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Supplément en anglais autour de la Nouvelle Orléans. Contient les règles du vaudou.

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Page 1: Deadlands - River o' Blood
Page 2: Deadlands - River o' Blood

Pinnacle Entertainment Group, Inc.

www.peginc.com

Dedicated to:Mischa and Chris, for all the foot-sloggin'

through the bayous on behalf of the Epitaph.

Deadlands, Weird West, Dime Novel, the Great Rail Wars, theDeadlands logo, and the Pinnacle logo are Trademarks of

Pinnacle Entertainment Group, Inc.© Pinnacle Entertainment Group, Inc. All Rights Reserved.

Printed in the USA.

Visit www.peginc.com for regular updates.

Deadlands created by Shane Lacy Hensley.

Written & Designed by: John “Maverick” GoffDeveloped by: Hal Mangold

Editing & Layout: Hal Mangold & Matt Forbeck

Cover Art: Allan Pollack Cover Design: Hal Mangold

Logos: Ron Spencer & Charles Ryan

Interior Art: Kim DeMulder, Ashe Marler, Cliff van Meter,Joshua Searcy, Kevin Sharpe & Loston Wallace

Special Thanks to: Barry Doyle, Shane, Michelle & Caden Hensley, John & Christy Hopler,Ann Kolinsky, Matt Tice, Dave Seay, Zeke Sparkes, Maureen Yates & John Zinser

Playtesting & Advice: Joyce Goff, Roger Arnett, Brent Ingebretsen, Tony Kotil, Mary Beth Hodic,Mischa Krilov, Chris Nelson & Christopher McGlothlin

This electronic book is copyright Pinnacle Entertainment Group.

Redistribution by print or by file is strictly prohibited.

Add 1 to all Page Number References to account for the cover of this Ebook.

CreditsCredits

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PosseTerritory......................3

The TombstoneEpitaph’s Guideto the MightyMississippi ...............3Introduction by

the Author ................................... 4Chapter One:

The MightyMississippi ............................... 5

Riding the River .......................... 5The Mississipi

River Region.............................. 6Missouri ................................................ 6Arkansas .............................................. 6Louisiana ............................................. 6Mississippi .......................................... 6Illinois ...................................................... 6Tennessee ............................................ 6Kentucky .............................................. 6Alabama................................................ 6Chapter Two:

Troubled Waters .......... 1 0The War on the River ......... 10State of Misery ............................. 11The KC & LR................................. 12The James Gang ........................ 13St. Louis, Missouri .................. 13St. Louis, Missouri, CSA .... 17Cahokia ................................................ 19Little Egypt ..................................... 20New Madrid, Missouri ........ 21

Table o’ ContentsTable o’ ContentsChapter Three:

Midriver ................................... 2 2Pirates ................................................... 22Fort Pillow Massacre .......... 23Memphis, Tennessee ........... 23Memphis,

Tennessee, CSA................... 27The Lost Packet ........................ 31Vicksburg, Mississippi ....... 31The Sultana ................................... 33Natchez, Mississippi ............ 34Chapter Four:

From Bayouto Delta .................................... 3 7

Baton Rouge, Louisiana . 37Cajuns ................................................... 38Swamps and Bayous .......... 40The Delta .......................................... 43New Orleans, Louisiana,

CSA.................................................... 44Chapter Five:

The Crescent City:New Orleans ..................... 4 5

Rough Beginnings .................. 45The War .............................................. 47Commerce Today..................... 48Disease ................................................. 51City Government ....................... 51Military Presence ..................... 51The Law .............................................. 51Cities of the Dead .................. 53Mardi Gras....................................... 54The French Quarter ............. 54The French Quarter ............. 56The Rest of the City ........... 60Outskirts ........................................... 62Voodoo................................................. 64In Closing ......................................... 69

Chapter Two:Riverboats ofthe MightyMiss .................................. 7 1The Boats ........................................... 71

Archetypes ................ 7 7

The Marshal’sHandbook............... 8 1

Chapter Three:Secrets ofthe MightyMississippi ........... 8 3War on the River ..................... 83State of Misery .......................... 83The KC & LR................................ 84St. Louis, Missouri ................. 84Cahokia ............................................... 87Little Egypt ..................................... 87New Madrid, Missouri ....... 88River Pirates .................................. 88Fort Pillow ....................................... 89Memphis, Tennessee ........... 90The Lost Packet ....................... 94Vicksburg, Mississippi ...... 95The Sultana ................................... 97Natchez, Mississippi ............ 97Baton Rouge, Louisiana . 99Cajuns .................................................. 101Swamps & Bayous .............. 102The Delta ........................................ 106New Orleans ............................... 107Disease ............................................... 110City Government ..................... 110The Law ............................................ 110Cities of the Dead ................. 110Mardi Gras ........................................ 111The French Quarter .............. 111The Rest of the City .......... 114The Outskirts ............................. 115Voodoo ................................................. 117Marie Laveau ................................ 117Conjure Doctors ....................... 119Voodoo Creatures .................. 121

Chapter Four:New BlackMagic......................... 1 25The New Spells ....................... 125

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The Tombstone Epitaph’s Guideto the Mighty Mississippi

1877 Edition

Sinister Secrets ofthe Big Muddy!Believe it…or Else!

THRILL to the REAL story on…War on the River! v Memphis! v St. Louis!Little Cairo! v Mina Devlin! v Marie Laveau!

Baron LaCroix! v New Orleans! v Voodoo!

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6

Before I begin this guidebook to the lowerMississippi River, I feel I should take a momentto introduce myself to the readership. My nameis Daniel Clark, and unless you’re a personalacquaintance, you’ve probably never heard myname prior to this introduction.

When LaceyO’Malley firstapproached me towrite the EpitaphGuide to the lowerMississippi River, Iasked the obviousquestion. It was nodoubt the samequestion many of myreaders are askingright now.

“Why me?”“Because you’re

cheaper than Clemens,and we couldn’t getStanley,” Lacey repliedwith his usual, brutalhonesty.

All joking aside, Ireadily confess that Ilack the turn of phraseand biting wit ofSamuel Clemens.Likewise, I’m not theworld traveler HenryStanley is. However, Idoubt the accuracy ofthis guide suffers for it.I am only attemptingto acquaint my readerswith a small portion of the globe. And let meassure you, I do know that portion well.

I‘ve spent a good 40 of my 42 years in sight ofthe Mississippi. Born and raised in the town ofNatchez, Mississippi, I watched the town grow asa steamboat port. The decks of those sameriverboats provided me with years of gainfulemployment as I scraped together the funds topay for higher education in New Orleans.

Like most other able-bodied men in the South,I’ve served my time in the army—but don’t thinkfor a moment that makes me a governmentmouthpiece! I’ve always been outspoken in myopinions, and free thinking isn’t a qualityoften encouraged in the military. Although abullet wound at Chickamauga brought my

army career to an early end, the Unionsharpshooter barely defeated court-martialproceedings by my superiors in an extremelyclose-run race.

Now, I’m as loyal to the Confederacy as any,but in my opinion, loyalty doesn’t dictate

stupidity. While it’sdifficult to be trulyobjective on a subjectas volatile as the WarBetween the States, Ido promise thereadership of thisguide that I intend todo all within my powerto remain so. I maystray on occasion andshow a bias, butfortunately, I’m tooclumsy a writer tohide it in cleversubtleties andinnuendoes.

Anyhow, after mymercifully short tourof duty, I returned tothe banks of theMississippi and thesteamboats of myearlier years. It’s at thehelm of those vesselsthat I’ve spent the lastseven years. Duringthat time I’ve met anumber of interestingfolks and heard somestrange and unusual

stories as well.I’ve always loved a good tale, and the river has

more than its share. I’ve traded them up anddown the Mississippi and collected quite a hoardof them over the years. Lacey’s asked me toshare a few of the choicest pearls in mycollection.

Hopefully, you’ll find a few to your liking!

Yours,

Daniel A. Clark

Daniel Clark, esteemed riverboat pilot and the author of this Epitaph Guide.

Introduction by the Author

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7

Chapter One:

The Mighty MississippiFrom its headwaters in Lake Itasca in

Minnesota, the Mississippi flows over 2,300 milesacross the heartland of North America to emptyinto the Gulf of Mexico. The Mississippi RiverValley alone drains over a third of the riversystems in the Union and Confederacy. And ifyou count its main tributary, the Missouri, theMississippi is one of the longest rivers on Earth.

What that boils down to is that theMississippi is a very big river—the largest on theentire continent. Indians called it the “Father ofWaters,” and the name is certainly apt.

The Mississippi has served as a wateryhighway through the center of the continent forcenturies. With the coming of the steamboat, it’sbecome much more important to trade andtravel.

The Scope of This GuideI have no intention to try to cover the full

length of the Mississippi. A task of that scalewould daunt even Hercules. As I am a meremortal, I have instead chosen to attempt to dojustice to one central part of the river.

Starting at the headwaters of the Missouri, Iintend to follow the course of the Mississippidown past St. Louis, through the middle of theConfederacy, to where it finally ends its journeyin the Gulf of Mexico.

Along the way, I hope to provide not only aninteresting travel guide for my readers, but alsoto provide a little insight and history on some ofthe more important points along the river. And,of course, it wouldn’t be an Epitaph Guide if Iwere to neglect addressing the startling rumorsand legends a traveler is likely to encounter onthe river.

North and SouthAstute readers may have already noticed that

by beginning at the Missouri river, I amneglecting the northern portion of the river. Orto put it another way, I am not providing anyinformation on the Union half of the Mississippi.There are a few reasons for this.

First, I am a citizen of the Confederacy.Experience tells me that an information-gathering expedition into the heart of theUnion would likely lead to me being

charged and hung as a spy. Although I havetraveled extensively on the river prior to theoutbreak of hostilities, I fear to rely on mymemory in this matter. So, rather than provideout-of-date, or just downright incorrect,information, I have chosen to omit it.

Furthermore, while the Mississippi River is avital artery to the Confederacy, it is losing itsimportance in the Union. Northern riverboats canno longer ferry their goods downstream to theocean via the river. The War Between the Stateshas made it a dead-end voyage terminating atthe Missouri border. Railroads and the GreatLakes provide the only route to the sea forUnion goods now.

In the Confederacy, however, the Mississippicontinues to provide the primary means totransport goods to New Orleans and out to theinternational market. So, while Union river townsare slowly declining in importance, Confederateones continue to grow. In short, most of theexcitement on the Mississippi is now south ofthe Mason-Dixon Line.

Riding the RiverThe Mississippi River is a stretch of water

nearly a mile wide, neatly dividing theConfederacy in half. If considered by itself, thatfact makes the river merely an enormousobstacle to travel. However, what the Mississippitruly represents is the largest trade route on theNorth American continent.

Over the past century or so, folks on the riverhave devised a number of ingenious craft to plythe waters. It seems downright criminal toproceed any further in writing this Guidewithout providing my readers with a briefintroduction to some of these vessels that sailthe river.

SteamboatsThe most common boats on the river are the

twin-stacked paddle-wheeled steamboats, orpackets as they’re often called. These vessels arethe workhorses of the river, serving aspassenger boats, freighters, and even floatingcasinos. Close to 5,000 steamboats of all typesnow float the river.

Mississippi River steamboats are built withshallow drafts, meaning they float high in thewater. Few steamboats ever have more than ninefeet of their hull underwater, and the average is

below five feet. This helps prevent the craftfrom running aground or ripping their hullson submerged trees.

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St. Louis

Cairo

Louisiana

Mississippi

Missouri

Illinois

Alabama

Arkansas

Kentucky

TennesseeMemphis

Vicksburg

Natchez

Baton Rouge

New Orleans

New Madrid

Pilot Town

Mis

siss

ippi

Riv

er

Missouri River

Ohio Rive

r

Gulf of Mexico

The Mississipi River Region1 inch = 110 miles

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Stern or SideThere are two distinct types of steamboats,

sidewheelers and sternwheelers. Both use steamboilers to power the enormous paddlewheelsthat propel the boat through the water. The realdifference lies in where the paddlewheel isplaced.

Sidewheelers have dual paddlewheelsmounted near the middle of the boat, one oneach side. This distributes the weight of theboilers and paddlewheels along the hull better.

Sternwheelers have the paddlewheel mountedon the rear, or stern, of the boat. They makemore effective use of the boilers’ output and areusually faster and more powerful than acomparable sidewheeler. The design also allowsmore efficient use of deck space. However, thedistribution of weight on a sternwheeler requiresa reinforced hull which makes the boat moreexpensive.

On Board a SteamboatSince most travelers on the Mississippi are

likely to make use of a steamboat, a short tourof one should help our readers avoid theappearance of tinhorns during their first voyage.It’s important to remember, river steamboats,whether they’re sternwheelers or sidewheelers,have pretty much the same deck layouts.

The Main DeckJust above waterline is the main deck. The

main deck is open except for the boiler roomnear the paddlewheels. Cargo, such as cottonbales, is stacked on the main deck. Also,passengers can book space on the deck for afairly low price. Before doing so, be advised adeck passenger ticket only purchases deckspace—no cabin, no meals, literally nothing butthe privilege of riding the boat.

The main deck also houses the landing stage.This is the steamboat’s portable “dock” for lackof a better term. Because the river depth variesgreatly over the course of the year, few placeshave permanent dock facilities. The landing stageswings freely until positioned and allows theboat to stop nearly anywhere along the river.

Passenger DecksAbove the main deck is the boiler deck—

which, despite its name, has no boilers on it.Toward the bow is the main saloon, which servesas a dining room and bar. The main saloon islined with private cabins, and an openpromenade surrounds the deck.

On top of the boiler deck rests the smallerhurricane deck. Here are a few more privatecabins for officers and VIPs, surrounding acentral area, called the Texas room.

The PilothouseFinally, above the hurricane deck is the glass-

enclosed pilothouse. From here, the pilot has aclear view of the river—a necessity for detectingnew or hidden hazards ahead. Also on this levelis the steamboat’s whistle. Each boat has adistinctive sound to its whistle, and often it’sused it to identify itself to towns and otherboats.

Entertainment AfloatTravelers on steamboats should bring their

own entertainment with them. The crew is keptquite busy just keeping the boat moving andaway from hazards, and have little time to spendamusing the passengers.

The saloon is a popular place for manysteamboat passengers, at least those withoutstrong, religious compunctions against gamblingor drinking. Back before the war, I saw games ofcards last the entire trip from New Orleans to St.Louis. That’s nearly four straight days ofgambling. This is certainly an exceptionalexample, but with little to distract a group ofcard players, games tend to drag on a bit longerthan in solid-ground saloons.

A word of advice: Take care when enteringgames of chance while traveling by steamboat.There are a few individuals of low morals whomake their living plying the waters of theMississippi, preying on unsuspecting passengers.If I had a nickel for every person who’d lost apurse to these scoundrels, I wouldn’t need towrite this Guide.

For those who find gambling or drinkingobjectionable, I recommend bringing a book orother form of amusement to occupy the time.While walking the promenade and enjoying thepassing scenery can be entertaining, after awhile one mile of river bank begins to looksurprisingly similar to the last.

River HazardsAt first glance, it seems no river should be

easier to navigate than the wide Mississippi. Letme assure you, nothing could be farther fromthe truth. Beneath its brown waters hide untolddangers for the riverboat pilots.

To begin with, the Mississippi, while broadand long, is very shallow. The difference of afew feet of water during a dry season often

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make a channel impassable. Sandbars lie justbelow the surface of the water, marked only bya slight disturbance on river’s top. A pilotwithout the knowledge and skills to read thesigns of the river isn’t likely to be a pilot toolong.

If you count the length of its primarytributary, the Missouri, the Mississippi is thelongest river in the world. It’s also thecrookedest. At one place along its course, theriver flows nearly 1,300 miles to cover a mere 600miles as the crow flies. Each flood changes thiscourse as well. New cutoffs in the river appear,and old ones disappear. Literally overnight, atown that was a river port may find itselflandlocked.

The Mississippi is constantly pulling soil fromits banks. Often, the river undermines trees onthe banks, which break free and fall. Some pilotssay the falling of trees at times becomes soconstant it sounds like faraway artillery. Thesesubmerged trees create new snags to threatenriver craft. Once again, the only thing thatprotects the boat’s crew, passengers, and cargo isthe skill of the pilot.

Wrecks of other vessels complicatenavigation as well. These not only pose a

threat in and of themselves, but they may alsolead to the development of new sandbars as siltpiles up against them.

All things considered, it’s little wonderriverboat pilots are as valued as they are. Whilea riverboat has a captain, short of a fewcommands when approaching or leaving shore,it’s the pilot who actually runs the boat.

The Great River RaceWith all the steamboats plying the river, it was

only a matter of time before a couple of boatcaptains had to prove who was the fastest. Thattime came in 1870. The two men who buttedheads were John Cannon, captain of the RobertE. Lee, and Thomas Leathers, captain of theNatchez. Both men were Kentuckians, and oddlymirroring our current diplomatic situation,Leathers is a staunch Confederate, whileCannon’s sympathies are rumored to lie with theUnion, despite the name his boat bears.

The race was heavily promoted in the papers,and even folks up North had heard of it by the

time the boats steamed out of New Orleans.The two sidewheelers were nearly evenlymatched, with boilers and engines of equal

Train ferries are one way the various railroads manage to cross the rivers that divide up the countryside.

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size. The fact that the last leg of the race wouldbe played out under the guns of Union artillerymade it even more spectacular to the public. Itwas proclaimed to be the maritime event of thecentury.

The race began on June 30, 1870. The boatsleft the Crescent City for St. Louis nearly 1,200miles away. In all honesty, it’s hard for me toimagine a more unexciting event to observe thana steamboat race—unless it’s that peculiarScottish game, golf. Regardless of my personalopinion, the banks of the river were throngedwith people waiting to watch one steamboatpass and then the other a few minutes later. TheLee got off to an early lead and increased itsteadily to finish nearly four hours ahead of theNatchez.

Of course, once the race was finished it wastime for excuses. Hoping to play on nationalism,Leathers claimed he had suffered heavy fire fromthe Union guns once he’d passed the mouth ofthe Ohio, while Cannon had continuedunmolested. Most folks saw through that claimpretty quickly, as Leather’s vessel was alreadybehind by over almost two hours by the time hereached the Ohio.

In the end, the Robert E. Lee was named thefastest steamboat on the river, making the trip inthree days, 18 hours, and 14 minutes. To this daythe record remains unbroken, although I creditthat as much to the fact that few sensible boatsrisk the river above the mouth of the Ohio as tothe speed of the Lee.

ShowboatsUsing steamboats and barges as floating

theaters and circuses was taking root back inthe 1850s, but the onset of the war put atemporary halt to the practice. Now, with thewar ground nearly to a halt, a few of thefloating palaces are once again rolling on theMississippi. The largest of these is the FloatingCircus Palace, out of New Orleans.

The Floating Circus Palace was a showboatback before the war, converted from a barge andpushed from city to city on the Mississippi by asteamboat. The Confederacy confiscated the boatearly in the war and used it as a hospital. As thefighting stalled, the government no longerrequired the Palace, and the boat was sold atpublic auction.

The Palace is enormous, twice the size of anyland-built theater in the region. It seats anaudience of over 3,400 and offers a variety ofentertainments. The acts run from dancinghorses to wire-walking to dramatic

performances. Also on board the vessel is a pipeorgan, a twelve-piece band, and the “Museum ofCuriosities and Wonders.” All of this and more isavailable for the paltry sum of 50¢, or $3 forprivate box seats.

With the waters of the lower river fairly safefrom the dangers of Union raiders, the showboatis back in business. Its route runs from NewOrleans to lower Tennessee, including some ofthe larger tributaries. It makes a single roundtrip each year during the summer months.Needless to say, the boat’s arrival in any rivertown is cause for excitement.

Riding on the RiverGetting around on the Mississippi is relatively

easy these days. Just about every town on theriver has a cleared bank for boats to stop forpassengers or freight. There are scheduledsteamboat runs from New Orleans all the way tothe upper part of Tennessee now that the riveris secured.

To make sure you get a fair price on a riverticket, here’s a sampling of going rates. Thesecan vary but should be fairly accurate for mostof the river.

River Travel CostsAccommodations FareSteamboat Deck 1¢ a mileSteamboat Cabin 5¢ a mileShore-to-shore Ferry 1¢ a person/2¢ a horse

ChartersThere may be times when the scheduled

steamboat times or destinations just don’t fitwith your needs. Never fear, the river has noshortage of vessels—and even companies—thatmake their living hiring out for special charters.These charters aren’t cheap by any means, butthe cost a lot less than buying a boat outright.

Charters for any type of riverboat usually runabout 1% of the vessel’s value per day, plus fuelcosts. For example, a flatboat costs $1.25 a dayto charter, while a steamfloat will run $17.50,plus the cost of any fuel used. A riverboat withan experienced crew can run twice as much asthis, but there are always less-reliable folkswilling to work for less as well.

One last thing. Those prices are rules ofthumb only. Depending on the charter, prices

may run quite a bit higher. Also, militaryvessels like ironclads or mud boats areseldom, if ever, available for charter work.

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Chapter Two:

Troubled WatersThe Mississippi has always been the dividing

line between “Out West” and “Back East.” TheFather of Waters is a mile-wide path rightthrough the heart of both the Union and theConfederacy.

Even though their armies might be just a tadbit tuckered right now, the governments are stillgoing for each other’s throats. Neither North orSouth is fond of the idea of a flotilla of steam-powered ironclads sneaking into its countryside,so the border along this part of the Mississippiis heavily guarded.

The War on the RiverThe Mississippi divides the Union and

Confederacy for hundreds of miles. Themile-wide strip of no man’s land stretchesthe length of the border between Missouriand Illinois. Granted, north of the Missouririver the Confederates pretty much lay low,but once you pass the mouth of that river,things get a little hot.

The river is closely guarded in this region, andsensible captains stay a good piece up- ordownriver from it. Both nations have laidunderwater mines in the area to “discourage”unauthorized border crossings. Each also has asizeable force assigned to guarding thewaterway.

The Union relies primarily on massive shorebatteries placed at regular intervals to protect itsbank of the Mississippi. There are vapor cannonsalong the Illinois border that rival any found onforts Back East. These monsters are easilycapable of lobbing a shell the size of an anvil tothe far shore of the river.

The 10 BoatsThe Confederate forces are a little more

limited in the resource department than theirNorthern opponents. Instead of stationarygarrisons, the Confederate Navy has a smallflotilla based in St. Louis, that is responsible fordefending the Missouri side of the river. Thispocket-sized fleet is commanded by CommodoreGustuvas Alexander, a former riverboat pilothimself.

His force is equipped with 10 armoredsidewheelers, which I understand are quite

similar to those used in the Great Maze. Theboats pack enough armament to square offagainst all but a full ironclad warship—whichcan’t negotiate the underwater minefields of thenorthern Mississippi. However, the vessels’greatest asset is their maneuverability, whichallows them to weave between sandbars, sunkentrees, underwater mines, and Union cannon fire.

Commodore Alexander has taken to callinghis flotilla “the 10 Boats” after a fleet of 10armed boats sent from New Orleans in 1788 toclear out pirates on the Mississippi. The originalsquadron wiped the river clean in less than ayear, and the good Commodore hopes his vesselsprove as successful.

Waterborne AssaultsIn spite of all the reasons to stay on the

proper side of the river, occasionally somemilitary genius decides to stage a raid or if he’sfeeling cocky, an “invasion” on the other bank.

The Union has tried a few times in the pastdecade to retake St. Louis. The enormous gunson the opposite bank allowed the Yankees toforce a foothold into the city. The Rebs simplydon’t have the firepower in Missouri to competewith those enormous vapor cannons. Each timethe Union has used this tactic, its troops,combined with the devastating artillery, havebeen able to force the defenders back from thebeachhead.

However, a foothold in Missouri is about as faras they ever get. The Confederate Army pullsback out of range of the artillery on the othershore and digs in. Believe me, from what I’veseen, house-to-house fighting in the city morethan favors the defender. The Rebel army thenuses its smaller, but no less deadly, guns topound the Union troopers into the muddy banksof the river until somebody wises up and ordersa retreat.

The Confederates take a less blatant approachto their incursions. Occasionally, a small force ofcavalry raiders are ferried across to Illinois.These troopers wreak havoc on supply trainsand communication lines for about a week or soand then try to make it back across to the CAS.While these raids are an inconvenience to theUnion garrisons, they’re really just more of anannoyance than anything else.

It’s been years since any real militaryadvances have been made in this region byeither side. Soldiers on both sides spend most of

their time hunkered down, staring at the othershore. Like Back East, the war along theMississippi has wound down to a game ofwaiting and watching.

8 3

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State of MiseryBack in 1820, Missouri was admitted into

the United States. Even back then, folksweren’t sure how they stood on the wholeissue of owning another human being, butpolitics Back East decided for them. Tooffset the admittance of Maine as a freestate, Missouri was named a slave state.

While the average citizen of the state wasindifferent or even opposed to the practice, theleadership of Missouri was decidedly pro-slavery.Abolitionists and their opponents both saw thestate’s status as a point of contention. Tempersseemed to be constantly flaring over the slaveryissue, and blood was shed many times inMissouri, long before the Confederacy secededfrom the Union.

When hostilities broke out in 1861, Unionforces quickly seized control of the state.Although a few Confederate diehards continuedto fight against the North, the general populace,long tired of fighting, submitted to Unionleadership peacefully.

That is, until General John Schofield tookcharge.

Schofield’s FolliesSchofield was placed in charge of the Union

forces occupying Missouri. Schofield, a talentedmathematician and West Point instructor, was anunfortunate selection for a military governor. Heran roughshod over the rights and liberties ofthe citizens of Missouri.

He also seemed powerless against the largebands of raiders victimizing the civilians.Eventually, the situation in Missouri degeneratedto the point where its citizens appealed directlyto Washington. The President himself directlyasked Schofield to alter his course of action anddeal fairly with the populace.

It was about this time that folks found outSchofield was supporting the raiders with Unionmaterials and supplies. General John Pope wassent across the Mississippi to seize Schofieldand the marauders, but both eluded him.

Back to the FoldBy this time, the majority of Missouri decidedthey’d had enough of Union leadership.When General Sterling Price entered thestate in the summer of 1864, he found

8 3

City under siege: A group of beleaguered Confederates prepare to beat back an amphibious Union assault on St. Louis.

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literally thousands of able and armed volunteersready to help throw the Yankees back across theriver.

The renegade General Schofield continues toplague northern Missouri to this day, in spite ofrewards offered by both governments for hiscapture. Price had no more luck running downSchofield than Pope, but at least they weren’twearing the same color of uniform. Since 1864,Missouri has remained a Confederate state—forthe most part.

Soon after recapturing the state, theConfederate strategists realized the Missouririver made a much more defensible boundarythan some imaginary line on a map. A series offorts were built along the river, and now onlyroutine patrols cross into the northern part ofthe state. In the meantime, a combination ofSchofield’s marauders and Union raiding partieshave turned the area north of the Missouri Riverinto a no man’s land. Travelers there are advisedto know how to sing both “Dixie” and “BattleHymn of the Republic.”

Although the South still draws the Missouristate line where it always was, nowadays theConfederacy really ends on the north bankof the Missouri.

The KC & LRMissouri juts up from the rest of the

Confederacy like an overgrown knot on alog. As a result, it cuts right across the mostdirect rail routes from the eastern industrialcenters to the Great Maze. Its position forcesthe three northernmost rail barons (UnionBlue, Wasatch, and Iron Dragon) to take amore northern route west.

However, its isolated position also means noSouthern rail baron is likely to build a linethrough it either. That really doesn’t mattermuch, since a rather profitable railroad wasalready in service in Missouri and the rest of theMississippi valley long before the race for theGreat Maze was even a twinkle in Jeff Davis’ eye.

Richard BarneyThe KC & LR was founded in 1869 by Richard

Barney under the premise of providing analternate route of transport to the Mississippi.While it is true hostile Union ironclads were stilla threat to shipping on the river at that time, thereal reason for the railroad was probably just alittle less honorable.

Barney had been a successful merchant in St.Louis in the years before the outbreak of thewar, but once the borders closed and trade withthe North virtually ceased, his profits began tosink like a stone. The demand for Northernindustrial goods was just as high as ever in theSouth, but the problem was how to get theproduct across the border. Barney realized he’dhave to find another, more creative way tomaintain his income.

Smugglers were able to earn a large return ontheir illegal cargoes, but the risk was simply toogreat to stake much capital on the practice.Trade restrictions were more relaxed along theborder with the Disputed Territories, but Unionforces made travel down the Missouri Riveralmost as risky as running the North-Southborder.

Barney decided to take a gamble and put therest of his assets into an overland route linkingSt. Louis with Kansas City, the largest Southerncity on the disputed border. There he was able toconduct business with Northern merchantsmuch more freely.

The “gray market” trade paid off, and in just acouple of years, the Kansas City Railroad grew

to become the Kansas City & Little Rock. By1875, the railroad reached from Kansas Cityall the way to New Orleans.

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A bounty hunter, one of many hot on the trail of General John Schofield

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The Rise of the Rail BaronsThe rise of the rail barons has actually aided

the KC & LR. All three Southern rail barons hadto petition Barney for right-of-way across KC &LR routes, and he negotiated lucrativesettlements with each.

Additionally, the KC & LR freely transferscargo to the trains of the rail barons and vice-versa. Now, thanks to the extensive rail lines ofBayou Vermillion, Black River, and Dixie Rails,the KC & LR has access to even more of theConfederacy than before.

Currently, the KC & LR is the maincompetition for steamboats shipping on theMississippi. Even though the conditions on theriver continue to stabilize and become morefavorable for traffic, many businesses havebecome accustomed to trading with the railroad.It may take years for the steamboats to recoverthe lost business—if they ever do.

The James GangNo discussion of Missouri would be

complete without at least a mention of theJames boys. Some folks in these parts seemto look at the James gang as a daring groupof patriots taking the fight to the Yankees.Others are of the opinion they’re nothingbut a bunch of bandits hiding behind theConfederate flag.

