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The Disputed Lands

The Disputed Lands

"Where Allegiances Shift Like Tumbleweeds and Only the Gun Speaks Truth"

The Disputed Lands are territories that both the Union and Confederacy claim but neither truly controls. Kansas, Oklahoma, Colorado, and Utah exist in a violent limbo where towns switch sides frequently—sometimes voluntarily, sometimes at gunpoint—and the only law that matters is what you can enforce with bullets.

No major battles between Union and Confederate armies happen here. Instead, the Disputed Lands endure something worse: twenty-plus years of guerrilla warfare, partisan violence, and blood feuds that make the organized war Back East seem almost civilized by comparison. Jayhawkers clash with border ruffians. Raiders wearing bits of Union or Confederate uniforms terrorize settlements. Outlaws claim to be "patriots" while robbing banks and burning towns. The Great Rail Wars turn competition into open warfare between corporate armies.

In the Disputed Lands, you can't trust yesterday's ally to be tomorrow's friend. Towns that flew Union colors last month might display Confederate flags this week—or vice versa. Local law enforcement does its best, but when armed partisan bands ride through, badges don't count for much. Survival depends on reading the situation quickly, keeping your head down, and knowing when to leave town in a hurry.

Neither North Nor South

Both Washington and Richmond claim the Disputed Lands belong to them. President Grant insists Kansas, Colorado, and Oklahoma are Union territory temporarily occupied by rebels and ruffians. President Davis counters that these are Confederate lands stolen by Yankee aggression. The truth? These territories belong to whoever has the most guns at any given moment. Towns switch allegiances based on which army happens to be closest, which railroad pays the most bribes, or which partisan band scared them the most recently.

The Territory

The Disputed Lands stretch across the heart of the continent, rising from the plains to the Rocky Mountains:

Kansas: The bloodiest of the Disputed Lands. Guerrilla warfare has raged here for over twenty years, starting with "Bleeding Kansas" in the 1850s when abolitionists and pro-slavery forces fought over statehood. Kansas technically entered the Union as a free state in 1861, but that's never stopped Confederate partisans from claiming it. Federal troops occupy key locations, but Confederate cavalry raids keep them constantly off-balance.

Oklahoma (Indian Territory): Officially designated Indian Territory, though neither the tribes, the Union, nor the Confederacy agrees on who actually controls it. Multiple Indian nations claim portions, making this land even more complicated politically. White settlers push in anyway, leading to conflicts with native tribes who have their own reasons to hate both governments.

Colorado: Admitted as a state in 1876 with Denver as its capital—though both nations claim it. The eastern plains are contested ground, while Denver itself serves as a neutral hub where both sides maintain a wary presence. The Rockies form a natural barrier that makes large-scale military operations impractical.

Utah: Home to the Republic of Deseret (covered separately), though both Union and Confederate forces patrol the edges and claim jurisdiction when convenient.

Geography

The land itself grows more rugged traveling westward. Kansas starts as flat prairie—endless grassland where you can see riders approaching from miles away, which is why ambushes happen at river crossings and town approaches. Eastern Colorado introduces rolling hills before the land rises toward the Front Range of the Rockies. By the time you reach Denver, you're in the foothills of some of the tallest mountains on the continent.

This geography shapes the violence. On the plains, mounted raiders strike fast and disappear into the vast emptiness. In the hills, bandits ambush travelers at narrow passes. The mountains provide hideouts where outlaws can vanish for months.

Bloody Kansas

If Hell has a waiting room, it's probably somewhere in Kansas.

The violence started in 1854 when the Kansas-Nebraska Act opened the territory to settlement and let residents vote on whether to enter the Union as free or slave state. Pro-slavery groups from Missouri—the "border ruffians"—flooded across the border to ensure Kansas would become slave territory. Their opponents, Kansas abolitionists called "Jayhawkers," fought back with equal viciousness.

