following money and men
• Gamblers seeking rich marks
• Outlaws hiding from the law
• Refugees fleeing worse situations elsewhere
These tent cities are chaotic, temporary, and largely lawless. Fred White's jurisdiction technically extends to them, but he lacks the manpower. The Cowboys occasionally raid the tents for "protection money" or just for fun.
The Maze or Bust!
Silver mining remains part of Tombstone's economy, but serving westbound travelers has become the real money-maker. New saloons and outfitters open weekly. Merchants compete to sell greenhorns every conceivable piece of equipment known to man—usually more than anyone could possibly carry.
The Suckers: Many would-be miners are tinhorns from Back East who heard there's easy money in California. They arrive by train with little more than clothes and cash, buy everything merchants recommend, then realize they've purchased three times what they can actually transport. The OK Corral makes a fortune selling these fools horses and wagons.
The Journey: The country between Tombstone and the Great Maze is rugged and crawling with hostile Indians, bandits, Foreign Legion deserters, and supernatural horrors. Smart travelers hire guides who'll organize groups and lead them west for about $50 per head—expensive but usually worth every penny.
Honest Guides: Competent guides who know the territory can make the trip in about a month each way (three weeks returning without leading a slow group). These men know water sources, safe routes, Apache territories to avoid, and how to survive the desert.
Dishonest "Guides": Some villains take customers' money, lead them out of sight of town, murder everyone, and dump the bodies in the Arizona wasteland. They return to Tombstone claiming "tragic Apache attack" or "deadly accident" and pocket all the gear. This scam is more common than people realize.
Grimme's Edict: Word is spreading slowly about Reverend Grimme's activities in Lost Angels. The flow of people through Tombstone has decreased slightly as horror stories filter back, but greed overcomes fear for most. The dream of California riches still draws hundreds west despite the dangers.
Dangers Beyond Town
Geronimo & the Chiricahua Apaches
While Richmond claims all of Arizona Territory, the reality is different. Outside Fort Huachuca's limited patrol range, the territory belongs to Geronimo and his Chiricahua Apaches. They're masters of desert warfare, virtually invisible until they attack, and utterly ruthless with trespassers.
The Apaches don't want settlers, miners, or soldiers on their land. They make this clear through raids, ambushes, and killings. Fort Huachuca's garrison has been fighting a losing battle for years—Geronimo is simply too good at guerrilla warfare.
The Foreign Legion
France's Foreign Legion garrisons Mexico's northern border for Emperor Maximilian. These soldiers are the refuse of the French Army—deserters, debtors, criminals, and other unwanted souls. While they have a valiant fighting record, they're also desperate, greedy, and bored.
The Problem: Legionnaires stationed at forgotten border outposts sometimes raid north into Arizona Territory, attacking caravans on the Ghost Trail. They rarely leave witnesses. The Texas Rangers know which outposts are responsible but can't attack across the border without spoiling the Confederacy's relationship with France.
Their Skill: Years fighting in African deserts have made Legionnaires expert desert fighters. They can ride fast, hide in plain sight, and survive incredible heat—often better than the Rangers pursuing them. If the Rangers could catch them in Confederate territory, they'd likely win the fight. But the Legion knows when to retreat to Mexico.
The Conquistador Ghosts
Recently, travelers northwest of Tombstone near the Whetstone Mountains have encountered something impossible: Spanish conquistadors. The stories are remarkably consistent.
The Encounter: Three horsemen in old-style Spanish armor approach at lance-point and demand travelers hand over the silver they've "stolen." Some hot-tempered folks have opened fire—bullets don't seem to have much effect. Once travelers convince the conquistadors they carry no silver, the horsemen simply turn and ride away.
The Truth: These are actual conquistadors from Francisco Coronado's 1540 expedition. They discovered silver in the San Pedro Valley and returned to open a mine, enslaving local Pima Indians to work it. They killed any worker found with even a fleck of silver on them.
When neighboring Indians liberated the slaves and took the silver, the conquistadors were buried alive inside their own mine. A shaman cursed their spirits to walk the earth until they gather silver equal to that mined by the slaves—an eternal penance, since they can never gather enough to satisfy the curse.