The James Gang conducts its raids in Kansas,which is Disputed Territory—not Union. I wouldthink they would turn their sights more to thenorth if they were as patriotic as some believe.

Of more concern is the fact the gang nevermenaces trains north or east of Kansas City—which is especially odd when one considersUnion Blue actually cuts the corner of thenorthwestern Missouri border. Certainly,Schofield’s marauders and Union troops in thatarea make it a risky proposition, but no more sothan it already is in Kansas.

Rumors are beginning to surface that RichardBarney is paying “protection” money to theJames boys. This would explain the geographicblind spot in the gang’s raids. By avoiding trainsnorth and east of Kansas City, Barney’s gray-market trading is not affected. I imagine abusinessman would find such an arrangement tobe a sound investment, especially if hiscompetitors further west were to suffer as well.

While I have no hard information to backup this assertion, it certainly seems to fitwith circumstantial evidence.

St. Louis, MissouriSt. Louis once held great promise of

growth and development. It was the gatewayto the frontier, serving as the last bastion ofcivilization for settlers heading for the openterritory of the West. It was also animportant river port, located near the mouthof the Missouri and at the midpoint of thelong voyage along the Mississippi.

Yes sir, St. Louis used to have a very brightfuture indeed. During the past few years, the cityhas seen the slow death of its dreams at thehands of the long War Between the States. Butbefore we get too far into the St. Louis of today,let me take a moment to expound on the historyof this once dynamic community.

Early TurmoilBack in 1763, a French fur trader named Pierre

Liguest up from New Orleans founded a smalltrading post at the mouth of the Missouri. Thenext year, the village of St. Louis was foundedjust a stone’s throw south of the trading post.

That very same year, the French lost the SevenYears War to the English and had to turn over alltheir holdings in Canada and west of theAppalachian Mountains to the British. Well,France wasn’t too happy about giving themajority of the New World to the English, sothey signed a secret agreement which gave Spainall lands west of the Mississippi. French rule ofSt. Louis lasted all of about half a year. Themajority of the inhabitants remained French,though—either down from Canada or up fromNew Orleans.

The British made an effort to seize the cityfrom the Spanish during the AmericanRevolution. A force of 1,200 Canadian traders andIndians moved on St. Louis in 1780, but they werefrightened off by the town’s defenders—a total of50 soldiers and 280 townspeople!

The Louisiana PurchaseThanks to the river trade, St. Louis slowly

grew into a genuine city. Log cabins werereplaced with more-permanent stone houses andno longer did merchants deal only in furs. Bythe turn of the century, St. Louis had apopulation of over 1,000.

In 1802, Napoleon Bonaparte retook control ofregion from Spain. However, he soon found

managing the New World colony moretrouble than it was worth. The little military

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mastermind was also running a little short onfunds for his own war in Europe. So the verynext year he sold the entire Mississippi valley tothe young United States of America for a total ofonly $15 million.

Almost before the citizens of St. Louis knewit, their city changed nationalities twice. OnMarch 9, 1804, the Spanish flag was lowered andreplaced by the French one. Just over 24 hourslater, the French flag was in turn lowered to bereplaced by that of the USA.

Westward ExpansionBeginning with the Lewis and Clark

expedition that very year, St. Louis became thecentral point of departure for trips into thewestern frontier. The fur trade continued toboom and fill the coffers of St. Louis merchants.A flood of immigrants poured into the city fromthe east.

By 1841, St. Louis was second only to NewOrleans in the amount of river traffic into thetown. Merchants began turning their attentionfrom the fur trade to supplying pioneersheaded west, and a small manufacturingindustry took root.

The Ravages of WarThe future was wide open for the city, right

up to 1861. Union and secessionist troopsoccupied the city side-by-side until May of thatyear. Then 10,000 Union troops rounded up themuch smaller Confederate garrison stationed atCamp Jackson just outside of the city. The Northheld control of the city, using it as a supplybase, up until General Price chased them northof the Missouri in 1864.

Getting the Yankees out of St. Louis didnothing to help the merchants of the town. Ifanything, it made conditions worse. While underUnion control, the city had been able tomaintain trade with the prosperous northeasternUS. Once under Confederate control, thatfreedom was lost. In fact, Union control of theeastern bank of the Mississippi made evensteamboat trade with the South a riskyproposition.

A Garrison TownSince General Price secured control of

Missouri for the Confederacy, St. Louis hasserved as the headquarters of the ConfederateTrans-Mississippi Department under thecommand of General Edmund Kirby-Smith. Alarge contingent of troops is permanentlystationed in St. Louis, along with the riverineflotilla assigned to guard the northernMississippi. At times, it seems like the gray-cladsoldiers garrisoned there outnumber the St.Louis civilian population.

Just across the river in the burg of East St.Louis, the Union maintains a sizable force aswell. About once a week, the bluecoats lob a fewrounds of artillery toward the city, just so theConfederates don’t forget about them.

Other than that, things stay pretty peaceablemost of the time. Having almost a mile of openwater to cross every time some officer wants tostart a ruckus tends to put a damper onaggressive tendencies.

Fortress on the RiverThe buildings around St. Louis’ docks are little

more than small piles of rubble. Years ofshelling has that effect on architecture. TheConfederate Army likes it that way. In fact,rowdy soldiers often get assigned “rock detail”instead of other menial tasks. Rock detail entails

manually clearing the first 100 yards or soback from the riverfront of any sort oflarge debris.

People have been living and trading in St. Louis since the middle 1700s!

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The open area serves as a killing ground thatan attacking force must cross immediately uponlanding. It also reduces the chance that fires arestarted by the occasional artillery shell thatlands on the west bank of the river. Finally, thesoldiers use the debris to build defensivepositions further back in the city.

The warehouses on the first few blocks westof the open ground are heavily reinforced andconnected by tunnels and catwalks. Word amongthe few civilian workers still in that part of thecity is a number of the buildings are also wiredwith explosives. I pity any Union troops thatmake it into that slaughterhouse.

The Confederate artillery is placed about ahalf mile back from the river. A friend of minestationed in the city tells me many of the gunsaren’t even sighted at the river. Instead, they’retrained on the St. Louis riverbank.

You see, the Confederates have absolutely nointention of trying to stop the Yankees fromlanding on the western shore of the river. Theyjust plan to make the bluebellies regret it oncethey do!

Life in St. LouisAs you may have guessed, St. Louis is no

longer a busy city of merchants, riverboats, andwestward-bound pioneers. Only a few legitimatebusinesses and stores remain. Mostestablishments cater to the wants and desires ofthe military—both on and off duty.

Nearest the barracks, the town is overrun bysaloons, cheap hotels, brothels, and pawn shops.Unlike in many boomtowns, however, this redlight district is remarkably well-behaved. Perhapsthe fact that the city is under martial law hassomething to do with that. The St. Louis lawmendo little more than maintain the local jail thesedays.

Smithies and stables provide service to thecavalry units responsible for patrolling theregion. A few former general stores have securedcommissary privileges from the garrison. On thewestern edge of the city, a small manufacturingbase has sprung up. The new factories primarilyproduce weapons and munitions for the troopsand flotilla.

While a few daring riverboats ferry in suppliesand raw materials, the Mississippi in this regionis almost useless for legitimate trade. Instead,the bulk of St. Louis’ supplies are brought in byRichard Barney’s KC & LR railroad. Barney’scontract with the Confederate government isnearly exclusive as long as he can maintain theflow of goods.

The Mound CityThe area around the city is so peppered with

ancient earthen mounds that settlers used tocall St. Louis “the mound city.” You’ll notice Isaid, “used to call it.” Over the years, folks havedug up or torn down most of the mounds on thewestern side of the river. That’s a real shame,because these mounds were constructedhundreds of years ago.

The few researchers looking into the historyof the area aren’t quite sure who built themounds. With almost all of them gone now, it’sunlikely they’ll find out anytime soon either.

SmugglersYou’ll notice I said earlier the river was nearly

useless to “legitimate” trade. There’s still quite alucrative opportunity for those river ratsunscrupulous enough to deal with the enemy—whether he be Johnny Reb or Billy Yank.

Northern smugglers carrying industrial goodscan turn quite a profit selling them in theConfederacy. And Southern cotton still finds aready market up North. The trick is to make itacross the watery border with their cargo—andtheir skins—intact.

Smuggling is a popular and lucrative career—if you’ve got the guts for it.

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The USA and CSA maintain a bit of a doublestandard as far as smuggling goes. Get caughtsmuggling from the enemy, and you’re welcomedas a hero. Get caught smuggling to the enemy,and your boat ends up at the bottom of the river.

The smugglers have gotten pretty clever aboutstealing past the border forts in the last 10 yearsor so. Some river smugglers camouflage theirvessels against the wooded shorelines during theday and make a dash across the mile or so ofopen water well after dark.

This appears to be a fairly successful tactic,more so for trips from North to South than theother way around. While the Confederates relyon patrol craft for much of their defense this farnorth, the Union side of the river bristles withmany shore batteries.

A few of the more adventurous (and well-funded) smugglers have even tried usingsubmersibles to run the border. However, theshallow and unpredictable nature of the rivermakes this more dangerous than profitable.Submersibles just can’t carry enough cargo tomake the risk worthwhile.

The Burning ManTowns up and down the Mississippi River have

more than their share of ghost stories. To hearthe local raconteurs tell it, every old, creepyhouse in the region is haunted, every dark patchof woods was the scene of a horrible murder,and every remote cave has a monster dwellingwithin.

St. Louis is no exception. One of the morepopular stories circulating in town is that of theBurning Man. According to the legend, a group ofriverboat men wandering the streets drunk andsurly came upon a lonely bum in an alleyway.The man had drank himself almost unconsciousby the time the rowdies found him.

Seeing an easy target for robbery, the mensearched his pockets for money. When theyfound none, they became angry and began tobeat the poor man. During the course of thebeating, the drunk was knocked into a streetlamp. The man had drank so much, the alcoholon his breath caught fire, and he burned upfrom the inside out.

Now, many regulars claim to have seen theghost of the drunk, who they call the BurningMan, searching for his murderers. The locallawmen would likely be interested ininterviewing the “ghost” because recently anumber of burned bodies have turned up inthe rubble-filled alleys of the city.

Points of Interest

A. ArsenalDown near the riverfront is a thick-

walled, stout circular building behind a highbrick wall. This is the largest arsenal forthe Confederate military on the Mississippi.In fact, only the ones in Richmond, Atlanta,and Augusta are larger.

Stern-faced Confederate soldiers guard thegate to the building at all hours, and otherspatrol inside. The arsenal has not been openedfor tours for nearly five years—a fact that hasspawned all sorts of rumors.

One of the more fanciful tales is that thebuilding isn’t an arsenal at all, but really aprison for some terrible creature the governmentcaptured in the swamps. Proponents of thisparticular theory base their assumption on thesurreptitious arrival of heavily guarded coveredwagons and unexplained howls from time totime.

Personally, I believe it to be exactly what thegovernment claims: a storehouse for weapons ofwar. There are plenty of places that make awhole lot more sense for some sort of animalpen than the middle of St. Louis!

B. Dr. Coleman’s ClinicFew communities are lucky to have as

talented a physician as Dr. Peter Coleman. Dr.Coleman is a man of rare skill, able to treat acase of the common cold side by side with ashrapnel wound from a Union artillery shell. Ifyou find yourself in need of medical attentionwhile in the city, his clinic is the best place.

Dr. Coleman learned his trade Back East andspent several years as a regimental surgeon inthe Confederate Army. According to folks in theknow, he was even with General Lee atGettysburg. However, the good doctor remainssilent on his past. Whatever his prior experience,he provides some of the best medical careavailable, not only in St. Louis, but along theentire Mississippi River valley.

His skills have reached nearly legendarystatus among the residents of the city. Dr.Coleman is said to have a “sixth sense” about aperson’s ailment. His advocates even claim he’sappeared on the doorstep of a deathly ill patientjust in time to stave off the Grim Reaper!

Regardless of what you think about that,Dr. Coleman is a top-notch sawbones—andthat’s a fact.

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G

C. Freemantle HotelIf you’re in need of a place to rest your head

while visiting St. Louis, you could do a lot worsethan the Freemantle Hotel. While not the largesthotel in the city, it is neatly kept and wellfurnished. The establishment provides a refugefrom the rigors of the battered, border city. Theowner, Mary Freemantle, is not only a gracioushost, but prepares dinner and lunch for herguests, all included in the $1.25 a night rate.

D. Lemp BreweryThere is one industry that’s still going strong

in St. Louis in spite of the war—or some mightclaim because of it—and that’s brewing. The citydrew a large number of German and otherEuropean immigrants back in the 1840s and1850s, and many of these came from familieswith centuries of brewing experience back in theOld Country. St. Louis’ central location on thegreat river made it ideal as a brewing capital.

The largest and most notable brewery in thecity is the Lemp family brewery. Founded in theearly 1850s, Lemp beers are famousthroughout the Midwest, both Union andConfederate.

The Lemps have taken advantage of a little-known fact of St. Louis geography in theconstruction of their main brewery. Underneaththe city is a vast networks of caves, many ofwhich are to this day unexplored. The Lempbrewery conducts much of its production in thecool temperatures of a portion of this network.

Lately, however, brewery workers have begunto disappear from the underground areas. Noevidence has been found to provide clues for thelocal authorities. From all appearances, themissing workers have simply vanished into thinair!

As one might expect, the Lemps are veryinterested in finding a solution to their dilemma.The company has offered a reward of $1,000 toanyone who can solve their problem. To date, anumber of bounty hunters have tried to collectthe money, but none have been successful. Infact, a number of them have vanishedthemselves!

E. Robertson’s SundriesFortunately, a local amateur archaeologist,Wade Robertson, had the good sense to keep

a number of artifacts found when therailroad tore down the last big mound a few

St. Louis,Missouri, CSAScale: 1”=800’

Mississippi River

HE

A

F

C

D

B

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years ago. Robertson runs a small general storeon the western side of town, and he’s set up adisplay of some of the more exotic items andweapons he recovered. Folks are welcome toview the items during normal business hours fora mere 10¢.

F. The St. Louis RailyardTo ensure he’s able to meet the government’s

needs, Richard Barney has constructed a largedepot for the KC & LR on the western side ofthe city. However, the size of the yard is muchgreater than needed to support the currentpopulace of the city, including the Confederategarrison. The railroad owner believes St. Louiswill again become a pivotal location when theCivil War finally winds down. If his predictionsare true, Barney is well-situated to direct thecourse of the reborn trade center.

However, someone seems to take issue withhis plans. There are reports that night watchmenhave the disturbing tendency to vanish from theSt. Louis railyard. No one has an explanation forthe disappearances, but a number of theoriesabound.

Some folks claim Union infiltrators areresponsible, while others point the finger at thesteamboat companies. There are even a fewhinting that Pinkerton agents from up North arepunishing the KC & LR for its reported ties tothe James Gang. And, of course, there are anumber of people who insist the railyard ishaunted.

Any of these are possible, I suppose—although, in all honesty, I doubt the Pinkertonsare involved. It’s not really their style. As to theclaims of ghosts, who knows? I’ve seen strangerthings myself.

G. The Snake’s DenThis saloon is on St. Louis’ east side, down

among the warehouses. It’s exactly the type ofdive a traveler would expect to find amid thesqualor of a dockyard. However, as I mentionedearlier, there really isn’t a dockyard left in St.Louis. The Union bombardment has seen to that.

Now the few riverboatmen left in the citycongregate in this rundown watering hole andswap stories about “the good old days.” Ofcourse, most of the riverboatmen still in St.Louis are pursuing extralegal activities, so a visitto the saloon can be hazardous to your health!But if you’re looking for a boat or pilot in thenorthern edge of the Confederate Mississippi,this is definitely the place to start.

The CharonThere’s one name that always comes up when

someone goes looking for a vessel in the St.Louis area: the Charon. The boat is a small,sternwheeler that looks held together withbailing twine and spit.

It’s owned and piloted by Levi Ross, a man ofquestionable ethics. Ross is rumored to be asmuggler as well as a boatman for hire. Fromwhat I’ve heard about the man’s skill, he knowsthe river hazards well enough, and he’s got theDevil’s own luck, that’s for sure. To hear localfolks tell it, Ross has sailed the Charon underthe guns of a squadron of Union ironcladsupriver and lived to tell the tale!

If you’re looking for a pilot in the St. Louisarea, odds are you could do worse. But be readyto part with your wallet. Ross and the Charondon’t come cheap!

H. Stovington’s WarehouseLocated a few blocks north of the waterfront

ruins, this used to be a first-class storagebuilding. Only the most expensive cargoes werestored here. No one else could afford itsexorbitant fees.

Now, the Confederate government has takenover the warehouse. The place is the mostheavily guarded building in the entire city. I don’tknow what they’re doing inside the blacked-outwindows, and it’s not from lack of trying. Nomatter what approach I tried, I’ve been unable toget past the front doors of this place.

As usual, there’s no shortage of rumors as towhat the military is doing behind those closeddoors. Some folks claim it’s an interrogationcenter for Union prisoners, and others say it’s asecret weapons lab. I’m more inclined to believethe latter, because while I’ve never seen Unionprisoners in that area, I have seen a couple ofnaval officers.

Anyone traveling in this area is advised towatch his step. The military tends to bringpotential “spies” in for extensive questioning.And, trust me on this, it isn’t pleasant. I’mspeaking from experience.

Not with a Bang…St. Louis is a dying city. Even though the

Union has made several unsuccessful attemptsto retake St. Louis, it’s not the ravages of warthat spell the end of the once proud community.

Rather, St. Louis has lost its reason to exist.Where it was once a bustling port on abusy waterway, St. Louis is now merely the

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last stop on the river for Confederatesteamboats. Northern merchants no longerfunnel their goods down the river. Settlersheaded west now choose routes either further tothe north or south, depending on theirallegiances.

Smuggling will likely continue along theupper Mississippi until the two warringgovernments find a way to sort out theirdifferences and deal with each other likecivilized folk. A irregular flow of black-marketgoods won’t maintain St. Louis as a trade city,though. Already, many merchants are packing upand moving to more profitable territories.

There are a few diehards that plan on tryingto weather the current storm. Foremost amongthem is Richard Barney, who insists the warcan’t last forever. And when it ends, he claims,those who have persevered will find enormousopportunities when St. Louis becomes thegateway to the Confederacy on the Mississippi.

High hopes like these keep a few businessesin the city—for now. Still, every week morebuildings are emptied as their owners head forgreener pastures. Optimistic speeches andopportunistic plans don’t put bread on thefamily table after all.

CahokiaBack before the war, I recall there was a

veritable city of the earthen mounds acrossthe river from St. Louis and a little to thesouth. Most folks just referred to them bythe name of a town over there: Cahokia.

I only saw the place once. The city isprobably two to three miles across andnearly as long, but since the area wasforested, it was hard to guess to its exact size.Near the center of the city was a mound thatrose nearly 100 feet into the air. I’m told it wascalled Monk’s Mound, but I have no idea why.

Since the outbreak of hostilities, I’ve not beenable to get back to Cahokia. However, a youngcavalryman who’d been on a couple of cross-river raids assured me the mounds are prettymuch intact. Union forces have taken up aposition to the north of the ruins, so the area isa favorite landing point for the raiders.

He also said the little village of the samename was deserted. Beyond that, he had few

details of the area. It seems the horses getskittish around the mounds, so the trooperstend to move quickly through the ruins.

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The mysterious mounds: A Confederate raiding party on the move through the earthen “city” of Cahokia.

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Little EgyptBetween the Mississippi and Ohio Rivers

there’s an area in southern Illinoissometimes referred to as Little Egypt.Granted, Illinois is a Union state, and thisguide is supposed to focus on theConfederate territory, but there’s story ortwo floating across the river from up North

that I know you Epitaph readers would hate tomiss out on.

Nobody’s quite sure how this area got itsrather odd name, but most folks seem to thinkthe same fellow who founded the town of Cairohad something to do with it. That seems likely,especially since there’s a town called Karnaknearby as well. Unlike the northern part ofIllinois, Little Egypt is a hilly region and wellforested.

MoundbuildersLike much of the lower Mississippi River

valley, Little Egypt is dotted with man-mademounds of earth. Although they’re not quite asimpressive as the Pyramids, most of the moundsin this region seem to serve the same purpose

as their northern African counterparts.Archaeologists who have studied them believethe majority of the earthworks in this regionserve as tombs, probably for ancient Indianpeoples.

The mounds in the area are slowly beingcleared. A few are being studied, but most areremoved either for building or simply becausethe mounds are an easy supply of dirt for thesandbags used to shore up Cairo’s levies. (Moreon that in a moment.) It’s unfortunate that avaluable source of historical data is being lost tosuch ham-handed excavation, but a moredisturbing trend has surfaced.

Someone, or something, seems to have takenit upon itself to replace the mounds that havebeen destroyed. Almost overnight, fresh moundsare springing up in the hills of southern Illinois.And worse yet, whoever is responsible has paidcareful attention to historical accuracy. A bodyhas been found in every such mound examined.The corpses in the mounds share one thing incommon: each was recently killed—apparently bysuffocating in the dirt!

Cairo, IllinoisDown at the very tip of southern Illinois is a

spit of land between the Mississippi and OhioRivers so narrow that a fellow could probablyjump across it with a running start. At the verytip of this peninsula is the town of Cairo.

Looking at a map, Cairo is the perfect locationfor a city, right at the confluence of two majorrivers. In truth, it is a good site for river trade—orat least it was before the Civil War turned bothrivers into armed borders. Now it is—or rather,was—a Union shipyard and an important link inthe Union river defenses guarding both theMississippi and Ohio.

The Island of CairoBeing sandwiched between two of the largest

rivers on the continent, Cairo is particularlysusceptible to flooding. The city’s levees wrapcompletely around it, and with good reason.When either of the two mighty rivers floods,Cairo is often completely surrounded by theraging waters.

Personally, the thought of being trapped out inthe middle of a flood like that bothers me morethan a little, and I’ve worked or sailed onriverboats for more than a quarter century.Whether it’s because the site was too strategicto give up or the citizens of Cairo were just plainstubborn, I don’t know. Whatever the reason, noone on the peninsula had any interest inleaving—until recently.

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The Devil’s handiwork: Cairo burns at Nathan Bedford Forrest’s hand.

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Forrest FiresIn November of last year, Confederate General

Nathan Bedford Forrest led a raid from Kentucky,across the Ohio River and into Cairo. GeneralForrest staged the raid in part as a reprisal forUnion General Sherman’s sacking of Louisville,Kentucky.

Using an early-morning fog to cover hismovements, Forrest and his troops crossed theriver and seized the nearby Forts Holt andJefferson. He forced the civilians to evacuate andburned Cairo to the ground, just as Sherman didin Louisville. Then, the Confederate generalupped the ante.

This was an act of barbarism the like ofwhich I have seldom heard. Rather than botherwith taking the prisoners from the Union fortshe’d captured with him, Forrest had the captivesskinned alive and thrown into the Ohio River!The poor soldiers that weren’t killed outright bythe skinning drowned in the rushing river.Following the sack of Cairo, the Confederateforces retreated back across the river toKentucky, presumably to prepare for furtherstrikes into Illinois.

Regardless of the motives, such brutality wascompletely unwarranted. Before, the Confederacyeschewed Sherman’s tactics and maintained themoral high ground But now, I fear, with thisrecent display of wanton savagery on GeneralForrest’s part, we have relinquished that to ourfoe.

Violence Begets ViolenceAs seems all too common these days, there is

a rather gruesome coda to Forrest’s atrocity. Itseems the horrendous acts committed at theUnion forts are being perpetuated in the areaaround Cairo. Murdered bodies are turning up onboth sides of the river either completely orpartially lacking their skin. Union officials areblaming the Confederacy for continuing theterrible practice, while the South points thefinger back, claiming the North is conductingreprisals.

I’m not sure that either answer is correct.According to my sources, the victims seem to bechosen without discrimination betweennationalities. Agents of the Pinkerton DetectiveAgency have been spotted in the area so theremust be more going on than meets the eye. All Ican say is I can’t recommend travelling theregion around the Ohio-Mississippi confluencealone—or even in small groups. Word has iteven small patrol boats have fallen victimto the vicious fiends responsible.

New Madrid, MissouriAbout 80 miles downriver from Cairo is a

small Missouri town called New Madrid. Onfirst appearances, it’s a pretty unremarkableplace—just another river town alongthousands of miles of shoreline. But there’sa little more to this small port than meetsthe eye.

Earthquake!On February 8, 1812, New Madrid was the site

of the greatest earthquake to shake NorthAmerica until California went and dropped offinto the Pacific Ocean. People as far away asNew Orleans claim they felt the ground shakefrom it.

Witnesses described 20-foot-tall walls ofwater, and fissures that sprayed sand and wateron land. When all was said and done, nearly 14miles of land dropped as much as 50 feet, andthe Mississippi flowed backward into the

depression for two days. It’s no wonder folksback then thought they were seeing the endof the world!

The unquiet Earth: An artist’s rendition of the Quake of 1812.

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Coincidentally, that was just about the sametime the first steamboat, The Lady New Orleans,reached the confluence of the Ohio and theMississippi River. Whether you want to believethere’s any significance to that or not, you canbet the local Indians sure did. And who canreally blame them? Imagine their perspective: asmoke-belching monster comes roaring up theriver right that’s so offensive even the groundshakes at its approach!

Certainly the arrival of the steamboat markeda new era on the Mississippi, but beyond that I’dhesitate to comment.

The Unquiet EarthSince the Great Quake of ’68, folks in New

Madrid claim the ground’s become unsteady.Rumblings and roilings in the earth are felt fromtime to time.

As you might guess, there’s a lot ofspeculation as to what’s behind the miniatureearthquakes. Some people think another quake,even bigger than the one in ’68, is on the waywhile others blame it on a Union plot to divertthe Mississippi. Finally, there are even a few folkswho’ve been out West that claim the shaking iscaused by creatures like Mojave rattlers!

Chapter Three:

MidriverDownriver past the juncture of the Ohio, the

Mississippi seems to wind back in time to beforethe war. A few forts do stand along the river,particularly near the Illinois border, but noYankee guns are lobbing shells into the riverhere. The river banks are populated with realtowns and not military outposts.

PiratesUnfortunately, even once a Confederate

steamboat crosses the mouth of the Ohio,few captains breath a sigh of relief. Whilethere is no longer the worry about Unionshore batteries, there is the equal concernabout river pirates. Nowhere on theMississippi is the danger of freshwaterbandits greater than between Cairo andMemphis.

River pirates hide their craft in tributaries andcutoffs from the main channel, awaiting atempting target. Then they rush out liketrapdoor spiders, attempting to overwhelm theboat’s crew. Once they’ve taken all the loot theycan carry, they sink the riverboat. Don’t expectmercy from these scoundrels. They never leavewitnesses if possible.

Hairless PeteThe most infamous and ruthless pirate on the

river is known only as “Hairless Pete.” Thestories say the man used to be a buffalo hunteruntil he lost his hair to Comanches somewherein west Texas. Whether or not that is true,something’s made Hairless Pete as mean as ablind rattlesnake. His raids are particularlybrutal, even for river pirates. One of HairlessPete’s favorite pastimes is to sink a boat andthen shoot the survivors in the water with aharpoon gun.

Hairless Pete’s gang is known to operate inthe stretch of river about 50 to 60 miles north ofMemphis. Exactly where he ties his boats isunknown, because, so far, no one has seen hishideout and lived to tell about it. His crimes haveeven drawn the attention of the Confederategovernment and resulted in a $5,000 bounty onhis head and an additional $100 for each memberof his gang, dead or alive. So far no one’s evencome close to collecting.

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The floating dead: The aftermath of the horrible Fort Pillow Massacre.

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Fort Pillow MassacreTwenty-five miles or so north of

Memphis, on the Mississippi, a small postby the name of Fort Pillow guarded thenorthern approach to the city. On April 12,1864, CSA General Nathan Bedford Forrestseized Fort Pillow. The Union troops, in spiteof the support of a gunboat on the river,

were defeated in a few short hours. Inside thefort, the victorious Confederates found, amongother items, a large stock of whiskey and ale.

The troopers claimed the fort was manned byConfederate deserters and escaped slaves, butthis has never been proven to my satisfaction.More likely, the troops were Union loyalists fromeast Tennessee, and free soldiers of color.Nevertheless, mixing bad blood, a little prejudice,battle fever, and alcohol was bound to lead totrouble.

A short time after the fort surrendered, manyof the prisoners were executed. All told, morethan half the 576 Union defenders were mortallywounded, drowned, or outright killed in thebattle and following slaughter. Even the Unioncommander, Major Bradford, was killed while“trying to escape.”

Although General Forrest’s role in themassacre has never been clear, many folks,particularly those in the North, hold himresponsible. The Union government chargedGeneral Sherman with investigating the incident,but events in his failed Atlanta campaignconspired to prevent him from ever followingthat order.

The incident at Fort Pillow, as terrible as itwas, marked the end of any real Union influenceon the lower Mississippi. Six weeks after FortPillow’s fall, General Forrest rode into Memphis.The Union defenders deserted rather than facethe wrath of “the Devil Forrest,” as GeneralSherman had named him.

AftermathIt’s said the river for 200 yards around Fort

Pillow ran red with the blood of those slain inthe massacre. Folks in the area say the ghosts ofForrest’s victims haunt the area and seek torevenge themselves on any Southerner whospends the night there.

As always, such rumors must be taken with agrain of salt, but I can tell you no Confederategarrison has been stationed at the fort. Instead,the army chose to build another defensivesite a few miles upriver.

Memphis, TennesseeIt seems like folks near the Mississippi

are always drawing on ancient Egypt forplace names. The founders of Memphis tookthe name of the capital of that formerempire for their city. Supposedly, it means“place of good abode.”

Memphis rests on top of the FourthChickasaw Bluffs, a site that’s been home tocivilizations for hundreds, maybe eventhousands, of years.