This was "Bleeding Kansas," and it bled for seven years before Kansas achieved statehood in January 1861. A few months later, the Civil War began. You'd think that would settle things. It didn't.

The Partisan War

What started as political disagreement evolved into blood feuds that outlasted the original causes. Neighbors who fought in the 1850s passed their hatred to their children. The Civil War gave everyone new excuses to settle old scores. Union supporters became Jayhawkers. Confederate sympathizers became border ruffians. Both sides claimed to be patriots. Both sides murdered civilians, burned towns, and committed atrocities in the name of their cause.

How It Works: Partisan bands range from a dozen riders to several hundred. Some wear remnants of military uniforms. Some operate with tacit government approval. Most are just bandits using politics as justification for theft and murder. They raid settlements, steal supplies, kill anyone who supported the other side, and vanish back into the countryside.

The recent influx of Federal troops (sent by General Sheridan before the 1876 election) and Confederate cavalry (sent by General Gano to counter them) hasn't reduced violence—it just means there are more people with guns. The balance of power hasn't shifted; Kansas is still a powder keg where any spark can ignite a massacre.

Famous Raiders

Several partisan leaders have achieved infamy throughout the Disputed Lands:

Quantrill's Raiders: Led by the legendary (and supposedly dead) William Quantrill. They burned Lawrence, Kansas in 1863, killing over 150 people. Rumors persist that Quantrill still rides, leading spectral followers on midnight raids that leave only corpses and ashes.

The James Gang: Jesse and Frank James, formerly of Quantrill's Raiders, now rob banks and trains—especially Union Blue Railroad. They claim to be Confederate patriots. Most say they're just thieves with good publicity.

Local Bands: Confederate-aligned groups like Morgan's Marauders, Henley's Hellions, and the Confederate Kansas League. Union supporters organize Anderson's Raiders, Bob's Boys, and the Unionizers. All of them leave trails of blood across the plains.

Major Settlements

Dodge City, Kansas

Your base of operations. Dodge City was founded as "Peacetown" by entrepreneur Robert Wright, intended as a place where people of all political persuasions could live and profit together. It's become that—sort of. Both Union Blue and Black River railroads run through town. Buffalo hunters, cowboys, gamblers, and opportunists from both nations mingle in the streets. Union and Confederate spies operate networks here. Texas Rangers and Agency operatives watch each other suspiciously.

Marshal Larry Deger and his deputies try to keep the peace, enforcing the firearms ban within city limits and preventing partisan violence from exploding into open warfare. It's a job that would break lesser men. Dodge City succeeds because profit trumps politics—everyone's making too much money to let ideology burn the town down. But the tensions are always there, simmering beneath the surface.

Why It Matters: Dodge is the gateway between East and West, North and South. Control Dodge, and you control commerce, intelligence networks, and access to ghost rock shipments from the Great Maze. That's why Colonel Brennan bases his operations here, and why the town is critical to both governments despite technically belonging to neither.

Denver, Colorado

The Queen City of the Plains sits in the foothills of the Rockies, the largest city between Dodge and the City of Lost Angels. Denver became Colorado's capital when the territory achieved statehood in 1876—though both Union and Confederacy claim Colorado as their own.

Denver functions as a neutral hub by necessity. Railroad lines converge here. Prospectors heading to the mountains pass through. Ranchers ship cattle from here. Business interests from both nations operate openly. Denver's citizens are proud—perhaps too proud—of their city's importance, but they're also pragmatic enough to know that declaring firm allegiance to either side would make them a target.

The Reality: Denver's "neutrality" is maintained by armed force and economic necessity. Local law enforcement is tough, corruption runs deep, and the city's elites profit from playing both sides. As long as the money flows, Denver remains a sanctuary where North and South can do business without shooting each other. Once the profits stop, all bets are off.