Current Threat: The ghost conquistadors patrol their old territory, stopping travelers and demanding silver. They're more annoyance than deadly threat unless you're carrying large amounts of silver—then they become very aggressive.
Santa Anna's Scouts
Mexican patrols have been spotted in the area with increasing frequency. Santa Anna's reconstituted Mexican Army operates near Yuma to the west, and scouts appear to be probing Confederate defenses around Tombstone. No major Mexican movements yet, but something is brewing south of the border.
Some of Santa Anna's advance scouts have infiltrated the Cowboys gang as "Mexican ruffians." They're gathering intelligence on Fort Huachuca, Confederate strength, and territorial defenses. The Cowboys have no idea who they've really recruited.
Where to Go: Tombstone Establishments
Saloons & Entertainment
The Oriental Saloon
Doc Holliday's Favorite Haunt
A quality establishment for faro and poker. The Oriental has gained notoriety as the deadly dentist's preferred gambling location. Doc can usually be found here when he's not at the Grand Hotel or picking fights with Cowboys.
Games: Professional gamblers welcome. High-stakes games. Doc doesn't tolerate cheaters (unless he's the one cheating).
Atmosphere: Tense when Doc is present. He's deadly, dying, and unpredictable. Other patrons give him plenty of space.
Notable: Good place to make money if you're skilled at cards and brave enough to play near Doc Holliday.
The Crystal Palace Saloon
Free Lunch (With Purchase)
Lunch is free at the Crystal Palace—provided it's washed down with expensive house beer. The place was originally called the Fredericksburg Lager Beer Depot but was renamed after the owners added crystal stemware and big mirrors.
The Deal: Buy beer, get food. The beer is overpriced, but the lunch is decent. Still cheaper than paying for both separately.
Décor: Fancier than most saloons. The crystal and mirrors give it an almost elegant atmosphere (by Tombstone standards).
Clientele: Miners, merchants, soldiers, and travelers looking for a meal with their drink.
The Bird Cage Theater
Splendid Entertainment (Usually)
The Bird Cage often features excellent performances. The comedian Eddie Foy has graced the establishment multiple times. However, aspiring thespians should be warned: Tombstone crowds are hard on acts that aren't up to snuff. Bad performances get booed, heckled, and occasionally have items thrown at the stage.
Entertainment: Variety shows, comedians, singers, dancers, occasional dramatic performances
Audience: Rowdy, drunk, and brutally honest. Impress them and you'll be celebrated. Disappoint them and you'll be humiliated.
Notable: The name comes from the cage-like balcony boxes where "soiled doves" entertain gentlemen during performances.
Ike's Place
Cowboys Headquarters
Ike Clanton owns this restaurant, making it the Cowboys' favorite hangout. The food is mediocre but cheap. All the steaks served here were "mooing en Español" a few days ago—stolen Mexican cattle, in other words.
Warning: This is Cowboys territory. If you're not with them or known to them, expect hostile treatment. Starting trouble here means fighting the entire gang.
The Food: Cheap steaks, beans, tortillas, coffee. Nothing fancy but it fills the belly.
Jollifications: When Cowboys return from cattle drives, they get drunk here before riding through town shooting at anything that moves.
Hotels & Lodging
The Grand Hotel
Fine Establishment
One of Tombstone's better hotels. Comfortable rooms, decent service, and a restaurant. Doc Holliday and Big Nose Kate are staying here.
Rooms: $2-3 per night depending on quality
Amenities: Clean beds, private rooms, dining room, bar
Notable: If you're staying here, you might encounter Doc in the hallway or dining room. He's usually polite to fellow guests (unless drunk or provoked).
Essential Services
The OK Corral
Horses, Wagons, and Overpriced Dreams
Need a horse or wagon for your expedition to the Great Maze? The OK Corral will sell you one—at two to three times what you'd pay Back East. They're making money hand over fist selling to greenhorns who don't know better.
Prices: Inflated but not negotiable. Supply and demand favor the seller.
Quality: Generally decent animals and equipment. The owners know repeat business requires satisfied customers (who survive to return).