Hernando de SotoBack in 1541, Spanish explorer Hernando de

Soto passed through this area looking for thefabled city of gold, El Dorado. Very possibly, hewas the first European to lay eyes on theMississippi River.

De Soto was ruthless in his treatment of thenative peoples he encountered. His expeditionperpetrated acts so heinous, in fact, that most ofthe Indian tribes they dealt with ended up tryingto kill them. Only the Indians’ belief that de Sotowas a god stood between his men and death.This belief sprang from his iron breastplate. Thenatives had no weapon capable of puncturingthe metal armor, so they believed de Soto to beinvincible.

Shortly after crossing the Mississippi, de Sotocaught a fever and died. His men, fearing thereprisals of the Indians once they learned the“god” was dead, held a secret mass on the riverand dropped his body overboard. Although theexact site is unknown, it’s believed to besomewhere near present-day Memphis.

The Jackson PurchaseIn the late 18th century, several attempts were

made at founding a community on the bluffs.However, the Chickasaw Indians claimed the areaand resisted any attempts to expand into theirterritory. It wasn’t until President AndrewJackson “negotiated” a settlement with theIndians that the lands of western Tennesseeopened to the expanding United States.

In 1819, Jackson and two other landspeculators—one a judge and the other ageneral—founded the town of Memphis. Thetown soon became a favorite stopping place forflatboatmen headed downstream. In no time, the

city began to attract trade of all sorts, and itspopulation grew in leaps and bounds. By thestart of the Civil War, Memphis boasted apopulation of nearly 35,000 people.

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DiseaseThere is another contributor to the

lawlessness and degradation evident in theonce-proud river port. While Memphis wasfortunate enough to survive occupation andliberation unscathed, another, more insidious foehas taken hold of the city.

Over the last 10 years, Memphis has sufferedthree waves of pestilence. In 1867, cholera sweptthrough its populace, followed closely by anepidemic of yellow fever. The yellow feverreturned in 1872 and again, but far worse, in thesummer of 1876. The latest plague to sweep thecity has cost the lives of thousands.

Death from disease has been so rampant thecity has commissioned “dead wagons” to collectthe bodies. The drivers of these wagons areamong the most unsavory characters I’ve everhad the misfortune to meet. I imagine it takes acertain type of individual to drive a wagonloadof corpses around all day.

Citizens pile the dead on the street to awaitthe wagons’ arrival. Often, the speed withwhich a charnel mound appears is trulyastounding! The bodies are picked up by thedead wagons and carted outside Memphis forinternment.

Land SpeculationNot too many legitimate businessmen are

rushing to buy land in a city described in arecent competitor’s publication as “a pesthole,”despite the current influx of settlers. And withalmost one fifth of the population dying fromdisease and an equal amount leaving in a rush,property values in Memphis have plummeted. Atfirst glance, the situation may appear similar,although for different reasons, to that in St. Louisto the north.

However, unlike the Missouri border town,there are many investors who believe Memphis’woes to be only a passing phase. Thesebusinessmen are giving life to the old adage thatone man’s poison is another man’s spice. Themost successful and ambitious of thesespeculators is Robert Church.

Robert ChurchRobert Church is an example of a Confederate

success story. A former slave, Church worked hisway up through Memphis society until he wasable to purchase his own business. When

disease began to scare folks away from thecity, Church was the first to see theopportunity the mass exodus provided.

Union OccupationEarly on Memphis was isolated from the rest

of the Confederacy by Union troops. A shortbattle between Union and Confederate gunboatsended with the Confederate flotilla in ruins anda Union flag over the city. General Ulysses Granteven made the city his base of operations for ashort while.

The poor showing of the Confederate militaryearly in the war may have spared Memphis thedamage suffered by other Southern cities. Itescaped siege, unlike Vicksburg, and Memphiswas never subjected to shelling or burning ofthe sort that Louisville has suffered.

Memphis TodayA look at Memphis now might make a visitor

think the city has suffered terribly from the war.It’s not unusual to see dead bodies lying in thestreet or hear the peal of gunfire. Desertedbuildings can be found on almost every street.Looting seems to be a favorite pastime amongthe less savory inhabitants of the city. Thingshave sunk to such a level there was even talkgoing around for a short while among the cityaldermen about declaring bankruptcy and givingup the city’s charter.

The casual observer might assume that alldamage, disorder and lawlessness is the fault ofUnion aggression. Unfortunately, that’s far fromthe truth.

BoomtownA big part of the cause for all this anarchy

derives from the fact Memphis has become theConfederacy’s main point of embarkation forpoints west. It used to be that St. Louis held thatresponsibility, but due to the eccentricities ofwartime geography (and the Union army), such isno longer the case.

Now most settlers heading into the GreatFrontier pass through Memphis. This surge ofpeople has made Memphis the second-largestport on the river. The city simply wasn’t preparedfor this rapid growth.

At any given time, as much as one third of thecity’s population is composed of settlers headingout west or travelers merely passing through.Invariably, a number of these transients are lessthan scrupulous and participate in criminalactivity of all sorts. This causes the localconstabulary no end of problems. Often bythe time they’ve identified a criminal theyfind he’s moved out of the city!

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Pooling his resources, Church has purchased afair amount of property in and around Memphis.Other ambitious businessmen followed his leadand began buying up land and homes from thedeparting citizens. Although many of thebuildings in Memphis are deserted, not many aretruly abandoned. Rather, their new ownersconsider them merely “temporarily vacant.”

The MHCChurch isn’t blindly optimistic.. For Memphis

to recover from its current difficulties, hebelieves he must defeat the plagues that sweepthe city. To that end, he’s organized the MemphisHealth Committee, or MHC.

This group is composed of local businessmen,town leaders, and a few advising physicians. It’sresponsible for making sure the city will neveragain suffer an epidemic like the one thissummer. Building a better sewage system,finding clean water, and draining stagnantditches are all projects currently under review bythe MHC.

Regardless of Church’s original motivation, theMHC’s cause is just, and its aims are basicallyhumanitarian. However, whether or not it will besuccessful in its endeavor remains to be seen.

Black RiverAnother prominent figure in Memphis is Mina

Devlin. Most of our readers probably know herbetter as the owner of the Black River Railroad.Mina’s influence is felt throughout the city for anumber of reasons.

Memphis is the headquarters of her railroad.Black River is one of the few consistent sourcesof income the city currently has. So, as theowner of that enterprise, Mina’s opinion anddesire hold a lot of sway in the city.

Company TownThe fact Mrs. Devlin is a rail baron, or rather

rail baroness, means her company employs alarge number of workers. Many of these arestationed at the company headquarters. Thatmeans a lot of money being spent in localbusinesses comes from Black River’s coffers.

Also, as a rail baroness, she maintains averitable standing army of hired guns. At anygiven time, there are over a hundred Black Rivermercenaries in town. On several occasions, Mrs.Devlin has “volunteered” the services of hergunmen to the local police to assist in lawenforcement. It wouldn’t do for me to mentionthat most of the time her thugs are causingmuch of the trouble in town in the firstplace.

Hired GunsMost readers of the Epitaph are familiar with

Black River’s Wichita Witches. These womengunslingers are as tough and skilled as any manin the West. And if the rumors are to be believed,they’re not called witches just because they’reunsociable, either! The Witches are an vital partof Black River’s “security force” guarding therailroad’s interests farther west.

Memphis, while not on the front lines of theRail Wars, is home to the railroad’s headquarters.As I just mentioned, Mrs. Devlin is not shy aboutprotecting her property. Old soldiers, gunslingers,and even bounty hunters down on their luck canalways find employment in Black River’s armedgang. After swindling homesteaders, gun-for-hireis probably the second-best-paying line of workin the city.

Memphis BellesThere’s one group of gunslingers in Memphis

even the most hardened shootists avoid: theBelles. While the Witches ride herd on Black

River’s gangs west of the Mississippi, theBelles run the show in Memphis.

The devastatingly beautiful—and rather dangerous—Mrs. Mina Devlin.

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The Belles are Mina Devlin’s personal guardwhile she’s in town. They’re not as well knownas Black River’s other group of lady gunslingers,but that doesn’t mean they’re second-rate. Thevery fact Mina Devlin trusts them with her ownwell-being speaks for their ability.

These ladies are usually seen around Mina’sheadquarters at the Hunt-Phelan House, but theymay show up anywhere in Memphis. They’reinstantly recognizable by their solid-blackclothing and shiny, silver Peacemaker revolverswhen they’re on duty.

One or more of the Belles is always with Mrs.Devlin, even attending local social functionswith her. In those instances, the Belles dressappropriately, and even an old, society granddame couldn’t pick out the lady gunslinger froma room of debutantes. I hear Mrs. Devlin hirestutors to drill the women in polite behaviorwhen such manners are appropriate.

Those readers taken to womanizing shouldwatch their step in Memphis. The Belles recruitonly from the most attractive gunslingers inBlack River’s service. Many a forward gentlemanhas found himself staring down the barrel ofone of their fancy Colts after taking one toomany liberties with one of Mrs. Devlin’s Belles!

Mina DevlinIf only Mina Devlin’s appearance were a

mirror to her soul, she’d have the kindest hearton the entire Mississippi. Unfortunately, only hermidnight-black hair gives any insight to herheart. Many a man blinded by her beauty hasstumbled into an early grave.

Had the owners of the Tennessee Centralrailroad left Miles Devlin well enough aloneback in 1867, it’s doubtful Black River would havegrown from a secondary transport company toone of the three largest in the Confederacy. I hadthe misfortune to meet Miles Devlin before hismurder, and I can testify to my readers thatwhile Miles was certainly an unpleasantcharacter, I doubt he had the mental faculties tocomprehend, much less accomplish, the feats hiswidow has committed since his demise.

The Death of a DevlinTen years ago, Black River was a little railroad

connecting a few outlying towns to Memphis.The company was so small, in fact, it almostescaped the notice of the Tennessee Centralrailroad, the largest such in the state at the time.When negotiators approached Miles Devlin withan offer they were certain he’d accept, he wasinsulted that the owners of the TennesseeCentral presumed “to be better than he.”

Not only did Miles refuse, but the hotheadactually beat one of the railroad’s representativeswithin an inch of his life.

Thinking Miles to be using a clever, ifunorthodox, bargaining tactic, the railroad madeanother offer. When it met with a similarresponse, they decided the man wasn’t cunning,he was just nuts, and they thought shooting himmight not be as much a crime as a civil service.So, on the night of June 18, 1867, an assassinnamed Kent Belfore gunned Miles down in thestreets of Memphis. Although Miles was clearlyshot in the back, a number of witnesses, newlyrich with Tennessee Central money, testifiedBelfore shot in self-defense. He was acquitted.

A Dish Served HotWhat the Tennessee Central didn’t count on

was Mina Devlin. She proved more than equal torising to the task of running Black River, quicklyexpanding the operation into a profitableenterprise, using means both fair and foul. Soonthe asking price for her company surpassed theresources of the Tennessee Central.

Oddly enough, all the primary stockholders inthe Tennessee Central and the witnesses in theBelfore trial began to meet sudden, and ofteninexplicable, deaths. No one has ever been ableto legally prove Mina Devlin was behind thisrash of untimely demises, but enoughcircumstantial evidence exists to make it thecommon belief. Only Belfore himself may haveescaped Devlin’s revenge, disappearing early inthe purge.

Tennessee Central stock prices plummeted—noone wanted to risk becoming a victim by buyingshares in the railroad—and Mina herself pickedup the company for a song. Absorbing TennesseeCentral’s assets and track, Black River becamethe largest railroad in the central Confederacy.

The Rail WarsWhen Jefferson Davis declared the race to the

Maze open, Mina Devlin dove in head first. Hertactics in the early years of the race lentcredence to the rumors about the deaths of herhusband’s killers. Black River destroyed andabsorbed the Southern Atlantic Railroad in 1874.

Mina continued to use any and all meansavailable to improve the position of her railroad.While other rail barons tapped into their coffersto purchase legitimate right-of-ways, MinaDevlin used seduction, intimidation, and—whenthose failed—violence to secure her route.

Presumably, the money she saved by notbargaining allowed her to hire more thugsfor her gangs.

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With the field trimmed to only the sixstrongest competitors, Black River suddenlyfound itself in a new game altogether. The “GreatRail Wars” began to live up to the name andtruly became open conflict. Rival rail gangsfought openly over right-of-ways, and the deathtoll was starting to mount. The battle withUnion Blue across Kansas put a near fatal drainon Mina’s resources. It began to look as thoughBlack River might be crushed under the wheelsof the other, larger railroads.

RebuildingMina Devlin once again proved her savvy by

saving her railroad from financial ruin.Somehow, she was able to raise the funds torebuild. She’s also changed tactics lately, seekingto build alliances with Union Blue. In light of thevicious battle the two companies just fought toreach Kansas City, I can’t help but question hergoals and motivation.

Recent gossip has even begun to hint at animproper relationship between Mina Devlin andthe owner of Union Blue, Joshua Chamberlain.Chamberlain is said to have been fiercely loyalto his wife in the past, so it’s very possiblethis is part of a squalid scheme on BlackRiver’s part to slander the man.

Points of Interest

A. Black River RailyardOn the eastern edge of the city, a short

distance south of Tent City, sits BlackRiver’s main railyard. Dozens of trains areconstantly passing through the yard, eitherfor repairs or routine maintenance. Allpermutations of the iron horse can be viewedhere, from simple cargo carriers to lavishpassenger trains to the occasional war trainbristling with all manner of weaponry.

Aside from actual rail facilities, the yard alsoholds Black River’s lavish main administrativeoffices. The entire day-to-day operation of therailroad is handled from this building, and asone might expect, security here is tighter than adrum.

Gunmen patrol the railyard 24 hours a day,and about a year ago, a good deal of heavierordnance was installed. These days, Gatling gunsand a six-pound cannon stand in watchtowersaround the yard. I’m sure the fact that this

followed the mysterious explosions at BlackRiver’s Des Moines facilities is a completecoincidence.

Mississippi River

Memphis,Tennessee, CSAScale: 1”=800’

9 2

E

D

A

B

F C

G

H

I

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This isn’t really a point of interest to Memphisvisitors. In fact, I advise keeping a good distancefrom the Black River facility unless you havelegitimate business there. The Great Rail Warshave made Mrs. Devlin’s bunch of shootists evenmore trigger-happy than normal. One misstepnear the railyard might result in a fellow beingforce-fed a lead breakfast.

B. Gateway StationFolks interested in getting a look at Black

River rolling stock are better advised to take ashort hike down to the riverfront depot. MinaDevlin spared no expense on her showcaseGateway Station, so named because it proclaimsitself “the Gateway West.” There is some truth tothe sobriquet, since rail travelers can purchase aticket from here all the way to Virginia City,Nevada, thanks to the present agreement withthe Denver-Pacific railroad.

The architecture of the station is reminiscentof ancient Greece, with large Ionic columns andmore pieces of marble than can be found in aschoolboy’s pockets. Observing the elaboratedecoration of the depot, I must conclude thatBlack River’s finances are in better conditionthan is commonly believed.

C. Hunt-Phelan HouseLocated on the eastern end of the city, this

grand mansion was built over three decades agoand has running water and interior gas lights. Iteven has a forced-air heating system. The Hunt-Phelan house once served as General Ulysses S.Grant’s headquarters while he planned hisVicksburg campaign. Now the mansion serves asMrs. Devlin’s Memphis home and her personaloffice.

When Mrs. Devlin took over her deadhusband’s business in 1867, she moved toMemphis and purchased the house from itsformer owner. It had fared poorly during theoccupation. The Union had even converted it to ahospital at one point. Mina spent several yearsand a wagonload of money to refurbish thebattered mansion.

Now the Hunt-Phelan house is said to be oneof the most elegant mansions in Memphis—notthat many people get to see the house. Mrs.Devlin apparently places great value on herprivacy. She only allows visitors for formalgatherings or special appointments. Mrs. Devlinhosts at least three gala parties at the houseevery year. You might have heard about herfamous (or rather infamous) HalloweenMasquerade. The masquerade has quite a

reputation for—well, let’s be discreet and just saythat devout churchgoers usually aren’t invited.Nevertheless the cream of Memphis societyspends a good portion of the autumn angling foran invitation to the event.

At all other times, the gates are locked andguarded. Even if someone managed to slip pastthe gate guards, be warned: The premises arepatrolled by heavily armed men with some ofthe largest guard dogs I’ve ever seen.

D. The Memphis TrestleThanks to Black River, Memphis is the site of

one of only three bridges reaching across theMississippi in the Confederacy. Dixie Rails ownsone in Greenville, Mississippi, and the KC & LRowns the other such bridge. The huge rail trestlecrossing the river makes Memphis a gateway tothe West for the South.

The trestle, like the others on the river, is anengineering marvel. It required over a year tocomplete, and it spans over a mile from end toend. The center span of the bridge reaches aheight of more than 150 feet above the river toallow free passage to steamboats.

Black River guards the trestle carefully—andwith good reason. Damage to the bridgerepresents a costly break in operations for therailroad—not to mention the expense of repairs!

The trestle is a tempting target for sabotage,and Black River security has foiled at least threeattempts to blow up the bridge in just the lastyear! As a result, no one is allowed on the bridgewithout prior authorization, and riverine vesselsare likewise restricted to one of three markedchannels under the bridge.

De Soto’s Ghost?Travelers on the river around Memphis should

beware night voyages. According to talk in thewaterfront saloons, something is preying onsmall boats in the waters of the Mississippinearby.

In recent months, a number deserted craftshave been found floating on the river in thisarea. The only sign of the missing crew is anoccasional ominous blood stain or a torn articleof clothing.

As always, rumors abound as to the cause ofthe disappearances, none more credible than theothers. Certainly the most creative explanationfor the crimes is that de Soto’s ghost is hauntingthe river, still seeking El Dorado. The proponents

of this view cite as proof the fact that no traceof gold has been found on any of thedeserted vessels.

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For those readers that accept that logic, I havein my possession a ring that keeps awayelephants that I’d be willing to part with for apaltry sum.

E. Newcomb PharmaceuticalsOne of the few companies to move to

Memphis in the past year, NewcombPharmaceuticals is a rising star among citybusinesses. The company was founded byRonald Newcomb, a chemist from NorthCarolina. Newcomb reportedly uses the newestand most advanced techniques in the productionof its medicines.

One small mystery about the company iswho’s providing the financing? It certainly isn’tNewcomb himself. He was a pauper when hefirst arrived in town. Within a year, his companywas up and running.

Although it’s only been operating for sixmonths, hospitals as far away as Savannah andNew Orleans are using curatives and otherproducts of the small plant. I wouldn’t besurprised to see Newcomb Pharmaceuticalsbecome one of the primary medical supplyhouses in the Confederacy in a few years.

F. Ogilvie’s OutfittersThis good-sized establishment on the eastern

edge of Memphis caters to the needs of settlersheaded west. Unlike its competitors further outin Tent City, Ogilvie’s Outfitters is located in apermanent structure. Granted, it’s a refurbishedbarn, but at least it’s not covered in canvas.

The store carries virtually everything apioneer might need on a journey, and then some.Everything from rope to rubber slickers line thewalls of the building. Clayton Ogilvie, the owner,charges fair prices for his goods, whichcombined with his location has run more than afew of the price gougers in Tent City out ofbusiness. That’s just as well, if you ask me. Formore information on Tent City, see my entry onthat squalid mess of a place below.

Of more interest to curiosity seekers is thesmall selection of specialty items straight out ofSmith & Robards’ newest catalog. Ogilvie alsostocks a few made by local inventors. Piecesfrom this second group of items are sold on aconsignment basis, and Ogilvie offers noguarantee as to their efficacy. All these items arekept behind the counter during the day andunder lock and key at night. Ogilvie’s stock ofgizmos seems somewhat haphazard, but thatmakes each visit to the store that muchmore interesting.

G. Tent CityOn the northeastern outskirts of Memphis is a

veritable sea of canvas called Tent City. Here,most settlers heading for points west set campfor the week or so they’re in town. There’s acomplete miniature community made of clothout there, complete with stores, saloons, andeven a church or two. Not many folks stay forvery long in the area, except for the businessowners.

There’s a killing to be made supplying thewestward tide of immigrants, and the tentbusinesses are the first to make a grab for thesettlers’ money. Prices here tend to be higherthan in the city proper, but convenience causesmost of the travelers to do their shopping in thisarea.

Because almost none of the inhabitants arecitizens, Memphis officials do little to enforcethe law in Tent City. Also, few people staying inthe area care much for the health codes passedby the MHC, so conditions out here are pretty

deplorable. As a result, Tent City has twicethe incidence of disease and crime that therest of Memphis suffers.

Does the ghost of Hernando de Soto haunt the river near Memphis?

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H. Thayer Shipping CompanyThis small, wood-frame building marks the

northernmost outpost of this New Orleans-basedriverboat company. Owned by Solomon Thayer,the Thayer Shipping Company is one of the mostsuccessful of its kind on the lower Mississippi.However, north of Memphis, the profit-to-dangermargin must be too high for Thayer to risk, forfew boats under his charter depart in thatdirection.

In fact, Thayer Shipping does little exportingfrom Memphis itself. The company doesn’t evenown a full warehouse in the city. Cargoesbrought upriver—consisting mainly of sugarcane,rum, and occasionally cotton—are off-loaded andquickly moved off to resalers in the city. Onlyrarely are a few kegs left near the building orriverfront.

Travelers down on their luck in Memphis maybe able to find employment—and passage—onone of Thayer’s riverboats. The current rash ofpirate activity, even below the city, has led toincreased security on most river vessels. Theshipping company is always on the lookoutfor individuals who can handle a gun tohelp guard its riverboats.

I. The Whiskey ChuteDown near the riverfront is a row of saloons

and hotels frequented by riverboat crews andpassengers. I recommend anyone passingthrough Memphis make use of one of thebusinesses in this area if they feel the need for alittle bit of the sauce. These establishments arecleaner than those dives in Tent City, andtravelers are the usual customers, so the ownersgo out of their way to make sure that strangersdon’t feel out of place.

Of all the saloons, I have to say the WhiskeyChute is the most popular, and with goodreason. While by no means elegant, the Chute isclean and kept in good repair. Its prices areperhaps a little higher than in other nearbysaloons, but at the Chute you’re paying for liquor,not thinly colored water—if you know what Imean.

The proprietor of the establishment, OwenRoss, keeps abreast of the events on the riverand is a good source of gossip. Ross can usuallybe counted on to know a little about local boat

schedules, so if you’re searching for passagein the Memphis area, check with him. Justbe sure to buy a drink while you’re there.

Tent City, Memphis. It’s hard to find a more squalid hive of villainy and human wretchedness anywhere on the mighty Mississippi.

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The Lost PacketAround five years ago, a steamboat

disappeared just about 50 miles or so northof Vicksburg, Mississippi. The boat was anolder-model sternwheeler named theDemeter and her captain was JackMacGowran, a man I’ve personally known foryears.

The ship had embarked from Natchez,Mississippi, steaming up the river toward St.Louis. The weather that day was beautiful, andthe river clear and calm. Put simply, the Demetersimply disappeared. No explosion was ever heard,no wreckage or survivors were ever found. It’s asif the boat had sailed right off the face of theEarth!

Captain MacGowran was an old hand on theriver and knew the Mississippi’s channels andcutoffs better than the back of his hand, so Idoubt the Demeter ran afoul of any naturalhazard. It’s also unlikely that the ship fell prey toa Union raiding vessel. They seldom penetratethe river defenses further north, and if they do,they never get that far south unchallenged. Evenif that had been the case, wreckage would surelyhave turned up.

Whatever befell the boat must have beencompletely unexpected, because Jack was one ofthe best pilots on the river and could handlealmost any normal situation, I am sure. He wasalso one of my oldest and dearest friends, so Iam personally offering a reward of $250 to anyof our readers who can determine the fate ofthe Demeter and her crew.

A Strange CoincidenceA final note of interest. Shortly after the

steamboat’s disappearance, a small town nearthe river in northern Louisiana was founddeserted. The name of the place escapes me,although I recall it was supposed to have beenlocated about 40 or 50 miles north of Vicksburgas well.

It appears the townsfolk were taken unawaresby whatever event occurred, as investigators saydinner plates still had food on them and bedswere turned down as if in preparation for sleep.The incident brings to mind the lost colony ofRoanoke Island and similar unexplainedincidents in history.

To date, no one has been able to explain howan entire town’s population could vanish. I forone am sure it is related in some way tothe Demeter’s fate.

Vicksburg, MississippiThe War Between the States has touched

every inch of this fair land of ours, in oneway or another, but nowhere on thesouthern Mississippi are the wounds of thewar more evident than in Vicksburg,Mississippi. The remains of this once proudand prosperous community lie at themouth of the Yazoo River.

The SiegeEarly in the war, Vicksburg blocked the Union

advance upriver from the Gulf of Mexico. Aslong as the city remained in Confederate hands,the Union could not hold a completestranglehold on the Mississippi River.

In early 1863, General Ulysses Grant moveddownriver from Memphis and laid siege toVicksburg. Until that time, Confederate GeneralJohn Pemberton had successfully thwartedseveral attempts by the Union to seize the city.Grant’s arrival heralded the fall of the lastConfederate river bastion. Pemberton,outnumbered and outmaneuvered, was soonsurrounded by Union forces and cut off fromreinforcements.

After more than 60 days of siege, GeneralPemberton negotiated a surrender to the Unionforces on July 3, 1863. He had no hope of relief,and the inhabitants of Vicksburg, both militaryand civilian, were literally starving to death.However, under cover of night, Pemberton andhis army slipped out of the city and escaped.

Over a decade later, the North still claimsPemberton feigned the surrender to cover hisretreat. Pemberton, on the other hand, accusesthe Union troops of slaughtering the civiliansand troops after the surrender was announcedand that his army was forced to flee to avoid amassacre. A source of mine who was present onthat fateful night says that neither story is true.Instead, I’ve been told that darker forces were atwork on the night of July 3.

The Victor’s SpoilsWhatever the cause of Pemberton’s retreat,

once the Union troops entered Vicksburg, theyfound the city virtually uninhabitable. Elegantbuildings and homes had been reduced tosplinters and rubble by the shelling from the

Union guns.The citizens were little more than skin

and bones, having subsisted on any foodthey could scrounge or catch for over a

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month. Worse yet, corpses literally stripped offlesh to the very bone were uncovered inbasements and underground shelters of many ofthe remaining structures.

It was obvious that even though the defendingarmy had managed to escape, the town ofVicksburg was unlikely to threaten Union plansfor the Mississippi any time soon.

The WastingUnion troops didn’t occupy the city of

Vicksburg for very long. According to reports,shortly after Pemberton’s retreat, a new diseasespread among the remaining civilians and troopsin Vicksburg like wildfire. More than 10,000people died from the effects of the diseasebefore the city was evacuated.

The illness, called “the Wasting” by survivors,causes its victims to starve to death regardlessof how much they eat. At first, the Union blamedthe Wasting on the Confederates, claimingPemberton had ordered the city’s water suppliespoisoned before retreating. However, similaroutbreaks in other cities, both Union andConfederate, have proven that to be merelypropaganda.

Ghost TownFor the last 12 years or so, Vicksburg has

stood nearly empty. Fear of contracting theWasting kept most folks from returning there,even years after the last outbreak. Since no oneknows exactly how the disease is spread, this isprobably a sound practice.

Only a few dozen or so people still choose tomake their home near the remains of the city.Those who remain stick to the banks of theMississippi, living in makeshift cabins or shacks.Even though these folks don’t seem concernedabout contracting the Wasting, they avoid the oldtown at all costs

Rumors abound of survivors of the siegewho’ve turned to cannibalism. These feralhunters are said to hunt down anyone foolishenough to wander into the city alone.Supposedly, these wild men use an undergroundtunnel network, built to connect the city’sshelters and bunkers, to move around unseen.These claims may be true, but as yet no one’sbeen able to provide proof of any suchcannibalistic tunnel dwellers.

One claim about Vicksburg I can confirm isthe ghost town does serve as a hideout foroutlaws and river pirates from time to time.These villains rely on the area’s reputation tothwart any pursuers, and it seems to work. Onlythe most dedicated bounty hunters enterVicksburg to track down wanted criminals.

HavenIn spite of all the reasons to not settle in the

Vicksburg area, there are a few who do livethere by choice—at least temporarily. A mile orso downriver from the mouth of the Yazoo is asanitarium for sufferers of incurable diseasesranging from leprosy to tuberculosis. Theinstitution is named merely “Haven” and isfunded almost entirely by a single benefactor,Mr. Solomon Thayer, a New Orleans importer.

Thayer himself suffered the loss of a lovedone to such a disease. As a result, he’s devoted aportion of his fortune to aiding others soafflicted. Thanks to his contributions, Havencares for its residents free of charge. At leastonce a week, a supply boat stops at thesanitarium to restock the residents. Other thanthat vessel, no other vessel has made regularstops at or around Vicksburg for over a decade.

I must say that it’s an odd location for thefacility. Although I applaud Mr. Thayer’shumanitarian gestures, I question the wisdom ofplacing the institution so near Vicksburg.

Haven’s doctors at work. The Epitaph wishes them the best of luck!

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The SultanaIn mid-May, 1865, the commanding

general of Union forces resumed theprisoner exchange program with theConfederacy. The infamous Andersonvilleprison in Georgia was closed, and itsprisoners were moved to a point on theriver near the shattered remains of

Vicksburg, Mississippi. There they were to beplaced on steamboats and transported back tothe Union. The Sultana was one of the riverboatschosen for the task.

Before she arrived, two other steamboats, theHenry Ames and the Olive Branch, had alreadydeparted with nearly 2,000 men on board. Arumor had begun to spread among the soldiersthat a Union officer in charge of thetransportation operation was accepting moneyto favor the boats of a certain river company.When word of this reached the officer’s ear, heordered the rest of the awaiting prisoners putaboard the Sultana, even though two vessels ofthe suspected company arrived during theloading.