Wichita, Kansas

Another major Kansas town, former stomping grounds of Wyatt Earp. Now under Marshal Bill Tilghman's watch—a no-nonsense lawman with a reputation for relentless pursuit of outlaws. Tilghman commands five deputies and will chase criminals into Oklahoma or even the Coyote Confederation if necessary. His dedication keeps Wichita relatively peaceful, but partisan raiders still pass through regularly.

Smaller Settlements

Dozens of small towns, mining camps, cattle ranches, and farming communities dot the Disputed Lands. Most are too small for permanent law enforcement. They rely on circuit judges, occasional visits from US Marshals or Texas Rangers, and their own ability to defend themselves. When raiders come, these settlements are on their own.

Towns near the Kansas-Missouri border are particularly vulnerable. So are settlements along the major trails and railroads. Some towns pay protection money to partisan bands. Others fortify and prepare to fight. A few move wholesale when violence becomes unbearable.

Law and Disorder

Law enforcement in the Disputed Lands is complicated, contradictory, and often deadly.

Overlapping Jurisdictions

Both Union and Confederate authorities claim legal jurisdiction. That means:

  • US Marshals patrol the territory, claiming authority under Union law
  • Texas Rangers operate throughout the Disputed Lands, enforcing Confederate law
  • Local sheriffs and town marshals handle day-to-day law enforcement, trying not to anger either national government
  • Military provost marshals sometimes assert authority when troops are present

This creates chaos. An outlaw might be wanted by the North, a hero to the South, and just trying to survive according to local law. Rangers and US Marshals occasionally help each other—Southern hospitality and professional courtesy go far—but they're just as likely to clash over jurisdiction.

The Practical Reality

Most of the time, local law enforcement handles local crimes without national involvement. A drunk cowboy shooting up a saloon is the town marshal's problem, not cause for federal intervention. But when crimes cross state lines, involve military targets, or touch on "national security," things get complicated fast.

Example: An outlaw robs a Union Blue train. US Marshals want him for robbery. Texas Rangers claim he's a Confederate patriot attacking enemy assets. The local sheriff just wants him out of town before the shooting starts. Who has jurisdiction? Whoever catches him first—and whoever has more guns backing them up.

Bounty Hunters

Where law enforcement is confused, bounty hunters thrive. Both governments post rewards for wanted criminals. Railroad companies offer bounties for raiders who attack their lines. Local businesses put up money for outlaws terrorizing their towns. A skilled bounty hunter can make a fortune in the Disputed Lands—if they survive long enough to collect.

The risk? Bounty hunters operate in legal gray areas. Killing a man wanted by the Union might make you a hero in Confederate territory, but step across the wrong border and you're a murderer. Some bounty hunters work for the highest bidder regardless of politics. Others have firm loyalties. All of them live dangerously.

Judge Isaac Parker

Federal Judge Isaac Parker, the "Hanging Judge," holds court in Fort Smith, Arkansas (just across the border from Oklahoma). His jurisdiction theoretically covers Indian Territory, and his reputation for harsh sentences is well-earned. Parker believes the death penalty is the only deterrent for violent criminals in lawless territories. His courtroom has seen dozens of hangings, and he's entirely unrepentant about it. Cross into his jurisdiction with blood on your hands, and you'll likely dance at the end of a rope.

The Great Rail Wars

The competition to build transcontinental railroads has turned the Disputed Lands into a corporate battlefield.

The Players:

  • Union Blue Railroad (Union-backed): Pushes through Kansas toward the Maze
  • Black River Railroad (Confederate-backed): Also driving through Kansas, racing Union Blue mile by mile
  • Denver Pacific Railroad: Controls routes around Denver
  • Iron Dragon Railroad: Owned by the mysterious Mr. Kang, pushing through Sioux territory
  • Kansas City & Little Rock Railroad: Smaller line running contraband through Disputed territory

The Violence: Railroads hire armed guards, saboteurs, and full-fledged armies. They bribe officials, intimidate competitors, and kill each other's workers. The James Gang operates as muscle for Kansas City & Little Rock. Other railroads employ Union or Confederate veterans, Pinkerton agents, or outright mercenaries.