Notable: Also offers stabling, shoeing, tack repair, and other livery services.
Schieffelin Hall
Largest Adobe Building in North America
A fine theater erected by Ed Schieffelin (the town's founder) for cultural performances and community gatherings. This is the largest adobe building on the continent—a source of local pride.
Uses: Theater performances, lectures, town meetings, social events, dances
Notable: Shows Tombstone's aspirations toward civilization and culture despite the violence outside.
C.S. Fly's Photographic Gallery
Immortalize Your Likeness
C.S. Fly operates a photography studio and will immortalize your likeness for the pittance of $2. Many travelers get photographs taken before heading to the Great Maze—a final image to send home in case they don't return.
Services: Portraits, group photos, documentation of events
Notable: Fly is skilled and professional. His photographs are high quality by frontier standards.
Law & Government
Cochise County Courthouse
Justice of the Peace Wells Spicer Presiding
Where Justice of the Peace Wells Spicer passes judgment on the miscreants Fred White manages to round up. Spicer has no love for the Cowboys but is powerless to do anything until someone finally arrests them and makes charges stick.
The Justice: Spicer is honest and frustrated. He'd happily convict every Cowboy in town if given the chance, but Fred White can't arrest them and John Behan won't.
Trials: Quick, efficient, and generally fair—when they happen at all.
Tombstone City Hall
Mayor John Clum's Other Office
John Clum serves as mayor in addition to editing the Epitaph. City Hall is where the town council meets, municipal business is conducted, and Tombstone's government pretends to have control over what happens in the streets.
The Dead
Boot Hill Cemetery
Grim Humor in Death
Tombstone's cemetery sits on a hill overlooking town. The epitaphs on tombstones demonstrate the dark humor of citizens who've accepted violent death as daily reality:
• "Here Lies Lester Moore, Four Slugs from a .44, No Les, No More"
• "Hanged by Mistake"
• "He Called Bill Smith a Liar"
• "Too Slow on the Draw"
Boot Hill fills faster than anyone hoped when the cemetery was established. Tombstone really does have "a man for breakfast" most mornings.
The Tombstone Epitaph
The Tombstone Epitaph is the most widely read and controversial newspaper in North America. Its office on Allen Street is both the paper's headquarters and a beacon of truth in a world where governments want people ignorant of supernatural realities.
Editor: John Clum (also mayor of Tombstone)
Star Reporter: Lacy O'Malley
Mission: Make people aware of what's really happening before it's too late
Motto: "Believe It or Else!" (printed on every edition)
What They Publish
The Epitaph publishes stories about:
• Supernatural creatures and events
• Unexplained phenomena
• Government coverups
• Mad science gone wrong
• Hauntings and curses
• Anything weird, wonderful, or terrifying
They believe the public deserves the truth about the Weird West, even if that truth is horrifying.
Government Opposition
The Agency (Union) and Texas Rangers (Confederacy) desperately want the Epitaph shut down. They harass staff, intimidate reporters, confiscate editions when possible, and generally make life difficult for everyone involved.
Why They Can't Shut It Down: The Epitaph built a massive audience before authorities realized where it was based. Shutting it down now would only prove the paper's claims about government coverups, increasing credibility of everything they've published. Banning distribution makes people want to read it more.
Payment for Stories
If troubleshooters witness supernatural events and want to make extra money:
• Half cent per word for written articles
• $10 for sketches of creatures, events, or locations
• $15 and up for photographs (more for particularly dramatic images)
Requirements: All submissions subject to independent confirmation. The Epitaph staff are credulous but not fools—they'll investigate claims before publishing. If you're lying or exaggerating, they'll find out.
The Epitaph publishes reports from across the Weird West. Back issues contain information about supernatural threats, strange locations, and unexplained events. If you're investigating something weird, checking Epitaph archives might provide clues.
The office staff are also knowledgeable about the supernatural and might share information off the record—especially if you're investigating something they'd like to cover in a future story.
Practical Information for Visitors
Getting to Tombstone
By Train: Bayou Vermilion runs regular service from Confederate territory. The most common route is through Texas and New Mexico.