Low in the WaterThe Sultana was rated to carry around 375

passengers. Although the Confederacy didn’tkeep an accounting of what was basically aUnion operation, estimates put the number offormer prisoners placed on the steamboat ataround 2,400—nearly six times its rated capacity.When the passengers on board the Sultanarushed to the rails to wave at photographer onthe riverbank, their weight almost capsized thevessel!

Disaster!About 20 hours after embarking from the

camp near Vicksburg, the Sultana was churningagainst the spring floods of the Mississippi lessthan 20 miles north of Memphis. There, amid agroup of islands known as the Hen andChickens, one of the ship’s boilers overheatedand exploded.

The blast sprayed the passengers packed onthe main deck with chunks of wood and hotiron shards. Those above the boiler were blastedhigh into the air by the explosion. Hundreds ofmen were thrown into the roiling waters of theswollen Mississippi. As the shattered Sultanabegan to sink, the forward decks of theboat collapsed, trapping even more men inthe burning wreck.

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The commandeered riverboat Sultana meets a fiery end.

All told, less than 800 men were saved frombeing blasted into tiny pieces, burning to deathin the fire, or drowning in the flooded river. Thedeath toll of the disaster was estimated atbetween 1,200 and 1,700 souls, depending onwho’s doing the talking. Regardless, the Sultanawas, and remains, the greatest maritime disasterin fresh or salt water.

Laying the BlameIn the aftermath of the disaster, accusations

were quick to fly. The Confederacy claimed theUnion had acted irresponsibly in overcrowdingthe boat by so much. The Union accused theConfederacy of providing substandardequipment. Some Northern hotheads evenaccused Southern agents of deliberatelysabotaging the vessel!

The disaster put a temporary halt to theprisoner exchange program. A joint investigationgroup was formed, and it ended up placing theblame squarely on the head of one of theSultana’s boiler operators. Conveniently enough,

the man died in the boiler blast and wasunable to defend himself against theaccusation.

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Natchez, MississippiNatchez is one of the oldest settlements

on the river. Founded near the remains ofan earlier colony, Natchez can trace itshistory back over 150 years. The town isnamed for the now-extinct Natchez Indians,one of the most advanced of all the nativetribes on the continent.

Fort RosalieBack in 1716, the French built a small

settlement named Fort Rosalie, near the NatchezIndian village of White Apple. Initially, relationswere quite friendly with the natives, but thedictatorial practices of the commandant of thefort began to test the patience of the Indiansafter several years.

The Natchez worshipped the sun, and theirchief was referred to as the Great Sun. When theFrench commander ordered the Natchez tovacate White Apple, the Great Sun attempted tonegotiate with the man. However, the chief’spleas fell on deaf ears, and the commandantinsisted the tribe move from its ancestral home.

The MassacreOn November 29, 1729, the Great Sun, along

with a few chosen warriors, paid a visit to FortRosalie. Claiming they needed to trade forpowder for a hunting expedition, the Indiansgained entrance to the fort. Once inside, theNatchez drew their weapons and began aslaughter of the unsuspecting troops.

The Great Sun took a seat in the fort’swarehouse and smoked his pipe while hiswarriors built a pyramid of the soldiers’ heads athis feet. All told, more than 200 men were slainthat day.

ReprisalWord soon reached New Orleans, and the

French began a war with the Natchez thatresulted in the extinction of the tribe. CapturedNatchez were submitted to horrible treatment.Six captives were even publicly burned. TheGreat Sun and his council were seized and soldinto slavery.

A few members of the Natchez Indiansescaped to live among the Chickasaws, but thetribe ceased to exist by the late 1700s. Today, thecity of Natchez, built near the site of FortRosalie, is probably the only reminder thetribe every lived.

Natchez TodayNatchez is one of the largest river ports in the

Confederacy, with only Memphis and NewOrleans being larger. The port is truly a two-levelcity. Natchez proper, or Natchez-On-The-Hill,rests atop 150-foot bluffs on the east bank of theMississippi.

If you’re seeking examples of the famedlifestyles of the Southern aristocracy, Natchez isthe place to look. The city has some of theoldest and most beautiful antebellum homes inthe Confederacy. Like Memphis, Natchez camethrough Union occupation almost unscathed, andmany of the mansions are preserved in the statethey’ve been in for the past century.

Prior to the outbreak of the war, there weremore millionaires per capita in Natchez thananywhere else in the United States. Although thewar changed the economies in both the Unionand the Confederacy, I feel fairly secure inasserting Natchez remains the richest city in theSouth, even today.

Natchez-Under-the-Hill.On the banks of the Mississippi beneath the

Natchez cliffs sprawls Natchez-Under-The-Hill.Here the steamboats and other rivercraft dock toload and unload cargo. This part of the town isalso home to the one of the seediest red-lightdistricts on the continent, if not in the world.

Called “the Sodom and Gomorrah of the West”or “the Barbary Coast of the Mississippi,”Natchez-Under-the-Hill is filled with saloons,gambling halls, brothels, and worse. Chances areif you can’t find it there, it isn’t a sin.

Knife fights and muggings are a standardoccurrence on any given night, and evenshootings or murder don’t raise too manyeyebrows in Under-the-Hill. On top of theintentional violence, overloaded steamboats,drunken captains, and inept pilots have causedmany deaths in the crowded waters offshore.

Anyone passing through Under-the-Hill afterdark is strongly advised to watch her step orcarry a gun—or, better yet, both!

Closed on SundaysUnlike most other river towns, Natchez is

strict in its observance of Sunday as a day ofreligious rest. All business, even those at thebottom of the bluffs, close on Sundays. This

surprises many first-time visitors to the town,especially with the reputation Under-the-Hill enjoys on the river.

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Missing ChildrenOne of the more disturbing trends in Natchez

of late is a rash of kidnappings. The kidnapperstake only the youngest infants, and to date, nota single ransom note has been issued for any ofthe victims. They have simply disappeared. Thisfact has led Natchez Marshal Peyton Butler tobelieve the villainous acts may actually be thework of a slavery ring.

Bluff City RailroadNo, this isn’t a new threat to the rail barons.

This tiny operation is a railroad only in thestrictest since of the word. The tracks of theBluff City Railroad start at the bottom of theNatchez bluffs and end a little distance from thetop. The rails transport freight from the docks atthe bottom of the bluffs to the top, and vice-versa.

Bluff City’s only competitors are a few one-man operations that offer to haul a mule cartfull of goods up the incline for half a dollar. Ifyou’re daunted by the walk up the 150-footcliffs, you can always catch a ride on oneof the freight trains for a mere 10¢.

Also not to be missed is the lovely parkNatchez On-the-Hill has established atop thebluffs. Along the edge of the cliffs, the town haspreserved a small line of trees. A walkwayfollows this line along the top of the bluff,providing an excellent view of the river. A sunsetviewed from there is really something to behold.

Dead Man’s BendDownriver from Natchez-Under-the-Hill is a

curve in the Mississippi known as Dead Man’sBend. The crook in the river gets its name fromthe number of dead bodies that have washed upon the bank there. These corpses originate asvictims of shootouts, murders, and otherviolence in Natchez-Under-the-Hill. Over thecourse of a year, as many as 50 or more bodiesmay be deposited on the shore at Dead Man’sBend.

Not surprisingly, this part of the river has itsshare of ghost stories to go along with the manycadavers. Mr. O’Malley tells me I don’t have thespace to do justice to the local legends in this

Guide—but let me say there’s been many a timeI have heard a strange, unearthly moaningwhile passing that particular stretch ofriverbank.

A town divided: The radically different worlds of the quiet Natchez-On-the Hill and the rowdy Natchez-Under the Hill.

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Emerald MoundEmerald Mound is the largest Indian mound in

the Confederacy, second only to Monk’s Moundin Cahokia on the whole continent. Prior to thewar, the mound was a popular site for amateurhistorians and archaeologists.

Lately it appears somebody may have takenan interest in rekindling the old Indian practices.There are a number of reports of lights beingseen on Emerald Mound after nightfall. Folkswho’ve gone to investigate have found nothing atall except signs of small bonfire. I have no hintas to the motivation or identity of whoever isbehind the Emerald Mound mystery, and Icaution anyone looking into the occurrences totake utmost care in this matter.

Longwood PlantationNatchez is home to the largest octagonal

house in the Confederacy. Including the onion-shaped, oriental-style dome on top, Longwoodstands six stories tall. Commissioned by JamesNutt (and often referred as “Nutt’s Folly) in 1860,the house is a marvel of architecture andengineering.

Having met Mr. Nutt and actually seen theplans, I’m sad to say Longwood was nevercompleted. The war brought construction on themansion to a halt. The Pennsylvanianconstruction company hurried back north beforethe closing of the borders. If that weren’tenough, the Union blockade confiscated much ofthe stonework which was ordered abroad.

Pneumonia, or some claim a broken heartover his failed dream, took Nutt’s life shortlyafter the onset of hostilities. His widowremained in the house until recently, selling theproperty to a local attorney and war hero, Mr.Dennis Thornsbury. Thornsbury’s announcementthat he intends to complete construction on thehouse has met with nearly universal approval.

Many citizens believe Longwood is haunted byNutt’s ghost. They cite strange sounds or lightsfrom the house at odd hours as proof. Mr.Thornsbury, however, claims to have never onceseen evidence of any haunting at Longwood.

The Natchez TraceFollowing the old Indian trails, this 450-mile-

long overland route links Natchez to Nashville.After dropping their cargoes in New Orleans,flatboatmen with pockets filled with moneywould walk this route back into the north.The Trace was thick with bandits, but

believe me, even then it was better than polingone of those barges upstream! A trip from NewOrleans back upriver to Nashville could take aslong as six months.

With the advent of steamboats and railroads,the Trace is nothing more than an overgrownfootpath. Union troops planning to use the Traceto travel as far south as New Orleans couldn’teven find it for the underbrush. A determinedtraveler may find the remains of the once-famous trail to the northeast of town. There’seven the ruins of an old stand, or inn, on theoutskirts of the city.

O’Neil & Company Coal YardWhen fuel’s running low, a steamboat crew

can always pull up to a forested river bank, cutsome logs, stoke up the boiler and head onupriver. Your average riverboat crew has enoughwork to do on a daily basis to keep this frombecoming too popular a practice. Most rivertowns of any consequence have a coalingcompany or two to supply the steamers withfuel on regular stops.

As you’re approaching Natchez, you can easilyspot the coal bins of O’Neil & Company. Thelarge mounds of black rock are piled nearlythree stories high in some places. For thosecaptains who are a little more finicky aboutwhat goes in their vessel’s boiler, O’Neil alsosupplies ghost-rock cores, both refined and rawnuggets. The cost of this exotic fuel limits moststandard steams to coal however.

Steamboat HotelThe Steamboat Hotel isn’t just a fancy name,

this establishment is actually built on the hull ofa barge and floats in the river. The owner,Josephine Ratliff, watched many a business inNatchez Under-the-Hill be destroyed by flooding.She decided to play it safe when it came to herown livelihood.

A plank walkway connects the hotel to theriverbank. The interior is lit with oil lamps,which I think add nicely to the atmosphere.There are three floors, or decks, to the hotel,with over 250 rooms available. Each room runs$2 a night, and meals aren’t available onboard,so travelers on a budget may wish to seekaccommodations elsewhere.

The Steamboat offers one thing above all theother hotels in Under-the-Hill: a small amount ofsecurity. It’s unlikely a drunken rogue will break

into a room when there are other targetsthat don’t require him to swim a few yards!

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Chapter Four:

From Bayou to DeltaRight around Baton Rouge, Louisiana, the

Mississippi valley changes from wide-open riverto swampy morass. That’s because most of theland in this area was deposited here by the riveritself over the years. This is the land of vastswamps, sprawling river deltas, and Cajunhunters.

Baton Rouge, LouisianaA French explorer by the name of Pierre

le Moyne, known as Sieur d’Iberville,reached the future site of the city in early1699. The area was marked on his map asBaton Rouge, or “Red Stick,” because of alarge, crimson pole he found on the bank ofthe river here.

The city of Baton Rouge was officiallyincorporated in 1817 and is now the second-largest city in the state of Louisiana, after NewOrleans. It was made the state capital in 1849.

As the state capital, Baton Rouge is animportant city. It’s the seat of state government,an important trade center on the Mississippi,and a vital supply point for the Confederacy.

Even though the city is deep behind theSouthern lines, Baton Rouge would be thesecond line of defense against a Union invasionup the Mississippi. To that end, the CSA Navyhas stationed five gunboats and one ironcladhere. In case of a land attack, a standinggarrison of about 5,000 men under GeneralLawrence Bivens is stationed in the city.

There are also several batteries of gunsemplaced on the shore, and I’ve heard rumorsabout the CSA War Department sending some“special weapons” to Baton Rouge for testing.

Personally, I think it’s all a bit futile. AnyUnion force capable of making it past NewOrleans’ coastal defenses will make short workof any other force on the river.

The Red StickThe famous Red Stick from which Baton

Rouge takes its name was a 30-foot-high polecovered in dripping blood, with the heads of fishand bears hanging from it. Most likely it wasused as a boundary marker between two Indiantribes in the area, as well as for ceremonialpurposes.

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An artist‘s impression of history: Pierre le Moyne discovers the “red stick.”

The Red Stick came to be recognized as apermanent landmark. Although several attemptswere made to change the name of thesettlement, Baton Rouge stuck. There is still alarge pole in Baton Rouge that the locals claimis the original Red Stick, but almost 200 years isa long time for a wooden pole to stand.

Lately it seems the stick has begun to oozeblood. After nights of the full moon, the pole isfound covered in drying blood. The authoritieshave no explanation for the strange phenomena,but they fear it may be somehow related to arecent string of violent murders in the area.

River Road PlantationsHeading south out of Baton Rouge heading to

New Orleans is a route known as the River Road.So called because it follows the course of theMississippi fairly closely, this road passes someof the most impressive examples of plantationmansions in the Confederacy.

The owners of these homes made theirfortunes not only in cotton but other cash cropslike indigo or sugarcane. These plantations areusually groups of several buildings, including themain manor, servants’ quarters, and othersmaller structures. Some even house their ownchapels, cemeteries, and jails!

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Bon SejourBon Sejour is one of the prettiest and most

famous plantations on the lower river. It’s on thewest bank of the Mississippi but still visiblefrom River Road. The plantation is often calledOak Alley for the two rows of 14 oaks thatstretch nearly a quarter-mile from the river tothe house. It’s one of the most impressive viewsto be had anywhere on the Mississippi. It’scurrently owned by the Renault family, but I’veheard they’ve fallen on hard times and may haveto sell the place soon.

NottowayAlso of note is Nottoway plantation, which

claims to be the largest in the South, with 64rooms. Nottoway escaped burning during theFederal occupation when a Union gunboatcommander remembered staying at theplantation. He was so taken with the hospitalityhe received, he ordered it to be spared. It wasbuilt by and is still owned by John HampdenRandolph, a transplanted Virginian.

Butler’s LegacyUnfortunately, not all the plantations were as

lucky as these. The Union blockade brought ruinto many a wealthy planter, and the Yankeeoccupation resulted in many mansions beingburnt to the ground. As you travel the area,either by river or road, you see many deserted orruined plantations. I would advise staying awayfrom such places. One never knows what kindof brigands or ruffians (or perhaps even lesssavory occupants) may have taken up residencewithin.

The Haunted BayouAcross the river from Baton Rouge, there’s a

place on the western bank of the Mississippithat locals claim is haunted. I’ve been in the areamyself, and I can tell you there is definitelysomething unnerving about the place.

It was late evening, and I hired a local guideto take me a little way into the watercourse. Thetrees constantly rustled during my visit,although I never felt the slightest breeze. I alsocouldn’t get over the feeling we were beingwatched the entire time.

Unlike many hauntings, there’s not one storyof what or who is responsible for the goings-onback in the woods. Before any of my intrepidreaders mount expeditions into the area, bewarned: according to locals, many a curiousperson has disappeared into the bayounever to return.

CajunsNo discussion of the lower Mississippi

would be complete without mention of theinhabitants of southwestern Louisianaknown as the Cajuns. They have a uniqueculture and history that sets them apartfrom the other inhabitants of southernLouisiana, even the other descendants ofFrench settlers.

AcadiaWay back in the early 1700s, France ceded

Acadia, its land in eastern Canada, to the British.The French settlers there, the Acadians, weremostly poor and illiterate farmers with strongties to the Catholic Church. When they refusedto pledge allegiance to the British Crown, theAcadians were scattered throughout the Britishcolonies.

Fifty years later, once France and Britain hadburied the hatchet, the Acadians sought toreestablish their communities. The largest groupfound its way to southern Louisiana.Unfortunately, they arrived just as France gavethat area to Spain. The Spanish offered theAcadians the land west of the Mississippi tosettle.

Although they’ve had their share of statesmen,heroes, and the like, for the most part theAcadians have kept themselves separate fromthe rest of the settlers. Over the years ofisolation in the swamps and prairies of westernLouisiana, the people began to develop their ownunique culture and customs. Finally, even theterm Acadian gradually evolved into simply“Cajun.”

LanguageAnyone traveling in Cajun country quickly

learns those folks don’t speak English amongthemselves. A sharp-eared listener may identifythe language as a form of French. Cajun French(or Acadian French, if you’re a linguist) is quite abit different from what most people think of asFrench.

Cajun French is strictly a spoken language. Itdoesn’t have a written form. The language ispretty close to what the Acadians used back inthe 1600s up in Canada, but it has borrowedwords from other languages as well. A travelerin Cajun country who speaks French can get by

well enough, as long as he doesn’t try tohave any in-depth philosophicaldiscussions with the locals.

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Cajun LivingCajuns stick mainly to their small farms and

homesteads. They’re spread out from thewestern bank of the lower Mississippi to almostall the way to east Texas. In fact, there are nearlyas many Cajuns living on the western Louisianaprairie as there are in the swamps and bayousnear the Mississippi. These folks are usually alittle standoffish with outsiders, and with theirhistory, I really can’t blame them.

Most Cajuns are still devout Catholics.Although many folks in southern Louisiana arealso of that faith, most of the citizens of theConfederacy aren’t. The years of bad bloodbetween Catholics and Protestants are past, butold suspicions die hard—on both sides.

Trapping and hunting are popular pursuitsamong the swamp-dwelling Cajuns. Some ofthese folk are woodsmen of a caliber that wouldmake old Davy Crockett jealous! Using a canoe-like craft called a “pirogue,” the average Cajuntrapper can negotiate the tangled waters of thebackwater faster than just about anyone elsealive today.

If you’re looking for a guide to the twistedlabyrinth of the bayous, you’ll likely not findbetter than a Cajun—provided you canunderstand him, that is.

Pass a Good TimeFew people enjoy a good time as much as

Cajuns do. All you have to do is spend a littlewhile in the area to realize this. How you live isjust as important to a Cajun as how he makeshis living.

A good example can be found in Cajuncooking. These folks can do things with spicesyou won’t believe! A word of warning to theculinary explorer: as with their French ancestors,very little is considered inedible by Cajuns. Oneof the more popular dishes is boiled crayfish, or“mud bugs” as they call it. (For those of youwho’ve never seen them, the critters look liketiny lobsters.) Just remember, if you’re served aplate of grilled alligator, there’s nothing like agood cup of black Cajun coffee to wash it down.

Card games are quite popular in Cajuncountry, and most settlements have at least one“card bar” where the locals sit and enjoy a fewhands of bourre, a popular local card game sureto test any card sharp’s mettle.

Another popular pastime in the region iscockfighting. This isn’t as gory a sport assome folks think, but nonetheless, Iwouldn’t recommend it for the squeamish.

Cajuns and Bayou VermillionLately, reports of Cajun trackers and hunters

in LaCroix’s rail gangs have reached the Epitaph.This struck me a little odd, as the Cajuns areusually a fairly provincial bunch and not givento involving themselves with the business ofothers. Also, most Cajuns I’ve met are basicallygood-natured folk who’d like nothing better thanto “pass a good time,” as they say. It seems outof character for any of these people to volunteerto participate in Baron LaCroix’s bloody race tothe Maze.

There was an even more compelling reasonfor them to not cooperate with Bayou Vermillion.When LaCroix first began laying his tracks westacross Louisiana, he pushed his right-of-waysstraight through the heart of Cajun country. Anumber of families were forcibly displaced, andin some places, fierce fighting between BayouVermillion enforcers and Cajuns broke out.

When all of that is considered, it just didn’tmake sense to me that Cajuns would now tote

guns for the Baron. Not being one to pass up apotential story, I did a little investigatingand discovered an interesting fact. It seemsthe Cajuns owe a debt to LaCroix.

One of Baron LaCroix’s men clears out a nest of fever spiders.

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Fever SpidersThese creatures are large spiders just about

the size of a man’s palm. They hide in the brushand vines of the bayous, attacking anyoneunfortunate enough to stumble into their nests. Iunderstand their bite is painful, but not deadly. Avictim of a fever-spider bite suffers a high feverfor a few days and then recovers.

Shortly thereafter, the fever returns, and thevictim goes into a killing rage. The only effectivetreatment found for this homicidal mania isdeath. Families and even small settlements havebeen massacred by victims of fever-spider bites.

Here’s where LaCroix stepped in. He offered tohelp the Cajuns in exchange for recruits for hisarmy. He sent some of his own men, who weresomehow immune to the venom, into the bayousto clear out the nests and burn any breedingareas.

Although these tactics haven’t completelywiped out the spiders, they have greatly reducedthe danger. LaCroix still sends patrols into thebayou on a regular basis to keep the spiderpopulation down.

In accordance with their part of the bargain,the Cajuns now provide LaCroix with some oftheir best marksmen.

Swamps and BayousIt’s just about impossible to travel the

lower Mississippi River without hearingmention of some swamp or such-and-suchbayou. Most tinhorns just assume they’rejust two different names for the same thing.Well, take my word for it, there may notlook like there’s much of a differencebetween a swamp and a bayou, but getting themconfused could cause a tenderfoot a lot ofheartache.

Swamps are pretty common throughout mostof the eastern Confederacy. There’s the GreatDismal, the Everglades, and the Okefenokee. Aswamp, or marsh, is a low area of wetlands. It’soften filled with stagnant water.

On the other hand, a bayou is a sluggishchannel of water. The important word toremember there is “sluggish.” That means thewater is moving. These channels are oftenformed when a river shifts and leaves a littlebehind. Bayous usually drain into other watercourses. Swamps tend to drain other waterwaysinto themselves.

If you sit in a boat in a bayou, it’s going toeventually drift somewhere downstream. On theother hand, if you try the same stunt in aswamp, you’re just going to watch the grassgrow. One way to think about it is a bayou is acorridor and a swamp is a dead-end. Of course,that’s a generalization and, as such, not likely toprove true in all cases.

Out in the BayousThe bayou is an entirely different world than

most folks are used to. There’s more water insouthern Louisiana than land, and most of whatlittle ground there is has the consistency ofmashed potatoes and barely qualifies to becalled solid. Quicksand is a constant hazard fortravelers in the swamps.

The other thing the bayous have in abundanceis vegetation. Cypress trees grow throughout themarshlands, supported above the waters inplaces only by their tangled root system.Together with the cobweblike Spanish moss, thefoliage from the trees permanently shades areasof the bayous.

Critters of Swamps and BayousAs you can imagine, there’s quite a variety of

creatures in the wetlands of southern Louisiana.Some of it you can see just about anywhere, butothers are found only in the murky waters of

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A venomous cottonmouth snake prepares to strike!

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these areas. There are a number of birds, likeegrets and pelicans, that adorn the marshes withtheir plumage. Fisherman can catch bass, catfish,and trout in the waterways.

However, since you’ve purchased an EpitaphGuide to the area, odds are you’ve got moreimmediate concerns on your mind than prettyfeathers on seabirds—like, for instance, what typeof animals are liable to jump up and bite youreyebrows off.

AlligatorsThis throwback to the dinosaur is certainly

fearsome in appearance. Although these beastsmay appear to be something from a nightmare,with their fanged mouths and armored skin, theyare quite real—and dangerous. Growing up to 20feet in length, capable of running faster than aman on land, and consummate swimmers,alligators are not to be underestimated.

A few folks make a living from the hides ofthese monsters, but they’re experienced hunters.While the beasts may seem sluggish and slow-witted, these reptiles are capable of incrediblespeed and are very unpredictable. Should youencounter one of them, don’t bother it—and hopeit doesn’t bother you.

Old AlThere was a story, back when I was working

the riverboats, about Old Al. According to theold-timers, Old Al was the largest ’gator to everhave lived, and the king of the Mississippi River.

The legend goes all the way back to the daysof the flatboat. Riverboat men used to drop alittle tobacco over the side to pacify Old Al. Ifthey didn’t, the wily ’gator was likely to movesnags into their boat’s path, or worse yet, justgobble the crew up!

In my years on the river, I must confess tohaving never once seen Old Al. But although Imay chuckle at the story, late at night out onthe Mississippi, I always make sure my tobaccopouch is full before boarding a riverboat. Nosense in taking chances, after all.

SnakesThe other real threat to life and limb out in

the swamp is also reptilian. Every type ofpoisonous snake on the North Americancontinent is represented in the wetlands ofsouthern Louisiana. You’re liable to encountercottonmouths, copperheads, coral snakes, and,of course, rattlesnakes.

Now, most of you probably know if youhear a rattler’s tail to hightail it away fromthe sound.

Cottonmouths are nearly as poisonous arattler and a whole lot quieter to boot. Also, acottonmouth isn’t likely to run from you likeother snakes. It just rears back and opens itswhite mouth to give you a good look at itsfangs. That white mouth is why folks call it acottonmouth, by the way.

Copperheads are hard to pick out in theundergrowth, their mottled scales looking likenothing so much as a pile of dead leaves.Fortunately, these camouflaged vipers are theleast poisonous of the lot. Many have beenbitten by a copperhead and lived to tell about it.

Finally, there’s the coral snake. This smallsnake is deadly poisonous. Its bright yellow, red,and black bands often cause folks to confuse itwith nonpoisonous snakes. An easy rhyme thatmay save your life in the swamp goes “Red andyellow kill a fellow.” If those colors touch, you’dbetter not!

Finding a GuideIf my brief description of the natural hazards

of the swamps and bayous hasn’t convinced you,let me be blunt: If you’re planning an expeditioninto the wetlands of southern Louisiana, hire anexperienced guide. The swamp is unforgiving,and not a few people have lost their lives tounseen dangers obvious to any competent guide.

Virtually any community along the lower riverhas someone willing to lead trips into theswamp. However, not all can be trusted, so letme recommend a man I have used on several ofmy own expeditions into the wilderness.

Bernard SullerotBernard Sullerot makes his home in the

community of Welcome, which some folks inthese parts call Winchester. Welcome is abouthalfway between New Orleans and Baton Rouge,and as good a place for anyone wishing to headoff into the wilderness.

Although Bernard is of Cajun descent, he’sfairly outgoing with strangers. This is part of thereason for his success, I suppose, becauseBernard is one of the most sought-after guidesin the area. Folks claim he knows the twists andturns of the waterways like his own kitchen.Having traveled with him on more than oneoccasion, I can attest to that.

His prices are fair at $1.50 a day, and hesupplies one pirogue at that price. He canarrange for others if need be.

In spite of his open personality, Bernardretains many of the customs of hisancestors. He’s a devout Catholic, so folks

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it’s no surprise that some of these treasureswere never reclaimed by the thieves who buriedthem.

One of these treasures is supposed to beburied somewhere near Lake Verret, about 20miles southwest of Welcome. No one hascollected it yet because not only is it hidden, it’salso said to be guarded by the ghosts of thepirates who hid it and their captain.

Gaston Martignauc, the one swamp dwellerwho claimed to know where the treasure chestis, says he was on the verge of uncovering itwhen the guardians chased him off. He points tohis white hair as proof of his story. Folks whoknow him do say his hair was jet black one dayand stark white the next! Gaston isn’t tellingwhere the treasure is, although he doesn’t mindspinning the tale of his night on the swamp forany visitors who care to listen.

CouchemalsCouchemals, also called feux-follets, are what

Cajuns call the strange lights sometimes seen inthe marshes. They claim these are “ghost lights”caused by the death of an unbaptized infant.

These spirits are supposed to be malicious innature and should always be avoided. Accordingto legend, they seek to lead unwary or solitarytravelers into dangerous and deadly situations.

Skunk ApesLate at night in a ramshackle bar somewhere

along the lower Mississippi, you might hear thewords “skunk ape”—or “peremalfait” if you’re inCajun country—whispered in a low tone. Thename refers to a creature supposed to hide backin the darkest parts of the swamps, only rarelysneaking out of the marshes to prey on good,God-fearing folks.

Skunk apes are large, shaggy, manlikecreatures standing almost eight feet tall. Theyexude a stench unlike any living creature onEarth, smelling like a combination of a compostpile and rotting cabbage, hence the name.

By its description, you might be tempted tomistake it for a sasquatch, a creature LacyO’Malley described in the first TombstoneEpitaph’s Guide. This is not the case. Make nomistake, the skunk ape is no noble or kinddenizen of the wilderness. These abominationsare supposed to be monstrous killers, batteringthrough the thin plank walls of a swamp cabinand crushing their victims in a viselike grip.

As always, it’s better to be safe than a guestof the undertaker, so should you be in the

swamps and catch wind of an odor like I’vedescribed, I advise a hasty retreat.

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An artist’s rendition of the legendary (and odious) skunk ape.

who have strongly different opinions on thesubject of religion had best look elsewhere for aguide. Bernard is also fairly superstitious andbelieves it bad luck to be in the swamp duringnights of the full moon. Be sure to consult youralmanacs, because he absolutely won’t acceptjobs during that time.

Legends of the SwampsAs if all the normal hazards of the

swamplands weren’t enough, there arenumerous legends of the supernaturalamong the Cajuns and other folks that liveback in the Louisiana swamplands. I’ll takejust a few moments to touch on some ofthe more interesting of the lot. As is oftenthe case with such tales of local color, I

have been unable to produce hard evidenceeither proving or disproving these tales.