Work crews building track spend as much time digging graves as laying rails. Sabotage is common—tracks torn up at night, bridges burned, supply trains robbed. Towns caught between competing railroads often suffer "accidental" fires or raids that destroy property benefiting rivals.

Dodge City's Example: When Robert Wright offered right-of-way to both Union Blue and Black River, he set a deadline: first railroad to reach Dodge by June 1, 1875 would get permanent access. The competition turned murderous. Union Blue arrived May 23rd. Black River rolled in May 26th. Both got their access, and Wright made clear that any fighting inside city limits would cost a railroad its right-of-way. Outside town? That's a different story.

The Outlaw Problem

The Disputed Lands are outlaw heaven. Confused jurisdictions, partisan warfare, and vast empty spaces create perfect conditions for criminal enterprises.

Types of Outlaws

Political Raiders: Claim to fight for North or South, but mostly rob, murder, and terrorize civilians. Some started as legitimate partisan fighters and descended into banditry. Others use politics as cover for theft. All are dangerous.

The James Gang: Jesse and Frank James are the most famous. Former Quantrill Raiders turned professional criminals. They rob banks with Northern sympathies and trains belonging to Union Blue Railroad. Jesse even hands out press releases claiming his robberies are "military actions." Most folks see through the patriotic rhetoric—they're thieves who happen to be good at publicity.

Cattle Rustlers: With massive herds moving through Kansas from Texas, cattle theft is lucrative. Some rustlers are organized gangs, others desperate men trying to survive. Either way, ranchers hire armed guards and vigilantes to protect their property.

Train Robbers: Ghost rock shipments and payroll trains make tempting targets. Organized gangs hit trains regularly, especially in remote areas where help is hours away. Some work for rival railroads. Some are independent operators. All know that ghost rock is worth killing for.

Highwaymen: Attack stagecoaches and travelers on major routes. Less organized than train robbers, but still deadly. Buffalo hunters returning from successful hunts with money in their pockets are favorite targets.

The Revenant

Some outlaws are more than human. Rumors speak of a mysterious killer known only as the Revenant—a figure that appears without warning, slaughters without mercy, and vanishes like smoke. Some say it's a Harrowed gunfighter. Others claim it's a manitou wearing human skin. A few insist it's Death himself, riding the plains and collecting souls.

What's certain: when the Revenant strikes a settlement, fear spikes overnight. Bodies are found torn apart or drained of blood. Survivors babble about a thing that shouldn't exist. Local law enforcement investigates and finds nothing. Then it happens again in another town fifty miles away.

Industry and Economy

Despite the violence, people make livings in the Disputed Lands.

Buffalo Hunting

The Great Plains once held millions of buffalo. Buffalo hunters slaughter them by the thousands for hides and meat. Dodge City became a boomtown because of buffalo hunting—wagonloads arrive daily at slaughterhouses where carcasses are processed for eastern markets.

The hunting is brutally dangerous. The buffalo themselves are massive, unpredictable animals. Other hunters will rob or kill you for your kills. And the Indians—particularly the Coyote Confederation—view buffalo slaughter as an attack on their way of life and respond with deadly force. Many tribes depend on buffalo herds for food and leather, and they ambush hunting parties with extreme prejudice.

Cattle Drives

Texas longhorns move north through Kansas to railheads. Trail drives take weeks through hostile territory, facing bandits, raiders, Indian attacks, and simple bad weather. When cowboys finally reach towns like Dodge or Wichita, they want to drink, gamble, and raise hell—which creates its own problems for law enforcement.

Mining

Colorado's mountains hold silver, gold, and small amounts of ghost rock. Mining camps spring up overnight wherever someone strikes it rich. Most fail within months. A few become permanent towns. All attract gamblers, con artists, prostitutes, and violence.