By Stage: Stagecoach service from various Arizona settlements and New Mexico.
By Horse: Ride through Apache territory at your own risk. Bring friends and guns.
On Foot: Suicide. Don't try it.
When to Visit
Best Time: When Ranger Ketchum is in town. The Cowboys behave, law functions, violence decreases.
Worst Time: When ghost rock caravans arrive. Hundreds of soldiers with months of back pay hit the saloons simultaneously. Chaos ensues.
Dangerous Time: When Cowboys return from cattle drives and start "jollifying." Stay indoors.
Costs
• Hotel room: $2-3/night
• Meal: 50¢-$1
• Beer: 10¢-25¢
• Whiskey: 25¢-50¢
• Horse: $75-150 (inflated frontier prices)
• Wagon: $100-200
• Guide to Great Maze: $50 per person
• Supplies for Maze expedition: $100-500 depending on length
Survival Tips
1. Don't antagonize the Cowboys unless you're ready to fight all of them
2. Stay indoors during jollifications (Cowboys celebrating = random gunfire)
3. Don't trust every "guide" offering to lead you to the Maze—some are murderers
4. Avoid Boot Hill after dark (just generally good advice for any cemetery)
5. Don't play cards with Doc Holliday unless you're very good or very lucky
6. Be polite to Fred White—he's trying his best in an impossible situation
7. Ignore Sheriff Behan—he's useless at best, corrupt at worst
8. Respect Ranger Ketchum—he's one-eyed, not blind to trouble
9. Don't mention supernatural events loudly—Agency and Rangers are listening
10. Buy the Epitaph—you'll learn more truth from one newspaper than a month of conversation
Adventure Hooks
The Cowboy Problem
Colonel Brennan's interests conflict with the Cowboys. Maybe they've been raiding his caravans, intimidating his contacts, or interfering with business. He wants the problem handled—permanently if necessary. Can you take on the most powerful gang in Arizona Territory?
Guide to the Maze
Brennan needs someone escorted to the Great Maze safely. You'll need to hire a guide, organize a group, and survive a month-long journey through Apache territory, past Foreign Legion raiders, around conquistador ghosts, and into California's supernatural wasteland. Simple, right?
The Epitaph Story
John Clum wants you to investigate something weird for a major Epitaph story. He'll pay for exclusive coverage and provide resources. But Agency operatives are watching the Epitaph closely—if you're seen working with them, you'll attract unwanted attention.
Ranger's Request
Hank Ketchum approaches you during his monthly visit. He needs help with something he can't handle officially—maybe investigating Bayou Vermilion's connection to the Cowboys, or dealing with supernatural threats his superiors don't believe exist. Working with a Texas Ranger could provide valuable connections—or paint a target on your back.
Doc's Favor
Doc Holliday owes you a favor, or you owe him one. Either way, he's calling it in. Maybe he needs backup against the Cowboys, help with a supernatural problem, or protection for Big Nose Kate. Doc is deadly, loyal, and dying—an ally worth having, but a dangerous one.
Mexican Trouble
Those "Mexican ruffians" in the Cowboys aren't what they seem. Someone discovers they're Santa Anna's scouts. Do you warn Fort Huachuca? Tell the Cowboys? Use the information for your own advantage? Any choice creates complications.
The town too tough to die sits at the edge of civilization, staring into the supernatural wasteland of the Great Maze. Silver, violence, and opportunity draw thousands west. Most never return. Those who do are changed—by what they've seen, what they've done, and what followed them back.
Tombstone isn't safe. But it's profitable, exciting, and right where Colonel Brennan needs troubleshooters stationed for his western operations. The Cowboys control the streets, but smart operators can work around them. The Epitaph tells the truth the government wants hidden. And somewhere beyond the horizon, the Great Maze waits—full of ghost rock, horror, and fortune for those brave or foolish enough to seek it.
Next: Continue to other boomtowns of the Weird West: Deadwood and Beyond.
"All he'd find in Arizona was his own tombstone, they said.
They weren't entirely wrong."
— Ed Schieffelin, reflecting on the town he founded
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