Buried TreasurePirates used to operate all along the Gulf

Coast back before things got too settled.Occasionally, after plundering a rich merchantship, the scoundrels would slip away into thebayous to hide their ill-gotten gain. Giventhe low life-expectancy of the profession,

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The DeltaUnlike most other large rivers, the

Mississippi does not empty into a protectedbay. Instead, it pours directly into the openwaters of the Gulf of Mexico. As it reachesthe ocean, the Mississippi drops sedimentit’s been carrying for hundreds of miles. Asthe sediment settles, it extends the land a

little further into the Gulf. Much of southeasternLouisiana below Baton Rouge owes its existenceto these mud deposits.

Because of this process, the mouth of theMississippi is one of the shallowest parts of theriver. Where it pours into the Gulf, the riveractually resembles a 35-mile-wide marsh morethan the entrance to a great waterway.

Navigating the DeltaThe shallow depths of the delta make it one

of the toughest parts of the river to get a boatof any real size through. Although the entirearea is waterlogged, only three routes arenavigable. These are the Southwest Pass, theNorth Pass, and the Main Pass.

Even these frequently become clogged withsilt and have to be cleaned out to allow ships topass. There was talk a few years ago aboutbuilding jetties to force the river to clear its ownchannels, but so far nothing’s been done. Fornow, the job of keeping the passes clear falls tothe Pilot Town Channel Company.

Pilot Town Channel CompanyPilot Town is the last town on the Mississippi

River. It’s built so far out in the delta the onlyway to reach it is by boat. It used to be home toriver pilots who’d guide ships through narrowchannels into and out of the delta. Now, its mainindustry is keeping the channels clear.

The Pilot Town Channel Company received thecontract for this task from the Louisiana stategovernment. I don’t know what the exact detailsof the deal were, but you can bet they’re wellreimbursed for their efforts. After all, NewOrleans is the largest Confederate port!

The company accomplishes its job with afleet of five specially modified snagboats.Instead of chainsaw and boom assemblies, theboats carry a high-power spray assembly. Theboats use these enormous jets to blast waterinto the channel to clear the silt.

It’s not the most efficient method, but itdoes work. The boats run the passes abouttwo to three times each week.

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One of the Pilot Town Channel Company’s special boats clears a channel.

The Delta PoxLately, word has come upriver about a new

disease plaguing the Pilot Town workers. Itseems limited to the area around the mouth ofthe Mississippi and is being referred to as “theDelta pox.”

It acts a lot like smallpox—leaving smalloozing pockmarks—but much faster and deadlier.No symptoms are exhibited prior to onset. Oneminute a victim is alive, and the next, he’s on hisway to his eternal reward. There has not been asingle instance of a victim recovering from thedisease.

To date, no one has had the opportunity toobserve the pox run its course. Only loneindividuals have been afflicted. It appears theonset time is only a few minutes. One of thePilot Town workers died during a trip to theouthouse!

Solomon Thayer has generously pledged todedicate some of the resources of his medicalfacility at Haven to discover the cause of thisplague. In the meantime, the Pilot Town

Channel Company has offered a $1,000incentive to anyone who can stop thedisease.

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Chapter Five:

The Crescent City: New OrleansWell, we’ve surveyed the Mississippi from St.

Louis to the Delta, and now we come to thecrowning jewel of the river: New Orleans. Due toits importance to the Confederacy, I’ve decided todevote an entire chapter of this Guide to it andits people.

At first glance, the city of New Orleans seemsto have gotten the raw end of the deal when itcomes to location. Few people would likelyconsider the middle of a festering swamp primereal estate. Nonetheless, the French did decide toput a city down on a stretch of ground that canonly be called “dry land” by someone with agood sense of humor.

Rough BeginningsNew Orleans was founded in 1718 by Jean

Baptiste le Moyne, titled Sieur de Bienville. Ifthat name sounds a little familiar to you, itmeans you’ve been paying attention. JeanBaptiste was the younger brother of Pierre leMoyne, founder of Baton Rouge. The le Moynebrothers kept themselves pretty busy in the earlyyears of the Louisiana colony.

Jean Baptiste founded the town on behalf ofthe Company of the Indies, a company holding amonopoly over trade in the French colonies inthe New World. Run by a Scotsman, John Law,the Company of the Indies was actually anelaborate get-rich-quick scheme. Once the claimsof gold and riches were exposed as a swindle,Law was forced to flee France to avoid angrymobs of investors.

Floods, hurricanes, and Indian uprisingsprevented New Orleans from being a cash cowand finally the Company of the Indies wasreduced to begging the French crown to take thecolony off its hands in 1731.

The Spanish Take a TurnWell, the French muddled through the next 30

years not really making any great progress here.New Orleans, just like the rest of the Louisianaterritory, was secretly given to the Spanishcrown in 1762 to keep it out of English hands.

Of course, no one thought to tell thecolonists in New Orleans. Several monthslater, when the newly appointed Spanishgovernor arrived, folks were a mite

confused. To top it off, their former tradingpartners in the Caribbean stopped doingbusiness with them, claiming the colony wasjust too unstable.

All this came to a head in 1768, when rumorsbegan to circulate that the Spanish wereplanning to sell the Acadians into slavery anddefault on debts to other immigrants. Thecolonists revolted against the Spanish, which, asyou may have guessed, made the King of Spainnone too happy. He responded by sending 2,600mercenaries to New Orleans—more soldiers thanthe entire male population of the city. Therebellion was quickly, and violently, put down.

Let’s Try the French AgainJust as quietly as it entered Spanish hands

New Orleans was ceded back to Napoleon in1800. The diminutive general had his hands fullthat year, what with beating the Turks, theAustrians, and the Italians, so he let the Spanishcontinue to run the colony.

By the time Napoleon got around to thinkingabout Louisiana again, he decided he reallydidn’t want to bothered with it after all. ThomasJefferson, then President of the US, wantedLouisiana, and Napoleon wanted money, so theEmperor agreed to sell the entire colony lessthan 5¢ an acre.

To carry out the transaction, the territorywould first have to be returned to France. OnNovember 30, 1803, New Orleans was returned toFrench hands. Twenty-four hours later, theAmerican flag was raised over the city.

The Stars and StripesThings didn’t go as smoothly at first as

Jefferson had hoped. The French-speaking,Catholic populace of New Orleans was less thanenthusiastic about their primarily English-speaking, Protestant countrymen. The nuns ofthe Ursuline Convent in New Orleans were soafraid of what kind of treatment they’d receiveat the hands of the United States that theypacked up and fled to Cuba.

In spite of the language and religion barriers,New Orleans began to grow. By 1810, it was thefifth largest city in the United States and thelargest city south of Maryland, and west of theAppalachian Mountains.

Louisiana was admitted as the United State’s18th state in 1812. The future seemed to finallybeginning to take an upturn for the city. Then,

only a few months after Louisiana achievedstatehood, the US Congress declared waragainst Great Britain.

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The British are Coming!In 1814, rumors began to circulate that Great

Britain was planning to attack New Orleans.Through remarkably poor planning and a goodmeasure of bad luck, the young United Stateswas unable to raise an army. It had simply runout of money. Fortunately, the Crescent City hada guardian: Major General Andrew Jackson.

General Jackson imposed martial law on thecity and raised troops by conscripting any manwho could hold a gun. This still left his ragtagarmy greatly outnumbered, so he formed anunlikely alliance with the Choctaw Indians andalso welcomed free people of color into hisarmy. However, his boldest move was enlistingthe aid of Jean Lafitte.

The Pirate LafitteJean Lafitte arrived in New Orleans in 1805

with his brother Pierre. The two set up shop aspirates, attacking and plundering ships along theGulf coast. The slave trade meant that therewere rich pickings in those waters. The Lafittebrothers based their operation in Barataria Bay,just south of New Orleans.

Less than six years after he began, he hadraised a fleet of 32 warships—more than theentire US Navy at the time!

Lafitte was as flamboyant as he wassuccessful. When the governor of Louisianaoffered a $500 reward for Lafitte’s capture, thepirate, in turn, offered a $1,500 reward for thegovernor. While the citizens of New Orleansfound this hilarious, the governor,understandably, did not.

When the British prepared to attack NewOrleans, the commanding officer, GeneralPakenham, asked Lafitte to join forces with him.In return, he offered him a commission in theBritish army and protection for his extralegaloperations. Lafitte pretended interest in the offer,but instead forwarded it on to the Louisianagovernor.

Some folks today say it wasn’t patriotism thatguided Lafitte’s choice. The British simply didn’toffer him enough! Whatever the reason, Lafitteand his men turned out for the battle on GeneralJackson’s side.

As a side note, no one knows what reallybecame of Jean Lafitte in later life. Afterreturning to piracy following the War of 1812, heeventually dropped out of sight. Some say thathe decided to tread the straight and narrow,got married, and moved up north. Others sayhe died at sea or down in Mexico.

The Battle of New OrleansOn January 8, 1815, the British moved against

General Jackson’s motley crew. Around 8,000British regulars, including such prominent unitsas the Duchess of York’s Light Dragoons and the93rd Highlanders, advanced on Jackson’s 3,000militia men. The Americans took cover behindbales of cotton and straw and unloaded volleyafter volley of gunfire into the advancingRedcoats.

When the smoke cleared, 858 British soldierslay dead. Another 2,500 were wounded. TheAmericans, on the other hand, lost only 15 menand 40 wounded. Although the British didn’t sailaway for another two weeks, the battle was over.

As the citizens were celebrating theresounding defeat of the British, word came thatthe US and Great Britain had signed a peacetreaty on Christmas Eve. The war had ended twoweeks before the Battle of New Orleans eventook place. As usual, the folks of New Orleanswere the last to find out.

DixielandFollowing the War of 1812, New Orleans

entered an age of prosperity and growth. Inaddition to having a war named after it, the year1812 also marked the arrival of the firststeamboat in the city, aptly titled the NewOrleans. Within a few short years, New Orleansbecame the bustling port its founders hadenvisioned.

European markets couldn’t seem to buySouthern cotton, sugarcane, and indigo fastenough. The city’s economy was booming, andits banks were among the strongest in thecountry. New Orleans’ $10 notes, also known as“dix” notes for the French term for 10 printed onthe opposite side of the bill, were one of the fewcurrencies accepted throughout the early 19th-century United States. Riverboatmen were sooncalling New Orleans “Dixieland,” a term nowlovingly applied to the entire Confederacy.

Still, the division between the old aristocraticEuropean, or Creole, families and the newer, butno less wealthy, American planters remained.The two cultures divided the city neatly in halfat Canal Street.

New Orleans continued to grow in wealth andpopulation, at one time becoming the third-largest city in the United States as well as thesecond-busiest port. By 1860, nearly 170,000

people called the city home.But the very next year, all this came to

an abrupt halt.

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The WarWhen Louisiana ceded from the Union in 1861,

many citizens of New Orleans had mixedfeelings. Much of the city’s wealth floateddownriver on Northern steamboats. Ironically,the first shot of the war was fired on FortSumter by forces commanded by General PierreGustave Toutant Beauregard, himself a Creolenative of Louisiana.

One of the first actions taken by the USPresident, the late Abraham Lincoln, was todeclare a blockade of Southern ports. Slow-moving at first, the blockade proved dangerouslyeffective once it was in place. In the course of asingle year, New Orleans was cutoff frominternational contact by a Union fleetcommanded by Admiral David Farragut.

Occupation!After a brief naval engagement, New Orleans

fell to Union hands on May 1, 1862. Theoccupying troops were commanded by MajorGeneral Benjamin Butler. General Butler took arather heavy-handed approach to governing thecity, a style that didn’t sit well with theeasygoing attitude of its citizens.

One of Butler’s first acts was to carry out theFederal Confiscation Act, which allowed him toseize the property of any individual who didn’timmediately swear allegiance to the Union.While under his command, the occupying Unionforce also proclaimed public gatherings of anysize illegal in the city.

Butler’s occupation was short lived however.On the night of July 3, 1862, somehow thecitizens of New Orleans were able to stage asuccessful rebellion against the 5,000-mangarrison. Some people claim the rebels killedmost of the soldiers as they slept, but no one inthe city has ever confirmed that claim. Oddlyenough, the citizens are very closemouthedabout the whole event. Mentioning it in politecompany is just not done. I was actually bodilyejected from the house of a man I considered aclose friend for even bringing up the massacre.

General Butler had turned over command ofthe region to General Nathaniel Banks shortlybefore the massacre. Neither was in the city atthe time of the incident. Many folks—both Northand South of the Mason-Dixon—were more thana little disappointed to learn that General Butlerwas not a “participant” in the affair. It seemsButler’s soldiering skills are just as lackingas his social ones!

A Failed ReliefWhen the Union sent ironclads and troop

ships downriver to recapture the city, nearly theentire flotilla was sunk by hidden mines andobstacles. Here again, I find myself at a loss toexplain how the citizens of New Orleans wereable to amass the weapons needed to thwart aflotilla larger than the one which had originallydefeated the Confederate defenders.

I have spoken to at least one witness to theflotilla’s demise who says he heard not a singleexplosion during the attack. This casts somedoubt on the truth behind the “mines”explanation. Unfortunately, he claims to haveseen huge, black snakes slithering onto theUnion vessels, which causes less-open-mindedfolks to question whether his version wasactually witnessed in the bottom of a whiskeybottle rather than on the Mississippi!

A Hasty DefenseAfter the sudden defeat of the Union forces,the citizens of the city wasted no time inpreparing for further Northern aggression.Within a few short weeks, thanks to Baron

New Orleans residents survey the wreckage of the Union relief flotilla.

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LaCroix’s seemingly tireless workmen, NewOrleans was nearly as heavily fortified asRichmond itself.

Walls and trenches are little defense if thereare no soldiers behind them, and theConfederacy had few resources to send theCrescent City. A small militia was raised, but itwas the continued heroic efforts of BaronLaCroix’s employees that truly provided the citywith the needed manpower. Day and night, thesame workmen that built the breastworksmanned them until regular troops could finallybe detailed to New Orleans.

RecoveryFor some time, the Union blockade continued

to isolate New Orleans and the rest of theConfederacy. This didn’t keep adventuresomecaptains from trying to run the blockade—especially since a king’s ransom could be madethis way.

The Louisiana coast is riddled with inlets andcoves, many of which can be navigated farinland by a savvy crew—a fact Jean Lafitte andmany other pirates capitalized on earlier in thecentury. These same cypress-lined mazes servedto hide many a smuggler and blockade runner

during the next year or so. Finally, in early 1865,the intervention of England and other Europeanpowers brought an end to the Union strangleholdon the seas—much to the dismay of more thanone sea captain who’d made his fortuneoutfoxing the picket ships.

Once free trade was restored, a lot of these“entrepreneurs” found themselves out of work—at least, highly lucrative work, that is. There isstill some danger of running into a Yankeeraider in the Caribbean, but the odds growslimmer with each year.

Commerce TodayNew Orleans remains the largest city in the

Confederacy by a fair piece. Nearly 150,000people call its streets home. It’s also theforemost international port in the South as well,with nearly half the nation’s imports and exportspassing through its waterfront each year.

Its position on the Mississippi allows it todominate the river trade. Two large Southernrailroads, the KC & LR and the Bayou Vermillionjuggernaut, also service the port. Water and railscombine to give ready and easy access to nearlyany point in the Confederacy from New Orleans.

Also, unlike many other Confederatepopulation centers, New Orleans suffered verylittle lasting damage from the war. Even with theblockade effectively broken, Yankee commerceraiders continue to plague the Atlantic coast.This has helped keep other, more easterly portcities, like Norfolk or Charleston, fromovertaking New Orleans.

Thayer ShippingThe most prominent shipping company in

New Orleans and probably the entire MississippiRiver belongs to Solomon Thayer. His interestsstretch all the way from the Delta to Memphisand further, if the price is right. There are far toomany riverboat companies on the Mississippi foranyone to claim Thayer Shipping holds amonopoly on it, but it by far the best-known onthe lower river.

Although some rail barons obviously seeriverboats as competition, Thayer Shipping hasforged an exclusive alliance with BayouVermillion in recent years. While this no doubtworsens relations between Thayer Shipping andthe Memphis-based Black River, it has led tofinancial gains for both Thayer Shipping andBayou Vermillion. Baron LaCroix is able toprovide transport upriver for his freight, andThayer is able to tap into the markets out West.

The Confederacy’s lifeline: Ships sit in port in New Orleans.

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Solomon ThayerThe owner of Thayer Shipping got his

start in the import/export business backbefore the outbreak of the war. Dealingmainly in sugarcane and cotton, heamassed a small fortune during the heydayof the South. Many transport companieswere crippled or destroyed during the

Federal occupation, but Solomon Thayer’soperation somehow not only weathered it, butemerged as the foremost riverboat company onthe river.

Unlike many wealthy tycoons, Thayer hasmaintained a very favorable image among thecommon folk. Having lost his own family to theravages of disease, he is especially sensitive tothe plight of those suffering from the ravages ofthe flesh. The recuperative hospital Haven (seepage 32) is but one example of his generosityand concern for his fellow man. Seldom is therean outbreak of yellow fever or cholera in whichThayer doesn’t visit the afflicted victims in thecity’s hospitals.

He also stays out of both politics and thevicious social circles of New Orleans’ highsociety much to the dismay of both groups.Many’s the man who’d like to see his daughtermarried to the great Solomon Thayer, but heseems uninterested in the social games that hisfellow tycoons play. While this hasn’t endearedhim to his fellow New Orleans “aristocrats,” ithas built him a great deal of good will with theregular folks.

Bayou VermillionAs New Orleans is the headquarters for Bayou

Vermillion, one of the six remaining competitorsin the race to the Great Maze, the railroadcertainly rates mention in this Guide. There canbe no doubt the railroad’s interests holdconsiderable sway with the city government—notas much as Mina Devlin and Black River inMemphis (at least not directly), but a fair amountnonetheless.

Currently, Bayou Vermillion appears to be thefront-runner of the three Southern railendeavors. Black River is only now reaching theRockies, and Robert E. Lee’s Dixie Rails is tiedup in legal disputes with the Santa Fe & El Pasoin New Mexico. In fact, only Iron Dragon to thefar north has progressed as far across thecontinent as Baron LaCroix’s railroad has.Unfortunately for Baron LaCroix, acombination of inhospitable terrain andApaches has stalled his own efforts justwest of Tombstone, Arizona.

Now, add to the pride locals hold for therailroad’s success a fair amount of understatedgratitude for Baron LaCroix’s assistance duringthe overthrow of the Union occupying force.What you end up with is a good deal of supportin the area for the oft-maligned rail baron andhis company.

My own longtime friend Lacy O’Malley hasvoiced suspicions of Bayou Vermillionmisconduct in other Epitaph guides. The localopinion in New Orleans holds Baron LaCroix issimply suffering the effects of prejudice againsthis religious practices—or at least that’s whatfolks claim in public anyway.

Rumblings of DiscontentHowever, underneath the surface of the city

there runs a wire-tight tension. Rumors aboundover the nature of LaCroix’s workers and hisrather eccentric practices. Unlike Marie Laveau,the other popular voodoo practitioner in NewOrleans, LaCroix’s ceremonies are private andexclusive—leading to whispers of black rites andworse.

The railroad’s supporters claim theseaccusations are nothing more than propagandaspread by Marie Laveau and her followers, whocertainly have no love for the baron. (See page 66for more details on the rivalry between thesetwo.) These rebuttals are certainly believable, but,having seen LaCroix’s glassy-eyed “workers”once or twice myself, I can’t help but wonder ifthere isn’t some truth to the claims of darkvoodoo magic at work behind the walls of thebaron’s estate.

Baron LaCroixLots of folks wonder about the reclusive

owner of Bayou Vermillion, the mysteriousman who insists he be referred to as“Baron” LaCroix. Although he assumed thetitle years before his railroad afforded himthe epithet of rail baron, he’s neverexplained the origin of his claim. Very little, infact, is known of the Baron’s history prior to hisarrival in New Orleans in 1861.

In preparing this Guide, I attempted to gainaudience with the secretive rail baron in hopesto enlighten the readership on his rise to power.However, time and time again I was stymied inmy efforts to meet the man, never once gettingfurther than the gates of his River Road manor.Finally, my efforts were rewarded with a briefmeeting with Damien Brionne, one of Baron

LaCroix’s closest advisors.Mr. Brionne was kind enough to provide a

brief biography of Baron LaCroix.

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contributions to the efforts to defend againstNorthern aggression were instrumental inprotecting the interests of all loyal citizens inNew Orleans.

Following the defeat of the occupyingUnion forces, Baron LaCroix found himselfsuffering persecution because of his ownreligious practices. These attacks came notfrom his adopted country (whichconstitutionally guaranteed his freedoms inthis respect), but rather from rivals who sawhis success as a threat to their own pettyschemes.

Holding himself above such trivialsquabbles, the Baron remained steadfast inhis support of the citizenry of New Orleansand the Confederacy. His new countryeventually provided him an opportunity tochallenge his formidable resources and willwhen President Jefferson Davis initiated therace to the Great Maze.

Since that time, Baron LaCroix has forgedahead of the other competitors and providedNew Orleans a vital link to the rich ghost-rock mines of the Confederate Southwest.”

Although Brionne’s article is liberally spicedwith boasting, it does offer an explanation for atleast a couple of the mysteries about the baron.For nearly a decade, folks in New Orleans havewondered how the baron obtained his wealthand title. If the release can be believed, at leastthose two have been answered in part.

The article also touches briefly on the conflictBaron LaCroix faced with other voodooists inNew Orleans. In this affair, I can vouch there issome basis in fact. Marie Laveau, the preeminentqueen of voodoo in the city, has opposed hisinterests since the baron began to gainpopularity in the city.

Many claim the conflict arises from thebaron’s refusal to accept Marie as the leader ofthe practice in New Orleans. There is certainlyample evidence she desires absolute control ofthe religion and rightly sees the Baron as athreat to her dominance. Others instead pointthe finger at him, naming him an evil bokkorwho seeks to usurp her power.

Sins of Omission?After reading the release, I can’t help but

ponder some of the glaring vacancies in thearticle. Brionne conveniently neglects to addresssome of the more interesting accusationsagainst Baron LaCroix and Bayou Vermillion.

Notably, nowhere does he mention theclaims of drugged workers or dark voodoomagic so often attributed to his employer.

Personally, I found the press release to be a bitself-aggrandizing and not too informative.However, I decided to present it in full, in thehopes our readers can glean some informationfrom it:

Baron Simone LaCroix was born the onlyson of a wealthy European planter in Haitisome 40 years ago. On his father’s passing in1858, the young man assumed his father’sestate and business. Through boldmaneuvering of the sort which has broughthim success in the race to the West, the newBaron LaCroix extended his holdings farbeyond his inheritance.

By the beginning of 1860, Baron LaCroixrealized the geographic position enjoyed byNew Orleans guaranteed it an importantplace in an emerging nation. Moving hishousehold to the city during the next year, hebegan to explore potential avenues forbusiness expansion. Unfortunately, a fewshort months after arriving, he found thecity under siege by the Union government.

The Baron’s contribution to the overthrowand subsequent defense of the city is well-known and need not be elaborated onagain here. Suffice to say his selfless

A rare photo of Bayou Vermillion owner Baron Simone LaCroix

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One must wonder why, when provided suchan open forum in which to address damagingrumors of this sort, the writer would choose tosimply exclude any reference. Could BaronLaCroix simply consider it beneath him torespond to these claims? Or is it because thetruth may prove more damaging to the rail baronthan unconfirmed rumors?

DiseasePestilence has always had a free hand in

New Orleans. From its earliest days, the cityhas been plagued by wave after wave ofoutbreaks of one deadly epidemic oranother. The months from July to Octoberare feared in the city more for disease thanthe hurricanes which also arrive duringthat season.

Yellow MenaceThe city’s worst enemy hasn’t been General

Butler, as many would claim, but “Bronze John,”also known as “Yellow Jack.” Both names refer toyellow fever, a disease which ravaged the citynearly every other year during the four decadespreceding the Civil War. The disease ischaracterized by spontaneous bleeding from themucous membranes, vomiting of blood, and thepronounced jaundice which gives the disease itsname. Nearly 9,000 folks fell victim to the maladyin 1853 alone.

Other MaladiesOf course, yellow fever isn’t the only disease

to plague New Orleans. It also has bouts ofcholera. The first one, in 1832, accounted for thedeaths of nearly one-seventh of the city’spopulation. Smallpox still lurks in the gutters ofNew Orleans, claiming a few hundred victimsevery year in spite of advances in medicine.

Doctors in the Crescent City spend a largeamount of their time studying diseases and theircauses. The Medical Department of theUniversity of Louisiana has a number of medicalpractitioners devoted to finding the source ofyellow fever. As I mentioned earlier, the doctorsat Haven are also on the case, and SolomonThayer funds the recuperative sanatorium nearVicksburg.

In spite of all the research being done into theepidemics, I fear no solution to the maladiesplaguing the city is in sight for the near future.Until such is found, it’s best to avoid long staysin New Orleans during the “plague months,”as July, August, September, and October arecommonly known there.

City GovernmentDay-to-day affairs in the Crescent City are

run by the Mayor and the 15-member NewOrleans city council. The current mayor ofNew Orleans is Dewey Nelson, a prominentsupplier of goods to the Confederatemilitary. Nelson was just elected to his thirdterm of office in the November elections.

Truth be known, the city government doesn’tdo much aside from coordinating garbageremoval, taking care of zoning issues, andissuing business permits. Even the lawenforcement is taken care of by a privatecompany (see The Law, below).

While I’m not saying that the council is inanyone’s pocket, I have noticed that ThayerShipping and Bayou Vermillion do tend to gettheir way around here. Perhaps it’s just theenormous economic clout that both companieshave, but one must wonder.

Military PresenceAs the Confederacy’s most important port, the

Crescent City is understandably well defended. Inthe wake of the New Orleans Massacre, BaronLaCroix added the Bayou Vermillion workforce tothat of the citizenry fortifying the city. Warshipsare at a premium in the Confederacy, so thedecision was made to fortify the area ratherthan patrol it.

Today a series of five massive river fortscontrol the Mississippi around New Orleans.Forts Lafitte, Phillipe, Bienville, and Monroe anda rebuilt Fort Jackson are manned by a total of5,000 CSA Army troops under the command ofGeneral Gerald Lawler.

There are three full sets comprised of twomassive, 100-pound vapor cannons emplaced ineach fort. The guns are a marvel of modernmilitary design, capable of accurately hurling ashell five miles!

The LawA city the size of New Orleans is bound

to have more than its fair share of criminalactivity. Any large population draws asizable number of two-legged jackals hopingto snatch a morsel from someone morefortunate than themselves.

There are a few agencies in the citydedicated, at least on paper, to curtailing thecriminal element.

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New Orleans Police DepartmentUnlike many towns west of the Mississippi,

New Orleans possesses a standing policedepartment similar to many Eastern cities. Dueto the sheer size of the population, a large,organized force is necessary to maintain order.

The force is structured similar to other policedepartments Back East, with patrolmen,sergeants, and a police captain. Take heedbecause, if you’re more accustomed to theWestern style of law enforcement, you’ll wait along time if you send someone for the marshal.The nearest one is about 10 miles upriver!

The police force is owned—that’s right,owned—by Alexander Bolles. By some quirk ofdesign, the primary municipal police agency is aprivately owned establishment. Ideally, this issupposed to remove the potential for politicalcorruption. In practice, it means law enforcementis largely the whim of Mr. Bolles—who has beenknown to close down the police departmentafter an argument with Mayor Nelson or the citycouncil.

Worse, Mr. Bolles proves on a daily basis thatthe scales of Justice can be balanced withmoney. I deny the claims that the New Orleans

police are on the payroll of Bayou Vermillion. Iinstead assert they’re willing to acceptcontributions from the highest bidder! Of course,few folks can outbid a rail baron anyway.

Texas RangersIn spite of the well-known poor relations

between the staff of the Epitaph and the TexasRangers, I must grant that they are a stabilizingforce in New Orleans. Or at least they were, priorto the recent demise of Lieutenant Jacob McKay.

Lieutenant McKay was in charge of Rangeroperations in and around the city. Althoughsome members of the organization tend to thinkcommon law enforcement is beneath them, hewas never so caught up in bullying honestjournalists that he forgot his civil obligations.Unfortunately, like so many other residents ofNew Orleans, McKay contracted a fatal ailmentand died just prior to publication of this Guide.

At present, the local garrison has no officer incharge, although a few lower-ranking Rangersare still in the area. Hopefully, they will soonfind an officer of Lieutenant McKay’s caliber. Ifear at times only the constant threat of theRangers kept Baron LaCroix from blatantlyabusing his position and power.

A Silent Necropolis: The soft ground around the Crescent City has led to the use of above-ground graveyards.

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Cities of the DeadTravelers accustomed to the simple

wooden crosses or tombstones of othercemeteries are often taken aback by thosein New Orleans. The dead aren’t buried inthe Crescent City. Instead they’re entombedin above-ground, stone crypts standing onaverage six feet tall or higher, or in large

walls of ovenlike tombs. No formal design was inplace for the earlier cemeteries. The tombs arescattered pell-mell throughout the grounds inchaotic and labyrinthine patterns capable ofconfusing even the legendary Minotaur.

The reason normal graves aren’t used in NewOrleans is a simple fact of geography. The city’saverage elevation is about three feet below sealevel, making it prone to frequent flooding. Earlyresidents did initially bury their dead in theground, but they found the deceased had adisturbing tendency to return to the surface withthe next heavy rain. Eventually, the settlers gaveup and left the dear departed above ground,surrounded by stone.

While a New Orleans necropolis is anintriguing place to visit, I recommend arrivingearly in the day. A visitor can easily lose herway in the mazelike walkways and wander foran hour or more before finding the exit. Giventhe variety of hazards—human and otherwise—roaming New Orleans after nightfall, it’s probablyunwise to be caught in one of these cities of thedead after dark.