Ghost Rock

The real money is in ghost rock. Shipments from the Great Maze pass through the Disputed Lands heading east to both Union and Confederate arsenals. Whoever controls these shipments controls the war. That's why the Great Rail Wars focus here—the first railroad to establish a permanent connection to the Maze will become fantastically wealthy supplying both governments.

The Supernatural Element

The Disputed Lands' constant violence and fear create ideal conditions for supernatural evil.

Fear Levels: The average fear level throughout the Disputed Lands is 2—higher than most peaceful territories. When raiders strike a settlement, fear jumps by 1. When notorious killers like Quantrill's Raiders or the Revenant appear, fear spikes by 2 overnight, reaching dangerous levels where the supernatural gains power.

Walking Dead: Battlefields and massacre sites sometimes spawn undead. Quantrill's spectral raiders are the most famous, but isolated incidents occur throughout the territory. Travelers who camp on old killing grounds sometimes don't wake up—or wake up as something else.

Haunted Places: Towns that suffered massacres, burned buildings where families died, lonely stretches of trail where travelers disappeared—the Disputed Lands have hundreds of locations where something malevolent lingers. Most locals know which places to avoid after dark.

Things Drawn to Violence: The constant bloodshed attracts creatures that feed on death and fear. Some are natural predators taking advantage of chaos. Others are supernatural entities drawn to suffering. A few are even darker—servants of the Reckoning that grow stronger with each death.

Quantrill's Raiders

William Quantrill supposedly died in 1865. His legend says otherwise. Quantrill rides again—or something wearing his face does—leading a band of undead marauders. They appear without warning, slaughter everyone in their path, and vanish before dawn. When Quantrill briefly regains control of his own body, he begs for help fighting the "demons" pursuing him. Then the manitou takes over again, and the killing resumes. Jesse James may be his last hope for salvation, but even that friendship might not survive what Quantrill has become.

Survival Guide

If you're operating in the Disputed Lands, here's what you need to know:

Keep Your Politics Quiet

Don't advertise allegiances. A town flying Union colors today might be Confederate-controlled tomorrow. Strong opinions get you killed. Keep your head down, don't argue politics in saloons, and remember that the person sitting next to you might be a partisan scout, a spy, or just someone who lost family to your side.

Trust No One Completely

Today's ally might be tomorrow's enemy depending on which way political winds blow. Make friendships but maintain escape plans. Don't share information you can't afford to have spread to both sides. Assume someone's always listening.

Stay Armed

Unlike eastern cities, the Disputed Lands don't restrict firearms. Everyone goes armed because everyone needs to be. Keep your weapons maintained and your ammunition dry. Know how to use them. Hesitation kills.

Avoid Raiders

If you see dust clouds on the horizon that might be riders, hide or run. Don't try to determine if they're "friendly"—by the time you know, it's too late. Partisan bands, outlaw gangs, and railroad enforcers all ride in groups and none are safe to encounter alone.

Respect Local Law

Town marshals and county sheriffs are trying to maintain order against impossible odds. Don't make their jobs harder. Follow local ordinances, check weapons when required, and remember that lawmen in Disputed territory are often the only thing standing between civilization and chaos.

Watch for the Weird

The Disputed Lands' violence attracts supernatural threats. If locals warn you about a haunted house, a cursed battlefield, or a stretch of trail where travelers disappear, listen. They've survived here by knowing which dangers are natural and which are something worse.


The Disputed Lands are caught between two nations at war, controlled by neither, claimed by both. Here, allegiances shift with the wind, violence is the common language, and survival depends on reading situations fast and trusting your instincts. The land itself seems cursed—twenty years of blood has soaked into the soil, and some say the earth itself has grown hungry for more.

For Troubleshooters working in Disputed territory, remember: the law is whatever you can enforce, politics are deadly, and the things that hunt these plains are often worse than any human raider.

Continue exploring other nations and factions shaping the Weird West, or return to the Ford County Library to study other campaign topics.