St. Louis No. 1The oldest remaining necropolis in New

Orleans is also the only one within walkingdistance of the French Quarter. This sprawlingmaze of random tombs occupies two entireblocks. Primarily a Catholic cemetery, a smallportion near the back was set aside forProtestants, although many of these tombs weremoved in the early 1830s to make room for anextension of Treme Street.

Near the front of the cemetery are excellentexamples of the “oven” tombs used for the less-fortunate members of the city. Often two ormore bodies are interred in a single “oven.” Theprevious occupant is simply pushed further in tomake room for the tombmate. This practice isn’tlimited to the “ovens.” Many of the standingcrypts hold as many as 10 or more inhabitants.For the sake of good taste, I won’t go into thedetails of how this many are held in asingle tomb.

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One of the most visited tombs in thecemetery is also one of the more recent. Markedonly as “The Widow of Paris,” this tomb bearsevidence of many secretive visitors. Meltedcandles are found nearly every morning at thetomb door, and chalk crosses adorn the walls,but no daytime callers are seen at the grave.

St. Peter Street CemeteryFor a morbid reminder of New Orleans past,

one must look no farther that the St. Peter StreetCemetery, which lies in the block formedbetween Rampart, Toulouse, St. Peter, andBurgundy Streets. Actually, one might have tolook farther, because this cemetery no longerexists as such.

This block was designated as a cemetery inthe original city layout in 1721, and it served thatpurpose for the better part of the 18th century.The ground was artificially elevated to allowbelow-ground burials.

While the cemetery was originally surroundedby a wooden palisade, complaints about thesight and stench of the place led to theconstruction of a brick wall around the place in1743. The wall was dedicated on All Saint’s Dayof that year. This is believed to have been thefirst of the now traditional “celebrations of thedead” that take place in the New Orleans areaevery year on All Saint’s Day.

Now comes the uncomfortable part of ourlittle story. By 1800, the St. Peter Street Cemeterywas, for all intents and purposes, full. The landit was on was now a prime site for building inthe expanding city, and the land was subdividedinto lots and sold. While it is known that a fewof the older monuments and remains weremoved to St. Louis No. 1, it seems pretty certainthat most of the remains were left where theylay. The buildings in that block were constructedon a bed of corpses!

Strangely for this day and age, I can find norecord of any strange activity in these buildings,despite their gruesome foundations.

Metairie CemeteryThis cemetery has perhaps the most colorful

history of any within the city. In 1871, the storygoes, Charles T. Howard was blackballed fromjoining the Metairie Jockey Club. Many men inNew Orleans would have felt honor-bound tofight a duel over the slight, but not Mr. Howard.Instead, he bought the club’s racetrack in 1872

and turned it into the Metairie Cemetery.Now, Mr. Howard says, members have to diebefore he’ll let them back in!

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Mardi GrasIt’s a common claim Mardi Gras was

invented to keep the citizens of NewOrleans from having parties all year long. Atthat it’s only partly successful, since somefolks start celebrating as early as November1 and keep going until late spring. However,the official start of the Mardi Gras Carnivalbegins on the 12th night after Christmas, orJanuary 6, and continues until Mardi Gras, theTuesday before the beginning of Lent.

This period is filled with parties, balls, andnighttime parades. During Carnival, the streetsare packed with revelers wearing all sorts ofoutlandish masks and costumes. The festival gotso rowdy at one time that city officials outlawedmasking, since no one could identify criminalsduring Carnival, but the law was summarilyignored and eventually rescinded.

Regardless of local opinion, I strongly cautionvisitors to New Orleans during the Carnivalseason to travel in groups. Revelers are viewedas easy targets by the local criminal element,and as the early officials feared, a villain isvirtually assured anonymity by wearing acostume.

The French QuarterThis is the oldest section of New Orleans,

standing on the very site Sieur de Bienville laidthe foundations of the city. While thecobblestoned blocks certainly have the air of anOld World city, the name is somewhatmisleading. All of the buildings in the FrenchQuarter were actually built during the period ofSpanish rule. Two major fires and threehurricanes swept through the city between 1788and 1794, laying to rest nearly all the examplesof French architecture.

Places of Note

Bourbon StreetTo most New Orleans visitors, Bourbon

Street is the French Quarter. For travelerswishing to sample the famous earthypleasures of the district, I do recommend itabove the less reputable areas, such asGallatin Street. Less dangerous than many ofthe riverfront areas, it has no shortage ofsaloons, gambling houses, and even, for lack of abetter term, roosts for soiled doves.

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City of Masks: Revelers fill the streets during the Mardi Gras carnival.

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For those not interested in such pursuits,Bourbon Street does hold some fine examples ofolder French Quarter architecture. However, thereis no shortage of other, less worldly areas inwhich to view similar structures in the district.

Confederate MintBuilt back in 1837, this old US mint was taken

over for the Confederacy in 1861. It was in servicefor barely a year when the Union seized it andturned it into a prison for Confederate soldiers.Once the Union forces were defeated, the mintwas refurbished and put back into operation.Now, it’s one of the largest in the country, and itturns out several hundred thousand dollars ayear in coins.

Before any of the more adventurous readers ofthis Guide get any ideas about getting richquickly and illegally, let me say the mint is builtlike a fortress and heavily guarded. Anyoneplanning to rob it should have their grave paidfor prior to setting off on the job!

Congo SquareA small picket fence surrounds this large

open area encompassing two blocks on NorthRampart Street. Other than the grass, only a fewscattered sycamore trees dot the square. It wouldbe an unremarkable town park if not for the factin 1817 the New Orleans municipal councildesignated it as the area for slaves to meet andhold dances.

Those dances were actually voodooceremonies, and the square soon after becameone of the primary areas for public practice ofthe religion. The square takes its current namefrom the large drums used to keep dancers’rhythm.

Today, Marie Laveau often holds her publicSunday ceremonies in the square. These drawquite a crowd, so if you want to catch a glimpseof the Voodoo Queen in person, you’d betterarrive early.

The French MarketIf you’re looking for fresh food of any variety,

the only place really worth going to in NewOrleans is the French Market, located on DecaturStreet, down by the waterfront. The Market hasbeen the place for Crescent City cooks to shopsince the early 1700s. If something can berendered edible, it’s available. Of course, as Imentioned under my entry on the Cajuns,some strange things are considered edibledown here.

Gallatin StreetThis stretch of cobblestone street may just be

the roughest two blocks in the Confederacy—ifnot the hemisphere! All manner of thieves andcutthroats populate the short riverfront street,and Gallatin Street at its worst makes NatchezUnder-the-Hill look like one of my oldschoolrooms. Even the police take care to walkaround it, except the Rangers, of course—butthen caution has never been a prerequisite forthose hard-cases.

Saloons and bawdy houses crowd the shortstreet and about the only vice not readilyavailable to visitors to Gallatin Street istraditional gambling. Cardsharps must lookelsewhere. The only type of wagering to befound is betting on animal fights.

Cockfights and badger-baiting are bothpopular, but the current favorite is ratting. In thisparticularly vile entertainment, a small terrier isplaced in a small pen or box with a horde ofrats and a tally is kept of how many vermin the

dog can kill in a given time frame. Record-holding canines are often stuffed and put ondisplay by their owners.

Two rowdies share a typical social exchange down on Gallatin Street.

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Giannetto’s ToysThis tiny shop on Chartres Street is home to

some of the most ingenious toys I’ve ever seen.The owner and resident Santa’s apprentice, Mr.Ivo Giannetto, sells only toys he has craftedhimself. Amusements of all descriptions aboundon the shelves of his store, from intricate puzzleboxes to fascinatingly complex puppets. Forthose interested in the more customaryplaythings, he also stocks a large selection ofporcelain dolls ranging from infants to toysoldiers.

Jackson SquareLocated on the riverfront, Jackson Square sits

at the center of the French Quarter. The squarewas originally named the Place d’Armes andserved as a military parade ground. In 1856, itwas renamed for the hero of the Battle of NewOrleans, Andrew Jackson, and a statue of thegeneral astride his steed is now the focal pointof the park.

General Butler added another black mark tohis already ebony page by marring thebeloved statue by removing an engravedplaque at the base. The quote—taken quite

out of context, I assure you—read, “The Unionmust and shall be preserved.” The plaquesurvived the general by less than a week, findinga watery resting place in the Mississippi.

The square is surrounded by some of themost historically significant buildings in thequarter. The most prominent is St. LouisCathedral. More on that place in a moment.

The Presbytere and the CabildoThe Presbytere and the Cabildo are the

buildings that flank St. Louis Cathedral.The Presbytere sits just to the right of St.

Louis Cathedral. It was originally built as achapter house for the monks of St. Louis, butfire destroyed much of the structure in 1794. Itwas rebuilt in 1813, and today it serves as acourthouse.

The Cabildo was built by the Spanish tohouse their city council. Construction of thebuilding was started in 1795, and the remains ofan earlier French building—a prison andcourtroom—were used as the foundation. Thebuilding wasn’t completed until after theLouisiana Purchase was made in 1803. In fact,

the actual papers completing the transfer ofland from France were signed in one of therooms of the partially completed structure.

Mississippi River

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Today, the Cabildo serves as a station housefor the New Orleans Police Department, andofficers there put the remains of the Frenchprison in the basement to good use.

Pontalba BuildingsFlanking Jackson Square on either side are the

Pontalba Buildings, named for the woman whocommissioned their construction, the BaronessMicaela Pontalba. These two buildings each spanan entire side of Jackson Square, and areactually each a series of 16 linked rowhouses.

The Pontalba Buildings are named accordingto their relation to the flow of the Mississippiriver. As one faces St. Louis Cathedral, the UpperPontalba is to the left and the Lower Pontalba tothe right.

The buildings were constructed with space forstorefronts below each of them, and most of theplaces host small cafe’s or specialty shops.These rowhouses are for rent, but one must bevery well connected to have a hope of getting anapartment there.

LaLaurie HouseNow a music conservatory, the LaLaurie

house on Royal Street has the most notorioushistory of any in New Orleans.

Its horrific story began in 1834 when a firestarted in the mansion. When firefighters brokeinto a locked attic room, they found a number ofmutilated slaves in locked cells, some dead, andsome on the verge of death from either theirwounds or starvation. Some of the bodies wereso terribly disfigured that the men covered themwith blankets so the crowd gathered outsidewouldn’t see them.

It was soon discovered Madame LaLaurie hadbeen subjecting the poor victims to inhumantorture for years. In fact, the fire was started bya cook chained in the kitchen, a servant whopreferred burning to death over any furthersuffering at LaLaurie’s hands. A lynch mob wasraised and moved to the mansion. However,Madame LaLaurie escaped the city.

Locals are undecided on Madame LaLaurie’sfinal fate. Some folks claim she fled to France,others that she was drowned in LakePontchartrain by her husband, and a few evenhint she returned to the city under an assumedname and still resides there to this day. All ofthis is presumption, of course. All that’s certainis she was never seen again.

With a history like that, it’s no wonder anumber of stories of hauntings have arisenaround the old LaLaurie mansion. Typical

haunting phenomena of chain-rattling, agonizedscreams, or ghostly specters are commonlyheard of in conjunction with the house.

However, its new owner, Marcus Stephens,states he has seen no evidence of hauntings orghosts. Stephens, himself a composer, recentlyopened a small music conservatory in the oldmansion. His success lends credence to hisstatements, as his school seems to be doingquite well, and his own compositions have beenperformed across the Confederacy and even inselect venues up North.

St. Louis CathedralUnlike the rest of the Confederacy, which is

prevalently Protestant, many folks in NewOrleans and most of southern Louisiana belongto the Roman Catholic faith. Catholicism tookroot in this area over a century and a half agowith the original French colonists. Even three-quarters of a century of Protestant governmenthas done little to weaken the strength of thefaith here.

The original cathedral, built over 150 yearsago, was destroyed in the rash of fires thatswept the city at the end of the century. Thesecond cathedral was dedicated on Christmas

The regal St. Louis Cathedral, overlooking Jackson Square.

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SaloonsFull House

Located on Bourbon Street, the Full House isone of the nicer drinking establishments open tothe public. The bar serves nearly 100 mixeddrinks in addition to the standard straightliquors and beers found in saloons out West. Thesaloon also has a members-only section on theupper floor, which is only open to nonmembersonly by invitation.

Locals occasionally venture the Full Housemay be haunted, citing instances of floatingobjects or strange sounds. Personally, I’ve neverexperienced either during my visits, and I putsuch stories down to too much rich food andgood liquor.

Green TreeThis otherwise unremarkable Gallatin Street

saloon is made famous by the legend of a cursedooming its owner to an early grave. So far, twoproprietors have fallen to the Green Tree’s curse.The first, “One-Legged Duffy” Rice, was beatento death with her own wooden leg. The second,an Irishman named Paddy Welsh, washed up onthe riverbank with a crushed head.

Eve in 1794, and according to legend, bricks weretaken from abandoned vaults in a nearbycemetery to form the walls of the sanctuary. In1850, the cathedral was enlarged and virtuallyrebuilt from the ground up. The three spires formthe backdrop for Jackson Square and thecenterpiece for the entire Quarter.

Like many of the buildings in the Quarter, theSt. Louis Cathedral has its share of ghost stories.At least in this case, I believe these are merely aresult of the locals’ apparent fascination withthe supernatural. It is well known that the forcesof evil have no power in the house of God.

St. Louis HotelI doubt even New York City has a hotel to

rival the St. Louis. Occupying an entire city blockby itself, the St. Louis can house a good 1,000guests comfortably. Accommodations range fromsimple, one-bed rooms all the way to suitescontaining private baths and sitting rooms.

Not only can the hotel provide a bed for itsguests, it can also feed and entertain them. Inaddition to simple guest rooms, the hotel holdsrestaurants, a couple of bars of higher standardsthan the average French Quarter saloon, andeven a small collection of shops.

Looking for a Gallatin Street saloon with more than a little personality? Try the Undertaker’s Rest for a good “stiff” drink.

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The ill fate promised its owners hasn’t put adamper on the business at the Green Tree. Infact, the saloon actually seems more popularbecause of it. And an obviously profitable, ifrisky, enterprise like this always seems to findsome fool willing to gamble on ownership.

The Old Absinthe HouseIt’s doubtful this saloon really serves absinthe,

but on Bourbon Street you never know. It’s oneof the older saloons in the Quarter. While itlacks special gimmicks, it’s typical of the better—and safer—ones that locals choose.

Undertaker’s RestAnother Gallatin Street tribute to liquor and

bad taste, the Undertaker’s Rest is a saloon withan unusual theme: death. New Orleans seems tohave an fascination with death, and I think theUndertaker’s Rest takes this a little too far.

The interior of the saloon is a celebration ofdeath. The bartenders dress as undertakers, andthe walls are designed to resemble the “oventombs” found in New Orleans’ cemeteries. Eventhe liquor bottles are shaped like coffins!

Spanish GarrisonThis dour corner building resembles a fortified

blockhouse more than a festive French Quarterstructure. The abandoned building is said to havehoused soldiers during the Spanish occupationof New Orleans. There is also a tale of terrortied to this deserted garrison perhaps secondonly to that of the LaLaurie mansion.

A group of greedy mutinous soldiers seizedthe garrison to steal the treasures held inside.They tortured the officers of the garrison,hanging them from meat hooks. The villainsthen put iron kettles filled with rats on theirvictims’ stomachs and began to heat the metal.The rats, seeking to escape the burning metal,had but one way out: through the bellies of thetortured officers. The mutineers then entombedthe remains inside the walls of the garrison.

Today, the building stands empty. Visitorsspeak of screaming ghosts and enormous man-sized rat creatures prowling in the shadows.Locals cross the street to avoid simply walkingin front of the garrison.

It certainly is a horrifying story, but a story isall it is. It took only a little research for me todiscover the building wasn’t even constructeduntil nearly three decades after the Spanish leftNew Orleans! Even the name of the structureis false. Even so, some stories seem to takeon a life of their own. The old SpanishGarrison appears to have one of those.

Sultan’s RetreatOne of the Quarter’s tallest buildings, this

four-story residence is also home to one of itsmore unusual characters. A tall, dark-skinnedman known only as “the Sultan” has turned theformer Creole mansion into an Eastern pleasuredome. The Sultan claims to be a dethronedTurkish noble.

While I’ve been unable to confirm hisassertion, I do know he brought a fortune ingold and gems with him when he arrived a fewyears ago. Since then, he has spent enormousamounts of money decorating his home-in-exilewith exotic tapestries and silk pillows.

It’s said he has built a rather substantialharem inside the mansion, but like much of thegossip about the Sultan, I can’t confirm thiseither. It seems he values his privacy above allelse. The windows to the building are nowshuttered, and heavy, locked gates bar theentrances. As if that weren’t protection enough,massive men armed with tulwars—a kind ofMiddle Eastern sword—constantly patrol hisproperty.

In spite of his obvious love of privacy, theSultan is a much sought after guest at NewOrleans social functions. From time to time, heattends, bringing with him a retinue of dazzlingexotic dancers and heavily armed eunuchs.

Ursuline ConventBuilt for the Ursuline Sisters, an order of nuns,

in 1745, the convent is one of the olderstructures on the river. Unlike most of the otherbuildings in the Quarter, the convent survived allthe natural disasters that ravaged the city nearthe turn of the century. The more pious citizensof New Orleans hold this to be a sign of divineprovidence.

A little over two decades ago, the conventbecame the seat of the Catholic Archdiocese ofNew Orleans and archive of its records. Rumoramong the less godly folk has it the heart ofevery archbishop of the diocese is buried underits altar. Understandably, the church officialsaren’t confirming that particular claim.

The other subject the church remainsclosemouthed on is the third floor of theconvent. No one but the archbishop and a fewmysterious visitors are allowed onto the floor,and there’s talk that it may eventually becompleted sealed with blessed—yes, blessed—

screws! There’s definitely a story there, butat times it’s even harder to pry informationfrom a priest than a Ranger.

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The Rest of the CityWhile the French Quarter is definitely the

heart of the city of New Orleans, it wouldbe remiss of me to neglect those areasoutside of it. Here are some of the moreinteresting places to be found in and aroundthe rest of the city.

Banks’ ArcadeOnce the center of uptown business and

social life, the three-story, block-long Banks’Arcade has seen its influence begin to wanesomewhat in recent years. Many companies stillmaintain offices on the first floor, but as the citygrows, its inevitable business began to spreadout from one central location as well.

The first floor holds several offices and a fewrestaurants. A number of exclusive clubs andbilliards rooms dominate the second floor, andthe third contains a hotel. Atop the Arcade is alarge arcade capable of seating several thousandattendees, sheltered from the weather by a glassskylight.

Bayou Vermillion RailyardAcross the river, is the railhead of the Bayou

Vermillion Railroad. This is the primary link tothe rich silver mines of Tombstone and theGhost Trail to the Maze. Although the railroaddoes not reach further to the east, BaronLaCroix already gains enough from the transportof those precious minerals to keep him well-funded.

Any cargo that needs to go further than NewOrleans is carried across the river on massiveferries operated by the Thayer ShippingCompany and transferred to the KC & LR track.This may meet his needs at the moment, buteventually Baron LaCroix may be forced toextend his line east to meet the requirements ofthe race to the Maze.

The railyard isn’t as heavily guarded as BlackRiver’s in Memphis. It’s unlikely any rail gang, nomatter how audacious, would risk its reputationon an attack within the confines of a heavilypopulated city like New Orleans. Such a callousaction would most likely result in bothCongresses disqualifying the attacking railroadfrom the race!

A few guard patrols roam the area, mainly toprotect against the recent acts of vandalism.Originally only a nuisance, the perpetratorshave begun to actually impede railroadoperations to a small degree.

Canal StreetCanal Street takes its name from an ambitious

plan to link Lake Pontchartrain with theMississippi with a canal. The street was designedextra wide to allow for the 50-foot-wide canal torun up its center.

The plan died on the drawing board, makingCanal Street one of the widest in the country,but leaving it with an enormous ditch runningup the middle. The ditch filled with stagnantwater and all manner of garbage, giving the areaits own special “air,” until it was filled up andlined with trees a few decades ago.

The wide thoroughfare is the traditionaldividing line between the French Quarter and“uptown.” Relations between the original Creolesettlers and the more recent Americans becameso tense in the past that the patch of dirt in themiddle of the street is still referred to as “neutralground.”

The Garden DistrictThe opulent area known as the Garden

District is located about a mile and a half fromthe French Quarter. It was once the incorporatedcity of Lafayette, but it was swallowed up by thecity of New Orleans in 1852. Businessmenneeding to work in the city but longing for amore bucolic setting for their homes found thisthe perfect area to build, and the districtprospered.

During the city’s occupation, many of thehouses were seized by Federal troops. Take thePayne House for example. This Greek Revivalhouse was constructed in the late 1840s by JacobU. Payne, a successful cotton planter fromKentucky. The house was seized by Federaltroops during the occupation and wascommandeered by General Butler himself toserve as his personal residence. The Paynes wereexiled to their country estate for the duration.After the massacre, the overenthusiastic citizenslooted the structure that had housed the hatedButler. The dismayed Paynes returned home tofind the mobs had done more damage to theirhome than the occupying enemy!

Today the Garden District houses some of themost impressive—not to mention expensive—architecture anywhere in the city. Many of thebest Creole families have their town residenceshere, and the New Orleans police pay specialattention to the area. The often corrupt officers

are a lot more reluctant to overlook offensescommitted here in the shadow of thewealthy.

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The Icehouse Skating RinkThis miracle of modern science allows New

Orleans residents to enjoy a pastime usuallyrestricted to the colder Northern climes. Thanksto a particularly clever mix of machinery andchemistry, a local inventor has developed amethod to produce ice in large enoughquantities to keep a two-acre ice-skating rinkopen year-round.

The facilities are indoor and quite cool, sodress warmly if you plan to visit the Icehouse. Afull day’s pass is only a nickel, and skates areavailable for rental at the same price.

Johnson’s Perfume FactoryNormally, a perfume factory wouldn’t find a

place in an Epitaph Guide, but Johnson’s has aspecial qualification. Workers at the factory talkof hearing the sounds of patriotic Union battlehymns from upstairs. One man even reportedseeing a pool of blood on the ceiling overhead,although no evidence of this was ever found.

Since the factory opened in 1871, no lessthan factory five workers have committedsuicide or died in suspicious accidents.

Slaughterhouse Row, one of the most unsavory parts of the Big Easy.

This self-inflicted death rate is abnormally high,even for a city on first name basis with the GrimReaper, like New Orleans is. Some of the factoryemployees whisper that the men were driven totheir deaths by the ghostly singing.

Johnson’s Perfume Factory is housed in aconverted Garden District Mansion. During theUnion occupation, many of the nicer homes inthe area were seized by Yankee officers for theirown. Perhaps the ghost of a Union soldier slainduring the rebellion of 1863 remains to sing thepraises of the North and take his revenge on theConfederacy from beyond the grave.

Leeds’ FoundryLeeds’ Foundry served as one of the major

Confederate arms factories prior to theoccupation. Federal troops pretty muchransacked the place, but the plant was rebuilt,and production resumed in 1866. Now Leeds’ issecond only to the Tredegar Ironworks inRichmond in producing weapons for theConfederate army.

The foundry also does civilian contractwork on the side, and Bayou Vermillionpurchases some of its “defensive” munitionsfrom Leeds’.

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OutskirtsThere are a few places worth noting that

aren’t inside the city limits of New Orleansproper.

Baron LaCroix’s ManorLaCroix’s manor is actually about 10

miles to the south of the city, deep in thebayous. He seldom leaves his estate to visit thecity, dealing instead through his many agents.

I am unable to provide too many details onthe estate, in part due to its inaccessibility. Ifound the local guides extremely reluctant toeven take me near the baron’s remote property.Furthermore, it appears the baron seldom, if ever,has visitors to his manor. I failed to locate evenone person who could give me more than acursory description of the estate.

I’ve been able to piece together the minimaldetails and tidbits I gathered to at least provide ageneral description. The manor is on a forestedisland reachable only by boat.

A high, stone wall surrounds the mansion andmost of the island, with only a single gategranting entrance. The manor itself is a largeaffair standing three stories tall and built in theFrench colonial style. Oddly enough, not one ofmy informants made mention of any visibleguards.

From all appearances, the baron values hisprivacy greatly. With such a remote location, hehas effectively protected himself from the pryingeyes of the public and press. In addition toproviding a guarantee of privacy, I’m sure hislocale also helps discourage or at least hinderany would-be assassins. However, in spite of hisisolation, I would have expected a rail baron ofhis stature to show a little more concern for hisown safety.

Burton’s Drainage CompanyAnyone who’s tried to build in New Orleans

learns one thing quickly: It’s deuced hard to lay afoundation in a swamp. Anytime the cityexpands, engineers have to find a way to keeptheir buildings from sinking into the muck.

Well, about four years ago, a fellow from backEast by the name of Elmer Burton came alongwith a plan to change all that. The SwampPump, as he called it, was a series of large,steam-powered vacuum pumps built into a

building which, in theory, would suck thewater from the marsh, leaving the heavier

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New Orleans TimesIf you’re looking for a good resource on the

recent history of New Orleans, you could doworse than taking a look through the morgue atthe New Orleans Times. No, I don’t mean a realmorgue. That’s just journalist talk for the storedback issues of newspaper! Although mostrecords prior to and during the Union occupationwere lost, the Times has a good deal of alleditions since about 1864.

Just be ready to spend a good deal of timeturning pages if you don’t know the exact dateof the information you’re seeking.

Slaughterhouse RowSlaughterhouse Row is a section of the

riverfront near Tchapitoulas Street. That’s hometo a number of particularly messy meat-processing companies. A common practiceamong most of the slaughterhouses is to draintheir offal and remains directly onto the riverbank below. As you might imagine, this draws anumber of scavengers—so many, in fact, that thelocal baseball team refers to itself as “TheBuzzards.”

More disturbing is the occasional human handor foot that turns up in the river in this area.Although there may be other explanations forthe origins of the orphaned appendages, I, forone, caution visitors to be certain of the originsof any meat they may consume in the city!

University of LouisianaFounded back in 1834 as the Medical College

of Louisiana, my alma mater became theUniversity of Louisiana in 1847. It may havediversified its curriculum into history, literatureand the other humanities, but medical researchand education remains a central part of theschool’s purpose.

An excellent teaching hospital can be foundon the campus. Although the charges fortreatment are no cheaper there than elsewhere,the care is the highest quality in the city.

Doctors in the School of Medical Scienceshave made tremendous progress in fighting themany diseases troubling the lower Mississippi.Currently, a number of researchers are seeking avaccination or, better yet, a cure for thatunwelcome visitor Bronze John.

A matter of recent concern has been the DeltaPox, but scholars at the university are just asperplexed as the other medical practitionersin the area.

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dirt sediments behind. But when the pumpbegan drawing the water from the surroundingmarsh, a fatal design flaw was uncovered. Iteffectively dug itself into a pit. Within less than aweek the entire building housing the pump sankinto the marsh.

The sunken building remains as a monumentto Burton’s failed endeavor. The roof of thewarehouse still sits slightly above the marsh onthe northwestern side of the city. Nearby, theenormous vacuum hoses sprout up from theswamp like the tentacles of some gargantuanoctopus. For those readers not adverse to a hikethrough the mud, a look at the remains ofBurton’s Drainage Company is a strongtestament to the power of nature.

Chalmette BattlefieldLocated about six miles from New Orleans is

the site of Andrew Jackson’s finest hour: theBattle of New Orleans. The cornerstone for amonument was laid in 1840, on the 25thanniversary of the battle, but construction didn’tactually begin until 1855. General Butler’soccupation interrupted construction temporarily,and it’s still underway today. Chalmette NationalCemetery was also established after theFederals’ departure, and it now serves as thefinal resting place for Confederate soldiers whohave died along Mississippi.

DestrehanJust outside New Orleans on River Road is a

sprawling plantation named after the family thatbuilt it and continues to live there: theDestrehans. Destrehan has stood for nearly 80years and is typical of many River Roadplantations. It warrants mention in this Guidethanks to a peculiar and dangerous apparitionsaid to haunt the road near the plantation.

Many residents have told of encountering anapparently headless black man near Destrehanafter dark. Adding credence to the stories is thefact a few less-fortunate travelers have beenfound beside River Road come morning—minustheir own heads! Anyone traveling the road nearNew Orleans after dark is urged to hasten to anearby house and warm fire.

Dueling TreesDueling is still a very popular method for

settling matters of honor in New Orleans. Sincegunfights in the middle of a crowded city streetaren’t likely to go over well with the police—without a large bribe, at least—most take place

The Dueling Trees, a popular place for the settlement of disputes.

on the northern outskirts of the city. There,nature has kindly provided a pair of oak treesexactly 20 paces apart, so duelists don’t evenhave to trouble themselves with counting.

The participant of a duel who finds himself insecond place shouldn’t despair. One of the city’sforemost duelists, Señor Jose Llula, has opened arather successful cemetery. St. Vincent du Paulcemetery, on the eastern side of the city, hasbeen catering to the needs of the duelingcommunity since 1857.

The Ghost BoatWhile few Union boats hunt the waters of the

gulf anymore, there is one Yankee boat thatcontinues to haunt commerce around NewOrleans. And if the stories along the riverfrontare to be believed, the word “haunt” is veryappropriate indeed!

Whatever happened to the Union flotilla backon that night in 1862, rumor has it one of thesunken boats didn’t stay on the bottom. Every sooften, the boatmen claim, an old, rusty Yankeeironclad, the USS Benton, appears on the river.Any riverboat is advised to stay beached on thenights when the Benton is prowling, because itsghostly crew still seeks revenge on New Orleans.

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VoodooNo discussion of the Crescent City would be

complete without talking about voodoo. Storiesof depraved rites and evil voodoo priests are astaple of those odious dime novels, but there’smuch more to the religion than that. While I’mno expert on it, I’ve learned quite a bit aboutvoodoo over the years. Here’s what I do know.

History of VoodooVoodoo traces its roots back to the

religions of several West African tribes.Slaves brought the basics of their beliefswith them on the grueling voyages to theNew World. There, after decades ofisolation, the religion of West Africa beganto blend with each other and add manynew elements as well.

This trend was strongest in the Caribbeanislands. There, huge plantations resulted in large,almost independent slave communities. Contraryto popular belief, plantations of that size werenot often found on the North Americancontinent, and the slaves were usually muchmore closely supervised.

The governor of Spanish Louisiana fearedimporting slaves from certain islands wouldplace his citizens in danger. Whether or not itwas because he believed in the power of voodooor simply that the religion would lead touprisings isn’t clear. Nevertheless, in 1782, hepassed a law forbidding the import of slavesfrom Martinique.

Haiti and the Louisiana PurchaseIn 1791, the slaves on the island of Santo

Domingo began a revolt against the Frenchplanters. The uprising lasted 13 years, but in theend the slaves won and established the Republicof Haiti. Refugees from Haiti, many of them freepeople of color whom the rebels identified withtheir former oppressors, fled north.

Fortunately for these refugees, in 1803, theUnited States had purchased the Louisianaterritory from France. The prohibitions againstinhabitants of the West Indies was lifted thatyear. Over the next few years, nearly 10,000refugees eventually found their way to the cityof New Orleans.

These people were well versed in voodoo, andalso had learned a new respect for the spellsand rituals of the religion. It seems the leaderof the revolution and first dictator of Haitiwas supposedly a sorcerer himself!

Voodoo began mixing with southern folkmagic practiced by the poor folk of the region.Soon, voodoo had gained a reputation forpowerful “mojo,” or magic.

Religion, Cult, or Revolt?Initially, the citizens of New Orleans were

neutral on the subject of voodoo practices.Eventually, ceremonies conducted by barelydressed dancers and open claims of “magicspells” proved to much for even the tolerantatmosphere of the Crescent City. In 1817, the citygovernment relegated all such ceremonies toCongo Square in the French Quarter.

By the 1830s, fears of slave uprisings began tognaw at the minds of the populace of NewOrleans. Many folks claimed the ceremonies inCongo Square would lead to a revolt just like theone in Haiti 50 years earlier. Soon, voodooistswere denied even Congo Square and had topractice in secret.

Over the next 10 years, Congo Square onceagain became open to voodoo ceremonies, andby the 1850s, voodoo was actually beingdefended in the newspapers. Although this ismost likely because it made for controversialheadlines, it did result in voodoo beingrecognized by the general population of NewOrleans as a legitimate, if odd, religion.

With the exception of the period of GeneralButler’s heavy-handed occupation, voodoo hascontinued to be tolerated, if not respected, as areligion within New Orleans.

Voodoo BasicsVoodooists pay homage to loas, which are, for

lack of a better phrase, a pantheon of verypowerful spirits. Each loa has its own sphere ofinfluence, like Baron Samedi, who is lord of theunderworld, or Legba, who providescommunication between mortals and the otherloas. Each loa has many aspects, some good andsome evil, and their worshippers appeal to theappropriate persona to grant their desires.

Congregations of voodooists are led by amambo, or queen. Always a woman, she guidesthe worship and makes most of the decisions forthe congregation. A houngan is a male voodoopriest, and while he may be as powerful as amambo, he doesn’t hold the same authority inthe congregation. Conjure doctors are voodooistswho use their talents outside the congregation,often for hire.

Voodoo ceremonies are intense affairs, evenfor the casual observer. The ecstatic fervorof the worshippers communing with theloa is something to behold.

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Marie LaveauNo one can dispute Marie Laveau is the

voodoo queen of New Orleans. Only BaronLaCroix is reputed to wield more powerthan her, and many claim not even he does.She has ruled voodoo in the city sincearound 1830, and only the arrival of thebaron has challenged her authority.

That Marie was destined for greatness, there isno doubt. She is not only a woman of greatbeauty, but she also possesses a sharp mind andshrewd business sense.

Out with the CompetitionOnce Marie began her rise to power, she knew

she would have to contend with rival queens.She dealt with her contenders swiftly andruthlessly. Some of her rivals left New Orleans,while others died—leading to claims that Marieplaced powerful “gris-gris”, or curses, on them.When all else failed, Marie wasn’t abovephysically beating other voodoo queens intosubmission.

When the dust settled, only Marieremained to claim the title of New Orleans’voodoo queen.

Marie’s VoodooWhen Marie first became a voodoo queen, she

was quick to integrate many practices ofCatholicism into the religion. A practicingCatholic herself, the voodoo queen hoped toquiet the claims of “devil worship” that wereoften aimed at voodoo. Prayer, holy water, andeven the statues of saints themselves found theirway into the ceremonies.

Well, this may have helped calm some folks,but just as many were outraged—especially sinceMarie still used all the other trappings ofvoodoo as well. A few sour apples couldn’t spoilMarie’s plans though. Soon, voodoo was morepopular than ever in New Orleans.

Marie extended invitations to nearly anyonewho wished to attend her ceremonies. The upperclass of New Orleans, the police, and even thepress were welcome at her services—providedthey were willing to pay the admission price,that is!

Under her guidance, voodoo became availableto anyone on a paying basis. Until this time, only

Doctor John had worked his mojo for hire,but now Marie Laveau made it almost astandard practice.

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Dancing with the loa: A frenetic voodoo ceremony under way in Congo Square, as the locals look on.

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The Arrival of LaCroixMarie reigned securely for nearly 30 years,

until the arrival of Baron LaCroix in 1861. It wasimmediately obvious these two were going tohave it out. LaCroix, with his wealth and claim toaristocratic birth, would never submit to MarieLaveau’s leadership, just as she would neverrelinquish her throne as the voodoo queen ofNew Orleans.

Even though the New Orleans tradition offemale leadership favored Marie’s continuedreign, LaCroix was able to use his influence inthe upper levels of society to somewhat offsether advantage. The two seemed at a stalematewhen General Butler arrived with his occupyingforces.

Both Marie and LaCroix suffered during theYankee occupation. Butler, like others before him,viewed voodoo as just another form of Sataniccult. He had little tolerance for outspokenwomen, and possibly less for wealthy Southernaristocrats.

I wouldn’t be surprised to learn one or bothof these voodooists had something to do withcoordinating the revolt and massacre against theUnion troops in 1863. Certainly both had reasonto strike against Butler’s forces.

The Voodoo WarFor a few years, the struggle between Marie

and LaCroix quieted down. Both were moreinterested in rebuilding their previous empiresthan eradicating a rival. By the late 1860s, thingsbegan to heat up between the two again.

The followers of each began to becomeinvolved in the conflict. Fights broke out in thestreets of the city between the factions. Overtime, LaCroix slowly seemed to gain the upperhand. He enjoyed considerable influence with theNew Orleans police department, and Marie’sfollowers were often dragged off to jail after analtercation, while LaCroix’s went free.

Finally, things came to a head in 1872, when arumor surfaced that LaCroix had tried to put adeath-curse on Marie Laveau. By holding aceremony that night in Congo Square, she madecertain everyone could see the baron’s curse hadfailed.

LaCroix’s followers moved to break up thegathering, and two days of rioting ensued. Thelocal Confederate garrison commander declaredmartial law and locked the city down until therioting and fighting ceased.

LaCroix denied any involvement in the eventsin Congo Square. Although his city hallsupporters backed him up, he received a noticefrom the Confederate Congress in Richmondthat, should he be found responsible for anyfurther “disturbances to the good order of NewOrleans,” he would be denied taking part incompetition for the rail rights to the Great Maze.

The government’s dispatch has had the desiredeffect. The “Voodoo War” has come to a halt.

At least on the surface.

Into the ShadowsMarie Laveau’s followers still suffer

harassment from the New Orleans police. Shecontinues to hold ceremonies in Congo Square,but these are closely watched by officers of thelaw.

Workers at the Bayou Vermillion railyard seemto suffer an unusual amount of accidents, andthese delays are beginning to take a toll onLaCroix’s rail operations. With the difficultieshe’s facing out West from the Apaches, theBaron can ill afford setbacks in his ownbackyard.

To date, no outbreak of violence of a largescale has occurred since the Voodoo War.Recently, though, folks in the know have startedwhispering about a group of “enforcers” LaCroixhas brought from Haiti to put an end to Marieonce and for all.

Marie Laveau, the lovely and mysterious voodoo queen of New Orleans.

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Conjure DoctorsAlthough Marie Laveau is the only

Voodoo queen in New Orleans, the city hasa fair number of conjure doctors. Thesevoodooists-for-hire are paid by customersto work spells, curses, and divinations. Allconjure doctors are called by the title“doctor” whether or not they have any

academic or medical training (and most don’t).The title serves much the same function forthese voodooists as “father” does for Catholicpriests.

I’ve found that much of the effectiveness ofvoodoo magic is actually in the mind of thesubject. However, I long ago learned to neverdiscount anything, including voodoo, as completefakery.

Doctor BeauregardDoctor Beauregard arrived New Orleans in

1869. I’d imagine he decided New Orleans wouldbe a more favorable place to practice his religionthan his home in the hills of Kentucky.Personally, I’m surprised he didn’t end up on arope up there, because in all my years on theriver, he’s one of the most blatant mojo workersI’ve ever encountered.

He wears his hair long—it would probablyreach to his knees if it hung loose—and tied upwith a number of gris-gris bags and bottles. Hetakes great pleasure in frightening women andchildren with his appearance and behavior.Doctor Beauregard’s name has become areplacement for “the bogeyman” with thechildren of New Orleans.

I’m of the opinion that someone who makesthis great a show may not have as much skill ashe claims. Perhaps Doctor Beauregard relies onhis reputation more than any true skill with thesupernatural.

Doctor JohnDoctor John is only one of the many names

this conjure doctor is called. Bayou John andJean Montaigne are also used to refer to him.Regardless of what folks call him, there’s littledoubt Doctor John is one of the most importantvoodooists in New Orleans, and he’s been aroundnearly as long as Marie herself.

A huge black man, Doctor John claims to bedescended from Senegalese royalty. The strangeritual scars on his face are supposed by many tobe proof of this claim. His imposingappearance doesn’t keep customers fromflocking to his door, though.

In the power struggle between Marie Laveauand Baron LaCroix, Doctor John remains neutral.He provides his services—which include fortunetelling, placing and lifting curses, and healing—toanyone who pays his fees.

People from all over the city seek DoctorJohn’s advice in matters ranging from politics tosocial affairs. It is even rumored that severalprominent Creole ladies regularly seek out hisadvice and counsel.

Doctor John has done quite well for himself inthe voodoo-for-hire business, amassing enoughmoney to purchase a large house out on RiverRoad. Rumor has it that he has much as $150,000buried on his property, but no one has yet beenwilling to risk his wrath to try stealing it!

Papa NatangaPapa Natanga is a very old houngan who

immigrated from Haiti about eight years ago. Noone I talked to is sure how old he is, and Papaisn’t telling. Some say he fought alongsideToussaint L’Ouverture against the British andSpanish invaders in Haiti in 1793. Papa doesn’t go

out of his way to confirm these rumors, buthe doesn’t really try to deny them either. Isuspect it’s all part of his image.

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Doctor John, the best-known conjure doctor in the Crescent City.

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Papa is said to be one LaCroix’s most trustedadvisors—if not his teacher. I can’t confirm anyof the talk on the streets, but I can say thesingle occasion I’ve had to meet the man I foundhim to be very free with his opinions of LaCroix.Some might even call his tone of voice whenreferring to the Baron patronizing, if notdownright insulting.

Zozo LaBriqueWhile she’s not technically a conjure doctor,

Zozo LaBrique certainly deserves a mention here.This older woman is a well-known character tomany citizens New Orleans. She wanders thestreets of the city selling buckets of brick dustfor a nickel. Many households use this dust toclean the front steps.

So what’s the voodoo connection? Althoughany of the respectable folk who purchase thedust claim they use it solely for the purpose ofcleanliness, the practice of washing the steps insuch a fashion bears strong overtones of certainvoodoo rites. This gives some insight into theattitudes and beliefs of the city when oneconsiders many of the upper crust of NewOrleans society regularly make use of Zozo’sdust.

BokkorAn evil voodoo sorcerer is referred to as a

bokkor. Unlike followers of many other religiousbeliefs, voodooists don’t name a sorcerer evilsimply because he practices magic. When youconsider that the leaders of the church—themambo and the houngan—are expected to bepotent magicians themselves, condemning allmagic wouldn’t make a lot of sense.

Voodooists reserve the label of bokkor forthose practitioners of the magic who use theirpower for purely wicked purposes. Casting aspell or curse on someone intending harm is notconsidered an evil act, but laying a gris-gris onan innocent person is.

Not surprisingly, bokkor are supposed to haveeven more powerful spells than those voodooistswho only practice “white magic.” The legendsattribute them with the ability to change theirown shape and to create zombies from the deadto do their bidding. One of the most disturbingtales I’ve heard deals with a bokkor who turneda man into a pig and then sold him to a butcher!

The ZobopAs if a lone bokkor isn’t bad enough, they are

also supposed to have numerous secret societiescalled zobop. One of the worst of thesesocieties, known as a “red sect,“ is believed tohave come to New Orleans from Haiti. A red sectpractices atrocious and bloody rites, oftenculminating in human sacrifice. Evencannibalism does not appear to be taboo forthese bokkor!

Supposedly, the red sect gathers on certaindays of the week to seek victims for itsceremonies. Such crimes occur outsidepopulated areas to reduce the chance ofdiscovery. Sect members reportedly prefer to lurknear crossroads and bridges to kidnapunsuspecting travelers.

Between these unholy ceremonies, a memberof one of these societies always maintains asecret identity. A man may go years beforestumbling onto the discovery his neighbor is amember of a zobop. As you might imagine, anylocal populace would be quite interested instamping out such a cult!

Furthermore, opponents of Baron LaCroixclaim the members of the local red sect actuallywork for him. I personally think this may simplybe a result of clever propaganda on the part of

the Laveau faction, combined with thewillingness of the general public to believeanything as long as “voodoo” is attached to

Working heavy gris-gris: A solitary conjure doctor at work.

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The Tombstone Epitaph’s Guide to the Mighty Mississippi1877 Edition “Believe It or Else!” Only 10¢

71

it. After all, logically considered, what purposewould it serve the Baron to associate with suchvillains?

However, I don’t doubt some members of sucha red sect have indeed arrived in New Orleans.The tolerant air toward voodoo and its practiceswould make the area a ripe target for suchvillains. Whether or not they actually have thesupernatural powers many claim is anothermatter—but the victims of these rituals still die,regardless of the effectiveness of the magic.

Other Voodoo LegendsWhile I’m on the subject of voodoo, I’d like to

introduce you to a few creatures from voodoomythology. Believers say that these beasts arelurk in the dark shadows of New Orleans, evenin this modern age.

BakaBaka are wicked spirits often called upon by

bokkor to perform acts of evil. These beingsaren’t limited to serving merely as the tools ofearthly sorcerers. They’re all to able to wanderfreely, as well. These foul creatures lurk indesolate, out-of-the-way places, seeking victimsto devour.

According to the stories, they are among themost dangerous creatures a man may encounter.These creatures are particularly frightening inthat they can change appearance as quickly as acoward can turn tail and run. They may assumean innocent-looking form, like that of a puppyor even an infant, to lure a victim close, andthen they change into a horrifying escapee froma nightmare.

Legend has it the only way to truly defeat abaka is to stare it straight in the eye withoutfear—but that’s usually a lot easier said thandone!

SucettesThis creature is a particularly vile form of

vampire, sometimes called a “mauvais air.” Thesecreatures are always female and often seekemployment during the day as nurses or maids.

Supposedly, these bloodsuckers shed theirskin at night and fly off in search of food. Theyonly feed on the blood of children, which theydraw with a straw or other implement.

Fortunately, the creatures apparently requirepermission from the child’s mother to do so! Ican’t imagine they find too many motherswilling grant such a request. Also, garlic isreputed to be effective in repelling themonsters.

WerewolvesThese shapechangers are by no means

restricted to voodoo, but they do warrant specialmention here. There are a number of tales of theusual man-wolf form of these creaturesthroughout voodoo, but that’s not why I’vebrought them up.

It seems the term “werewolf,” or “loup-garou,”is used freely by various voodooists to mean afew distinctly different creatures. When you hearthis term, don’t automatically start digging for asilver bullet. Depending on where the speaker isfrom, she may be referring to a member of azobop, a sucette, or a true werewolf.

I am at a loss as to why the term is used forso many different meanings. I expect it’s justanother mystery of voodoo. In any case, if youdo come across the term being bandied about bya practitioner of voodoo, by all means get adescription of the creature in question!

ZombiesVirtually, everyone that’s heard anything about

voodoo has heard of zombies. These poor,restless souls are forcibly called back from theirgraves to serve a bokkor—usually in somewicked or menial labor.

The stories claim these walking dead haveenormous strength and constitutions to make ariverboatman envious, but they have a peculiarweakness to eating salt. To prevent this, manybokkor are believed to sew the mouths of theirzombies shut.

Of course, lots of undertakers do this as well,so don’t assume the next corpse you see with asewn mouth is a zombie in training. It could leadto an embarrassing situation!

In ClosingWe have arrived at the mouth of the Mighty

Mississippi, where it empties into the Gulf ofMexico. Beyond those blue waters lie Mexico, theYucatan, South America, and the mysteriousislands of the Caribbean.

We have also arrived at the end of this Guide.I hope that I’ve given you at least some sense ofthe wonder that is the Mississippi River—andperhaps a peek into the darker parts of it aswell. There are mysterious things afoot, and onlywe—we who are willing to listen to the storiesand tell them to others—can stop them. Justremember, the Tombstone Epitaph contains the

most potent weapon with which to combatthe strangeness that stalks abroad in theland: the truth!

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Daniel Clark talked a little about steamboatsat the beginning of his Guide. If you’re planningto riding on a riverboat, you’re going to needdetail on the nuts and boats of the vessels—inDeadlands terms. We’ve thoughtfully providedthe lowdown on the most common riverboats inthis chapter. With these, you should be up androlling on the river in no time.

The BoatsIf you’re planning to have a lot of ship-to-

ship combat in your campaign, the vehicle rulesin Smith & Robards are very valuable. For thosewithout the book, here’s a short recap of theboats’ descriptions and how to use them inyour game..

Durability: The first number is the amountof damage the vehicle can sustain. All small-arms damage is divided by 10 before it’s appliedto the vessel’s Durability. The second number isthe craft’s Reliability. Each time theaccumulated damage reaches a multiple of thisnumber, the boat must make a Reliability check.Add +1 to the roll for each check made as aresult of damage after the first.

Passengers: This is the total number ofpassengers, including crew, which can ridecomfortably. As many as twice this number canbe wedged on in an emergency.

Pace: This is the vehicle’s normal Pace. Itcan move at least twice as fast, but thenmaneuvering becomes more difficult.

Turn Number: This measures the craft’smaneuverability. It’s the base TN for all drivin’rolls made to maneuver the boat.

Travel Speed: This is the vessel’s normalcruising speed. Use it to determine travel timesfrom place to place.

Fuel: This is the amount in pounds of Smith& Robards’ ghost rock cores needed to travel100 miles. Multiply by two for unrefined ghostrock, by 50 for coal, and by 100 for wood.

Reliability: Roll against this number forReliability checks. If the roll is higher, thevessel suffers a breakdown of some sort. Boatswith a 20 Reliability are not products of madscience and only need to check Reliabilitywhen they’ve exceeded their damage threshold.

Hit Modifier: Most boats are big targets. Allshots not targeted at a specific part of thevessel are modified by this number.

Chapter Two:Riverboats of the

Mighty Miss

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Pumps: This is the amount of floodingdamage the boat’s pumps can repair each turn.Automatic pumps are represented by a fixednumber, while manual pumps have a die type tobe rolled each turn. Bailing by bucket reduces1d4 points of flooding damage a round.

Price: This is the cost to purchase the vessel.This price does not include weapons.

Hit Tables: Use this to determine where ashot hits the craft. The modifiers on the tableare for called shots to the named location. If aship suffers a malfunction due to damage, itoccurs at the last-damaged location.

Entries which read “Hull (crew)” mean a partof the ship containing the crew or passengerswas hit.

Whether or not the affected crew gets thebenefit of cover depends on where they happento be on the boat, so use common sense.Someone standing on deck may get cover fromthe waist down, while a crewman in the holdmay be completely covered. If the target doesreceive cover from the hull, apply damage to theship normally and then, if the shot penetratesthe ship’s armor, apply it to any targets behindcover.

FlatboatsA flatboat is a little more than a rectangular

raft between 20 and 60 feet long. Some of thefancier models may have covered living quartersor even a tarp over the cargo area. Flatboats areonly good for downriver traffic. They have nomeans of propulsion. When a flatboat reachesits destination, it’s usually broken up for lumberor firewood.

There aren’t many flatboats left on the riverthese days. Steamboats are the primary carriersof freight and passengers, and only the pooresttravelers go by flatboat anymore.

Weapons and Armor: Flatboats are seldom,if ever, armed. Treat all hits in combat as Hull(Crew). The thick sides of the boat act as Armorlevel 2.

Flatboats

Durability Pass Pace Turn Travel25/5 10 * 11 *

Fuel Rel Mod Pumps Price0 20 +4 None $125

*Flatboats are totally dependent on river currentfor their speed and travel times.

IroncladsThe most common warships seen on the

Mississippi are ironclads. Both navies use themetal behemoths to protect their own bankswhile bombarding those of their opponent.These vessels may resemble the larger coastalvessels seen Back East as well as in thechannels of the Great Maze, but there arenotable differences.

Riverine ironclads are usually built onsteamship hulls, instead of those of frigates.This provides them with a shallow draft—veryimportant in the waters of the Mississippi. Also,the strong current of the river requires thevessels to rely on paddlewheels to maneuvereffectively.

Standard IroncladThe type of ironclad riverboat most often

encountered resembles a slope-sided, metal-plated box mounted on a sternwheeler’s hull.Both the Union and Confederate Navy employvessels of this sort extensively on theMississippi River and its tributaries.

Unlike their oceangoing cousins, riverironclads are designed primarily to deal withshore fortifications. Since many river forts arelocated at bends, these warships have most oftheir firepower facing the front of the vessel andnot the sides.

Weapons and Armor: Standard ironcladsusually mount two cannons of any size to eachside, two to the rear, and four to the front. Sincethe usual “passengers” on these ships aresoldiers, attackers must contend with small-arms fire as well.

The protection on these boats is heaviest tothe front, with Armor 5 there instead of theusual Armor 4. Many ironclads are also equippedwith a reinforced prow to use as a ram.

Standard Ironclad

Durability Pass Pace Turn Travel60/12 50 15 9 5 mph

Fuel Rel Mod Pumps Price3 20 +6 1d8 $80,000

d20 Hit Location Armor Mod1–9 Hull 4 +6

10–16 Hull (crew) 4 +517–18 Paddlewheel 3 +219–20 Boiler 4 +1

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Turreted IroncladThe Union Navy has developed a warship

which mounts a single turret holding two largecannons. Only a relatively small amount of thevessel is visible above the water line. The USSMonitor is the most famous example of this typeof ship.

The riverboat version of this style of ironcladuses a stern-mounted paddlewheel to propel it.While this provides a larger target than theoceangoing counterpart, a standard propellerassembly just isn’t capable of effectivelypropelling the weight of the ironclad against theriver current.

Weapons and Armor: A turreted ironclad islimited to two cannons, usually 10-pound vaporcannons. The turret provides these weapons withclear fire to all directions except directly behindthe paddlewheel.

Turreted Ironclad

Durability Pass Pace Turn Travel70/14 40 15 9 10 mph

Fuel Rel Mod Pumps Price3 19 +3 1d6 $100,000

d20 Hit Location Armor Mod1–5 Hull 4 +36–10 Hull (crew) 4 +211–14 Turret 5 +215–19 Paddlewheel 4 +220 Boiler 5 –1

KeelboatsA keelboat is the next step above the flatboat

in rivercraft evolution.This simple vessel has a tapered bow and

stern. It also has a thick beam running along itshull lengthwise to protect it from impact withthe river bottom as well as to keep it orientedwith the river current. Although not a keel in thetruest sense of the word, the keelboat gets itsname from this beam.

Like flatboats, keelboats are seldom seen onthe river anymore. While its tapered designallows it to be poled or pulled upstream, this isa long process. A trip from New Orleans to St.Louis can take four months or longer.

Weapons and Armor: A keelboat is seldomarmed with anything beyond the firearms carriedby the crew. Treat all hits to a keelboat as Hull(crew).

Keelboat

Durability Pass Pace Turn Travel35/7 15 */3 9 */1 mph

Fuel Rel Mod Pumps Price0 20 +4 None $250

*When traveling downstream, the keelboat’s Paceand travel speed is based on the flow of theriver.

MudboatsA mudboat is a submersible boat modified for

use in the shallow waters of the Mississippi.Mudboats have a number of additions to themnot usually found on the standard submersiblesof open-water locales. These vessels are foundonly in use by the Confederacy.

Mudboats are lighter than regularsubmersibles. Also, the river versions havetelescoping snorkels, both for the engines andthe crew, that allow them to remain underwaterfor much longer periods of time. Finally, thesevessels have long, whisker-like feelers protruding

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from the bow to allow them to detect hazardsand snags.

Weapons and Armor: The only weaponscarried by mudboats are clockwork torpedoes.Unlike larger submersibles, mudboats cannotmount deck guns of any sort.

Mud boat

Durability Pass Pace Climb45/9 5 20/5* 5

Max Depth Turn Travel Fuel30 yards 5 15/5 mph* 2

Rel Mod Pumps Price17 +4 4 $18,000

d20 Hit Location Armor Mod1–8 Hull 1 +69–13 Hull (crew) 3 +314–16 Hull (magazine)** 3 +417–19 Hull (boiler)** 3 +120 Screws/Rudder 3 –1

*Surfaced/submersed**May only be targeted if the gunner is familiar

with a mudboat’s layout.

Railroad FerriesNot every railroad has access to a bridge

spanning the Big Muddy. Black River’s MemphisTrestle is the exception rather than the rule.

These enormous sidewheeler steamboats aresimilar to those used in New Orleans andelsewhere by Bayou Vermillion to ferry railroadcars from one side of the Mississippi to theother. Railroad tracks inside allow up to six carsto be placed on the ferry at a single time. Theonly other structures on the ferry are thepilothouse, the boiler room, and thepaddlewheels.

Weapons and Armor: Most ferries areunarmed, but Bayou Vermillion vessels arenotable exceptions. To protect against raids byother rail gangs, Baron LaCroix has mountedmultiple Gatling guns on many of his railroad’sferries.

Railroad Ferry

Durability Pass Pace Turn Travel50/10 12 20 7 10 mph

Fuel Rel Mod Pumps Price3 20 +5 1d6 $15,000

d20 Hit Location Armor Mod1–5 Hull (crew) 4 +16–15 Hull (rail cars) 4 +516–18 Paddlewheel 3 +319–20 Boiler 4 +1

River RunnersThese odd-looking boats are based on Smith

& Robards’ famous Maze runner design. They areonly found in the hands of the Confederatesailors at St. Louis. These dual sidewheelersmake up the 10 Boats squadron.

Using independently geared, oversizepaddlewheels, a river runner is capable ofliterally turning on a dime. This ability becomesespecially important in the minefields of thenorthern Mississippi. Although the boat is a bitlarger than a Maze runner, its improvedmaneuverability makes it just as hard to hit.

Weapons and Armor: The vessels of the 10Boats squadron carry a six-pound cannon and aGatling gun to the front, along with a Gatlinggun mounted on the stern of the vessel. Twoclockwork-torpedo launchers are mounted onthe side of the boat, and the craft usuallycarries a stock of six such torpedoes.

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River Runner

Durability Pass Pace Turn Travel45/9 10 35 3 20 mph

Fuel Rel Mod Pumps Price2 18 +4 1d8 $20,000

d20 Hit Location Armor Mod1–5 Hull 3 +54–9 Hull (crew) 4 +410–15 Paddlewheel 3 +216–19 Boiler 4 +120 Rudder 3 –1

SalamandersSalamanders are small, amphibious landing

vehicles designed by the Union. At first glance,they appear to be the unholy offspring of asmall keelboat and a steam tank. These armoredconveyances have propellers on the back to pushthem through the water, and metal tracks tocarry them on land.

The Union Army has used salamanders in twoof its attempts to seize St. Louis. Unfortunatelyfor them, the current of the Mississippi hasproven too strong for the vehicles’ propellers andswept them far downstream on both attempts.Once they reached the Confederate shore, thevehicles did do a fair amount of damage, but St.Louis was spared the brunt of the assaults.

Weapons and Armor: Salamanders areusually armed with a single Gatling gun. A fewdo mount six-pound cannons instead, but thisreduces the crew capacity to six. As withironclads, the crews of these vehicles are almostalways soldiers, and are armed as such.

Salamander

Durability Pass Pace Turn Travel40/8 8 15/5* 7/3* 10 mph

Fuel Rel Mod Pumps Price2 18 +3 1d8 $12,000

d20 Hit Location Armor Mod1–5 Hull (crew) 3 +06–7 Hull (gun) 3 +08–13 Tracks 3 +014–19 Boiler 5 +020 Screws 3 –1

*On land/in water.

SnagboatsThese twin-hulled sidewheelers are used to

clear snags from river channels, mostly treesthat have fallen. Two normal boat hulls arejoined side by side to make the snagboat’sfoundation.

Snagboats work in the following manner: Theboat’s pilot deliberately crashes the craft againsta submerged tree, wedging it between the twinprows. It then reverses its engines and pulls thetree from the riverbed like a dentist does a badtooth. Then large booms on the snagboat hoistthe tree out of the water and onto the deck.Next, crewmen cut up the tree using steam-powered saws, and the small logs are droppedback into the river to float downstream.

Weapons and Armor: None, although a boatmay occasionally mount a six-pound cannon touse in freeing particularly stubborn obstacles.

Snagboat

Durability Pass Pace Turn Travel55/11 35 30 7 15 mph

Fuel Rel Mod Pumps Price3 20 +7 2d10 $32,000

d20 Hit Location Armor Mod1–7 Hull 3 +78–13 Hull (crew) 1 +614–18 Paddlewheel 2 +619 Boiler 3 +220 Rudder 2 +1

SteamboatsThese boats are by far the most common

sights on the Mississippi. As Daniel Clarkmentioned in the guide, steamboats come in twovariates: sidewheelers and sternwheelers.

SidewheelersSidewheelers are common on the river. Many

of these are older models, but still in excellentworking condition. The price listed is for a basic,new steamboat, it’s possible to spend 10 timesthat amount on an elaborate, floating palace.Used boats are available for as little as onequarter the price.

Weapons and Armor: None, normally, butthese boats may mount a variety of guns. Moststeamboat captains shy away from anything thatmay mark their boat as a legitimate target forUnion gunners.

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Sidewheeler

Durability Pass Pace Turn Travel50/10 325 30 7 10 mph

Fuel Rel Mod Pumps Price3 20 +8 2d10 $25,000

d20 Hit Location Armor Mod1–7 Hull 1 +88–13 Hull (crew) 1 +714–18 Paddlewheel 2 +619 Boiler 3 +220 Rudder 2 +1

SternwheelersMost newer steamboats are sternwheelers.

Although they are a bit more expensive, thedesign allows them to handle more cargo andtravel faster as well. As with sidewheelers, theprice listed is for a new, but unimproved boat.

Weapons and Armor: None, but the size ofone of these steamboats allows them to carrynearly any weapon.

Sternwheeler

Durability Pass Pace Turn Travel50/10 325 35 7 12 mph

Fuel Rel Mod Pumps Price3 20 +6 2d8 $35,000

d20 Hit Location Armor Mod1–8 Hull 1 +69–14 Hull (crew) 1 +515–18 Paddlewheel 2 +419 Boiler 3 +120 Rudder 2 0

SteamfloatsIt was only a matter of time before someone

put a steam engine on a flatboat or keelboathull. Steamfloat is the standard name given toany small craft powered by a steam engine.These ramshackle craft are fairly common onthe river now. Their low cost allows almostanyone to afford a personal steamboat.

There is no common design to this type ofboat. Just about any kind of rivercraft can befitted with a steam engine and method ofpropulsion—and probably has been! The mostcommon means of propulsion is a small stern-mounted paddlewheel, but some designs rely onpropellers or screws to push the boat.

Weapons and Armor: Few of these boatscarry large weaponry. Not only does theConfederate Navy frown on it, but a deck gunsimply takes up too much valuable deck space.Of course, river pirates load up their steamfloatswith any types of weapon they can lay theirhands on.

Steamfloat

Durability Pass Pace Turn Travel25/5 8 20 5 15 mph

Fuel Rel Mod Pumps Price1 20 +3 None $1,750

d20 Hit Location Armor Mod1–6 Hull 1 +27–12 Passengers 0 –113–17 Paddlewheel 2 +118–20 Boiler 3 +1

Torpedo BoatsThese small boats are typical of patrol boats

employed by both navies on the Mississippi.They are also occasionally found in the hands ofpirates, although such a boat would likely be theflagship of any river-pirate armada.

Torpedo boats are the size of the boats usedby whalers. The boiler is mounted in the rear ofthe vessel, and the entire craft is covered in lightarmor. These craft are design to harass largerwarships and attack transports and freighters.They simply don’t carry the firepower to dealwith shore fortifications.

Weapons and Armor: Torpedo boats usuallymount a Gatling gun on the bow and a torpedotube on each side. Some models, particularlythose in the hands of river pirates, may havesubstituted a six- or even 10-pound cannon forthe Gatling.

Torpedo Boat

Durability Pass Pace Turn Travel40/8 8 25 5 20 mph

Fuel Rel Mod Pumps Price2 18 +3 1d6 $15,000

d20 Hit Location Armor Mod1–9 Hull 4 +3

10–16 Hull (Crew) 3 +217–18 Boiler 3 +119–20 Screws 3 –1

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Archetypes

Traits & AptitudesDeftness 2d10

Shootin’: rifle 4Nimbleness 2d12

Climbin’ 1Drivin’: boat 2Fightin’: knife 2Sneak 3

Quickness 4d6Strength 1d8Vigor 3d8Cognition 4d10

Search 1Trackin’ 4

Knowledge 1d6Area knowledge:

bayou 2Language: Cajun

French 2Language: English 2Medicine: general 2Trade: trapper 3

Mien 2d6Smarts 2d6

Survival: swamp 4Spirit 3d6

Guts 2Wind: 14Edges:

Keen 3Sense o’ direction 1

Hindrances:Poverty –3Cautious –3Ferner –3

Gear: Springfield .58rifle, 25 rounds ofammunition andpowder, skinningknife, two varminttraps, one pound ofbeef jerky, and $25dollars in CSAcurrency.

PersonalitySo, chere, you lookin’ for a body to show you

the Big Swamp, eh? Well, you come to the rightplace, I guarantee! You go in there by yourself,you come out dead dead, that for sure!

Nobody knows the swamp like I do. I beenback in the deeps so far, I think maybe I nevercome back, but I find my way out of that place,and I know I find what you lookin’ for.

But before we go rushin’ off, let’s sit a spellan’ pass a good time. The coffee is hot hot,and there be plenty time for work come thesun tomorrow.

Quote: “Laissez le bon temps rollez!”

Cajun HunterCajun Hunter

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Archetypes

Traits & AptitudesDeftness 2d6

Shootin’: pistol 2Nimbleness 2d10

Climbin’ 1Drivin’: boat 2Fightin’: brawlin, knife 4Sneak 1Swimmin’ 2

Quickness 3d8Strength 2d12Vigor 4d10Cognition 1d8

Search 1Knowledge 1d6

Area knowledgeMississippi River 2

Language: English 2Trade: boatman 3

Mien 4d6Overawe 2

Smarts 2d6Spirit 3d6

Guts 2Wind: 20Edges:

Brawny 3Sand 2Thick-skinned 3Tough as nails 2

Hindrances:Big britches –3Big mouth –3Habit: bragging –1Hankerin’: alcohol –3

Gear: Bowie knife,Army pistol, 50rounds, a bottleof the goodstuff, and $210in CSAcurrency.

PersonalityI hear you’re lookin’ for men. Well, I’m the

match for any 10 men you’ll find hereabouts. Mydaddy was a grizzly bear, and my momma wasan alligator. When I walk, they can hear thesound of my footsteps all the way to Natchez! I

fear no man or thing on, above, or below thisEarth!

Even Death himself is afraid of me. Ireckon I’ll live forever before that olddress-wearin’ sissy gets up thegumption to come knocking on mydoor. Why, I eat two rattlesnakes

every mornin’ just to whet myappetite!

Anytime you’re boredwith the world of the

livin’, you just crossme mister. Youjust better makesure you’vebooked a roomwith theundertakerbeforehand,

’cause that’swhere you’re

headin’!

Quote: “Bartender, roll meout another keg!”

Riverboat ManRiverboat Man

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Archetypes

Traits & AptitudesDeftness 1d8

Shootin’: pistol 3Nimbleness 4d6

Climbin’ 1Drivin’: boat 4Sneak 2Swimmin’ 2

Quickness 3d8Strength 2d6Vigor 3d6Cognition 2d12

Search 2Knowledge 2d6

Area knowledge: localMississippi 4

Language: English 2Trade: boatman 4Trade: forgin’ 2

Mien 2d10Smarts 4d10

Bluff 3Streetwise 4Tinkerin’ 2

Spirit 1d6Guts 2

Wind: 12Edges:

Belongin’s 3(riverboat)

Hindrances:Greedy –2Outlaw –2Big Britches –2

Gear: Double-actionColt Peacemaker,derringer, 25 roundsof ammunition foreach, and $210 inCSA currency.

PersonalitySure, my boat’s for hire—if the price is right.

She may not look like much, but she’s thefastest on the river. I made a lot ofimprovements on her myself. Why, shemade the Memphis run in two days.

I can get you wherever you’re going,North or South. Course if there are anymilitary entanglements, it’s going to cost

extra.No, I really don’t care what the

cargo is. That is, unless it’slikely to explode, eat me,

or otherwise maketrouble.

I guess all weneed to discussnow is howmuch you have

in your purse—Imean, how much

my fee is.

Quote: “What’s in it for me?”

SmugglerSmuggler

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Archetypes

Traits & AptitudesDeftness 2d6

Shootin’: pistol 2Nimbleness 4d6

Climbin’ 1Sneak 1

Quickness 3d6Strength 1d6Vigor 3d8Cognition 1d8

Scrutinize 2Search 1

Knowledge 2d6Academia: occult 3Area knowledge: New

Orleans 2Medicine: general 2Language: English 2

Mien 4d10Performin’: dance 3

Smarts 2d10Bluff 3

Spirit 2d12Faith: voodoo 5Guts 2

Wind: 20Edges:

Arcane background:voodooist 3

Favored chual(Damballah) 4

Hindrances:Enemy –3 (zobop)Superstitious –2Stubborn –2Vengeful –3

Spells: Charm o’success 2, cloud themind 4, conjuredoctor 2, poisonpowder 4

Gear: Derringer, 25rounds ofammunition, knife,and $238 in CSAcurrency.

PersonalityNo, I ain’t troublin’ nobody unless they go

troublin’ me. I don’t do bad work like somefolks around here who know the mysteries,but turnin’ evil back ’round on itself ain’tevil.

If you’re wantin’ a gris-gris on a rival forsome young filly’s heart, you go lookin’elsewhere. But if you’re wantin’ help at somehonest work, I’d be happy to lend you ahand—for a price.

Now, from what you’re tellin’ me, thisain’t no everyday problem you’resufferin’. No, it sounds like there’ssome bad mojo workin’. Not theworst I’ve seen, mind you, not by afair piece. I don’t expect we’ll get tothat point either—not unless youstart coughin’ up snakes, that is!

Take this home with you. Yousprinkle it three times each nightand sleep with it under yourpillow. That’ll fix you up right.

Quote: “There’s conjurin’ here. Iknow the signs.”

VoodooistVoodooist

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Chapter Three:Secrets of

the Mighty Mississippi

mudboat is credited to the river runner. Thisway, the reputation of the Ten Boats grows, andthe mudboats remain an ace-in-the-hole.

So far the Confederacy’s deception has beensuccessful, and the Union forces are completelyunaware of the submersibles.

State of Misery

General John SchofieldSchofield is completely off his rocker. Early

in the war, the mathematician stumbled acrossHoyle’s hidden formula for hexes. Experimentingwith the forbidden knowledge, Schofield’s veryfirst hex was a resounding failure, and theresulting backlash drove the man insane.

There is no rhyme or reason to his maliciousraiding. He just wants to cause as much troubleas possible. Although he’s as mad as a hatter,Schofield is possessed of an uncanny cunningwhich has enabled him time and again to avoidtroops dispatched by both governments.

For full details on Schofield’s rapaciousways, as well as statistics for him and his groupof marauders, see Tales of Terror: 1877.

Now that we’ve told the players a pack ofhalf-truths and outright lies about what’s goingdown on the Mighty Mississippi, its time for usto give you the real scoop, Marshal. Hold on toyour hat. This river journey is a rough one!

War on the River

The Ten BoatsThe Confederate Naval squadron based in St.

Louis uses river runners as described in theGuide. The boats are effective, but the realreason for squadron’s success is a secretweapon. Commodore Alexander also has underfive mudboats (see page 73) at his disposal.These are stationed and serviced in a portion ofthe cave network under the city that links tothe river. The underground base is reachedthrough Stovington’s Warehouse in St. Louis.

The boats are camouflaged. For instance, thesnorkels have been modified to resembledriftwood. When patrolling, they spend daylighthours underwater and hug the shore at night.

The mudboats always operate with a riverrunner escort. Any damage inflicted by the

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The KC & LRAlthough Richard Barney has negotiated

agreements with all three Confederate-based railbarons, he has secretly sided with one of them:Black River. Only a few trusted advisors andBarney himself know the full details of theagreement. He’s careful to keep this allianceunder wraps because he knows he’s finished ifeither Dixie Rails or Bayou Vermillion learns he’ssold out.

Barney’s agreement with Mina Devlin isn’tmotivated by any sinister agenda on his part.Rather, simple infatuation is the driving forcebehind the partnership. Barney hopes his loyaltywill someday win Mina’s love. Hey, give him abreak. He doesn’t know much about her history.

He refuses to believe the recent rumors abouta possible affair between Union Blue’s JoshuaChamberlain and Mina are anything but slander.Little does he know that Mina herself is fanningthe flames of that rumor as much as possible.Nonetheless, he makes sure the James Gangplays especially rough when it comes to robbingUnion Blue trains.

Mina is well aware of Barney’s infatuation, andshe milks it for everything it’s worth. Sheoccasionally sweet-talks him into providing herwith information on the other two railroads oreven allowing her to slip war trains onto theirmain lines. Like with most of her other suitors,Mina plans to leave him by the wayside whenhe’s no longer useful to her.

Lately Barney’s become concerned that thePinkerton’s scrutiny of his company (due to theJames Gang’s activities), may reveal his ties toBlack River. He’s not sure what course thePinkertons would take were it to uncover hisunderhanded dealings, but he knows it wouldn’tbode well for his own well-being!

The James GangThe James boys are indeed on Richard

Barney’s payroll. He’s struck a rather lucrativedeal with Frank and Jesse to ensure none of hisgray-market deliveries are raided. He pays extrato make sure the boys play rough west ofKansas City though. The Pinkertons suspect KC& LR of such a conspiracy, but to date havebeen unable to find hard proof of it. Barney’saccountants are smart enough to keep thosetransactions off the books.

For full details and statistics for the legendaryJesse James, his brother Frank, and the rest ofthe James Gang, see Law Dogs.

St. Louis, MissouriFear Level 2

The Burning ManThe stories are absolutely true. Harvey Wells,

a local drunk, was beaten and accidentally killedby a bunch of smugglers. Now his ghost roamsthe back alleys of St. Louis every Saturday night,seeking vengeance.

Unfortunately, Wells has stopped beingparticular in his search for revenge. EverySaturday, Wells’ ghost kills some unfortunate inSt. Louis. He’ll continue this until the last of hismurderers is dead. Since his killers were onlypassing through, the spirit hasn’t had much luck.

Wells’ ghost looks like a stumbling drunkfrom a distance. Up close, his features arecharred, and fire burns in his eyes and mouth.

Ghost of Harvey WellsCorporeal: D:2d6, N:2d8, S:3d4, Q:2d10, V:2d8Belchin’: fire 4d6Mental: C:2d8, K:1d6, M:2d10, Sm:1d6, Sp:1d4Overawe 4d10Pace: 8Size: 7Terror: 9Special Abilities:

Belch Fire: Wells’ ghost can belch forth ascorching blast of flame from his mouth.This blast does 4d12 damage to a singlevictim. Treat this as massive damage. Wells’flame blast has a Range Increment of 3.

Immunity: Wells can only be harmed bymagic spells and effects. Even if he takesfatal damage from these, his ghost risesagain on the next Saturday.

Vulnerability: Wells can be laid to rest bydousing his flames with at least an entirebottle of good whiskey.

Coup: Wells’ essence gives a Harrowedincreased resistance to fire, reducing alldamage done by fire by –1 wound level.

Places of Note

The ArsenalThe rumors are false. The arsenal is exactly

that. The secretive shipments are experimentalweapons arriving from the Confederate labs inRoswell, and the strange sounds are the racketthe ghost-rock-powered gizmos make whenactivated.

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The guards are quite serious about theirduties, as the equipment at the arsenal would beof great interest to any Yankee spies. Anycowpoke foolish enough to tangle with themquickly finds himself facing a platoon of well-armed soldiers!

Dr. Peter ColemanDr. Coleman is an exceptional physician and a

good man. He also has small edge over manyother medical practitioners—he has the breechbirth Knack (see The Quick & the Dead). As youmight guess, his patients have a high recoveryrate!

Dr. Coleman was indeed at Gettysburg. He gota good look at the horrors of the Reckoning inthe victims of the Butcher and the hordes ofwalkin’ dead. He was greatly disturbed by whathe saw, but he understands that something haschanged in the way the world works now. Hisskill and influence make him a valuable ally toany posse he befriends.

ProfileCorporeal: D:2d8, N:3d4, S:2d6, Q:2d6, V:2d8Horse ridin’ 4d4, shootin’: pistol 2d8Mental: C:3d10, K:2d12, M:1d8, Sm:1d10, Sp:2d8Academia: occult 1d12, area knowledge: St. Louis

2d12, guts: 3d8, language: English 3d12,language: Latin 2d12, medicine: surgery 6d12,persuasion 3d8, science: biology, chemistry3d12, scrutinize 4d10

Pace: 4Wind: 16Edges: Brave, renown 1Hindrances: Heroic, loyal, oath (Hippocratic) 4Special Abilities:

Grit: 1Knack: Breech birth

Gear: Medical bag, derringer.Description: Dr. Coleman is a slender, bookish

man, with brown hair and beard. He dressesneatly but conservatively.

Lemp BreweryThe company’s underground operation has

unwittingly stumbled into the hunting groundsof a nest of previously unencounteredabominations: cave crawlers. These creatures aredistantly related to the wall crawlers of theSouthwest. Cave crawlers inhabit only the largestcave networks, such as Mammoth Cave inKentucky, or the Carlsbad Caverns. There are 12of the creatures scuttling about the cavernsbeneath St. Louis.

Cave crawlers lurk on the walls and roofs ofthe caves and prey on lone workers or, in somecases, groups of them. This is why no one hasfound any signs of the creatures’ tracks so far.

The creatures are voracious hunters and areprone to take more prey than they can eat. Anyvictims not immediately devoured are encased ina stony secretion the cave crawlers produce,rather like a spider cocooning its food. Thesecocoons may be mistaken for natural rockformations unless an Onerous (7) Cognitioncheck is made.

Cave CrawlerCorporeal: D:1d4, N:2d10, S:3d8, Q:2d12+2, V:2d8Climbin’ 8d10, fightin’: brawlin’ 5d10, sneak 5d10Mental: C:2d10, K:1d4, M:1d8, Sm:1d6, Sp:1d6Pace: 12Size: 9Terror: 7Special Abilities:

Armor: 2Damage: Bite (STR+2d6), tail strike (STR+3d8)Wall-Crawling: Cave crawlers can climb

walls and ceilings at normal Pace. Theymay also run and pick up the Pace whiledoing so. These things are agile!

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The St. Louis RailyardThe good news is nobody’s really disappeared

at the railyard. The KC & LR found every singleworker they lost. The bad news is they were alldead! In every case, the missing workers werefound the next morning in the railyard, butnothing remained of the men except dried-upand mummified husks.

The railroad used dirt from a large burialmound to level the railyard when it was built.The railyard is now haunted every midnight by avengeful spirit that sucks the very essence outof its victims. It kills any folks it finds in therailyard at midnight.

There are only two ways to get rid of theghost. The first is to return the dirt and artifactsto the burial site. Since that means tearing downBarney’s new railyard, that’s not too likely asolution. Fortunately, the ghost can also bewounded by the primitive weapons taken fromthe burial mound.

Wade Robertson, owner of Robertson’sSundries, just happens to have a stone dagger,two spears, and a war club found in the moundon display at his store.

The Railyard GhostThis spirit appears as a wispy, nearly

transparent, yet very angry Indian warrior.However, its dress is unlike any present-day tribewears. An Onerous (7) academia: anthropologyroll identifies it as from a tribe that lived in thearea about 800 years ago.

ProfileCorporeal: D:2d8, N:2d10, S:3d8, Q:2d10, V:4d8Fightin’: brawlin’ 4d10, sneak 5d10Mental: C:2d8, K:1d6, M:3d8, Sm:3d6, Sp:2d10Pace :Size: 6Terror: 7Special Abilities:

Chillin’ Touch: The ghost attacks bytouching its victim, a regular fightin’:brawlin’ roll. If it hits, it makes a Strengthroll and does the result in Wind loss. ThisWind loss does affect Harrowed. Anycharacter brought to 0 Wind in this fashionfalls unconscious. The ghost can then drainthe life from an unconscious character inabout 1 minute.

Immunity: The ghost is completely immuneto physical attacks. Although magic canharm the spirit, the effect is only temporary.The ghost returns the next night.

Vulnerability: Weapons from the moundaffect the spirit normally, and it can bekilled permanently by them. Rebuilding themound also lays the phantom to rest.

The CharonThe reason the captain of the Charon takes

risky charters is he has an edge on the otherriver pilots: He’s already dead! Levi Ross reallydid sail his boat underneath the guns of Unionironclads, just like the story says. Unfortunatelyfor Ross, the Yankee gunners just depressedtheir aim and sunk his little riverboat.

Ross didn’t stay in Davey Jones’ locker though,and neither did his boat. The Charon is nowlinked to him by supernatural bonds. As longRoss clings to his living death, the boat may bedamaged but it can’t be sunk! Otherwise use thestandard river runner description on page 74 todescribe the vessel.

Considering he’s been to the bottom of theriver and back, Ross looks remarkably alive. Hisskin is a bit pasty, and he exudes a persistentodor of swamp, but this isn’t really that unusual,even for living river pilots.

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ProfileCorporeal: D:2d6, N:3d8, S:3d6, Q:2d8, V:2d10Drivin’: boat, fightin’ brawlin’ 4d8, shootin’:

shotgun 3d6, swimmin’ 5d8Mental: C:3d10, K:2d8, M:1d8, Sm:1d10, Sp:4d8Area knowledge: Mississippi River 5d8, search

4d10, trade: river pilot 4d8, tinkerin’ 3d6Edges: Brave, mechanically inclinedHindrances: Big britches, greedyPace: 8Wind: NASpecial Abilities:

Harrowed.Harrowed Powers: Cat eyes 3, chill o’ the

grave 3, relic (Charon) 5Gear: Scattergun, 20 shells and the CharonDescription: Ross is a squat, stocky man with

a scraggly, blond beard.

CahokiaThe Union troops avoid this mound city for a

reason. However, things there are so strange wedidn’t have room to do them justice here. If youwant the full story on Cahokia and what lurkswithin the ruins, you can find it in the upcomingadventure A River Runs Over It.

Little EgyptFear Level 2

The MoundbuilderWhat’s preying on folks in Little Egypt has

nothing to do with the desecration of the burialmounds. It’s actually a insect-like abominationsimilar to an ant-lion, but on a much largerscale. The only creatures the monster hunts arehumans, so maybe a more accurate name for itis a human-lion!

The creature burrows under the ground anddrags its victims with it. More often than not, itsparalytic poison causes the prey to suffocateduring its premature burial.

MoundbuilderCorporeal: D:1d4, N:3d6, S:3d12+2, Q:2d12, V:2d12Fightin’ brawlin’ 4d6, sneak 5d6Mental: C:2d10, K:1d4, M:1d8, Sm:1d6, Sp:1d4Pace: 6 (above ground)/16 (burrowing)Size: 10Terror: 9Special Abilities:

Armor: 2 (thick carapace)Burrowing: Pace 16

Damage: Bite (STR+poison, see below), claws(STR+2d8)

Paralytic Poison: Any character bitten bythe moundbuilder must make an Onerous(7) Vigor roll or be paralyzed for 2d6 rounds.

CairoFear Level 4General Nathan Bedford Forrest has a real

problem on his hands. It seems the Wizard ofthe Saddle has laid his hands on a cursed saber,and it’s slowly pushing him over the edge ofsanity. Forrest and his army are currentlybivouacked in Kentucky, planning their nextcampaign, while Forrest struggles with hispersonal demons. For more details, check outTales of Terror: 1877.

Flesh StealersHeroes who have experience with Baron

LaCroix’s skinwalkers are likely to place theblame on those creatures for the horrificmurders near Cairo. Even once they got a look atthe perpetrators, they may still think they’re upagainst the dreadful abominations fromLouisiana. However, they’d be dead wrong.

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The creatures responsible are flesh stealers, atype of walkin’ dead spawned by BedfordForrest’s raid on Union soil and his massacre ofthe garrisons on the Ohio. Some of the murderedsoldiers bodies have returned with an unholyappetite for the one thing denied their unnaturalexistence: skin.

Flesh stealers are similar in appearance toskinwalkers, except there are patches of tatteredflesh still clinging to their bodies in places. Theirteeth are chisel-like and have grown outwardinto a horrific overbite. The creatures use theseto satisfy their craving for flesh, gnawing directlyoff their victims.

The creatures hide along the banks near themouth of the Ohio. They take victims both onthe shores and from passing riverboats. Theirfavorite tactic is to swarm over a boat andoverwhelm their victims with sheer terror andnumbers. Since there are only a few of thesecreatures, only the smallest vessels are attackedin this manner.

Flesh StealersCorporeal: D:2d6, N:2d8, S:3d6, Q:2d8, V:2d8Fightin’ brawlin’ 4d8, sneak 4d8, swimmin’ 3d8Mental: C:2d8, K:1d6, M:2d6, Sm:2d6, Sp:1d4Pace: 8Size: 6Terror: 9Special Abilities:

Damage: Bite (STR+2d4), claws (STR+1d4)Undead.

New Madrid, MissouriFear Level 1What’s shaking the ground in the area is more

movement along the same fault line that causedthe first earthquake back in 1812. The GreatQuake of ’68 didn’t just drop most of Californiainto the Pacific. It wracked the entire continent,causing further instability and pressure in thisregion among others. When the next earth-shaker hits the New Madrid area, it’s sure to be awhopper!

However, the rumors and movement in theground has attracted the attention of a fewmembers of the Cult of the Worm up in theSioux Nations. A few members have headeddown to Madrid to investigate, posing asgeologists investigating the tremors.

Although there’s nothing supernatural behindthe rumblings in the ground, a posse thatstumbles across the cultists is likely to assumeso!

River PiratesAn average band of river pirates numbers

between 10 and 20. They have 1d4 steamfloats(see page 76) which may or may not be armed,depending on how tough a fight you’re lookingto run.

Most of these scoundrels prefer to prey onthose weaker than themselves, and they’re quickto cut and run when the tide of battle turnsagainst them. Dying is none too profitable.

Typical River PirateCorporeal: D:2d6, N:2d8, S:3d6, Q:2d8, V:2d8Drivin’: riverboat 3d8, fightin’ brawlin’, knife 4d8,

shootin’: rifle, pistol, shotgun 3d6, swimmin’3d8

Mental: C:2d8, K:1d6, M:2d6, Sm:2d6, Sp:1d6Area knowledge: local river 3d6Edges: Sand 2Hindrances: Mean as a rattler, outlaw 3Pace: 8Wind: 14Gear: A firearm with 25 rounds of ammunition,

a knife, and a bottle of cheap whiskey

Hairless PeteHairless Pete is everything his legends claim.

He did lose his hair out West, but not as abuffalo hunter. Pete is and has always been anoutlaw, and he ran into some trouble with thenatives out there. Of course, getting scalped justmade him meaner.

Pete’s gang is the best equipped on the river.That’s not only because they’re so successful,but also because Black River gives them a littleeconomic compensation to make river travelhazardous. Pete also has a few informers inMemphis to clue him in on particularlyprofitable targets headed upriver.

Hairless Pete’s gang has 15 members and threesteamfloats—all equipped with Gatling guns. (Usethe stats for river pirates above, but up all theirskills by +1 level.) His own craft, a capturedConfederate torpedo boat, is armed to the teethwith a six-pound cannon, a Gatling gun, and twotorpedo tubes. Pete has mounted a harpoon gunon the boat’s bow. While he does occasionallyuse it on victims, the primary reason for it is tosecure his hold on a riverboat.

Hairless Pete’s gang has a couple of hideoutson the river. One of these is in the Forked DeerRiver, just below Fort Pillow, and the other is ona large island a few miles downstream fromthere.

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ProfileCorporeal: D:3d10, N:2d8, Q:4d8, S:1d8, V:2d10Drivin’: riverboat 4d8, fightin’: brawlin’, knife 5d8,

shootin’: pistol, rifle 5d10Mental: C:3d8, K:2d6, M:3d8, Sm:1d10, Sp:2d8Area knowledge: local river 3d6, guts 3d8,

overawe 4d8, streetwise 4d10Edges: Sand 3, thick-skinned, tough as nails 2Hindrances: Bloodthirsty, mean as a rattler,

outlaw 5, ugly as sinPace: 8Wind: 18Gear: A Colt Frontier pistol, a derringer, a Henry

repeating rifle, and a Bowie knife.Description: Pete is of medium height, with a

hideous scalping scar across the top of hishead, and greasy black hair elsewhere.

Fort PillowFear Level 4The ruins of Fort Pillow aren’t haunted—at

least not by the ghosts of the slain soldiers.However, the events of the massacre did spawnan evil in the waters just offshore. There, thelarge quantity of blood combined with the terrorof the doomed prisoners gave rise to a terribleabomination.

The Fort Pillow HorrorThe creature is similar to a desert thing,

although it’s much larger. The creature attacksonly at night, and only lone victims or smallgroups.

The abomination lashes out with its spinytentacles at any prey on the shore below thefort. It can reach up to 10 yards inland, but itusually waits until a victim is right on thewaterline.

Like a desert thing, the horror uses itstentacles to drag a victim to its maw. Once atarget has been caught, the horror begins todrag its victim into the water. On each of itsactions, the horror makes an opposed Strengthroll. Every success drags the victim one yardcloser to the abomination’s maw.

The tentacles themselves can take 15 hitseach before they’re severed. However, the horrorhas so many of the appendages that the possecan blast away all day with little harm to thecreature itself.

The horror’s body is completely submergedabout five yards offshore. This makes itimpossible to attack from the land, and it’sinvisible to normal sight as well.

ProfileCorporeal: D:2d8, N:1d8, S:2d12+4, Q:2d10, V:2d12+2Fightin’ brawlin’ 4d8, sneak 5d8Mental: C:2d10, K:1d4, M:1d8, Sm:1d6, Sp:1d6Pace: 14 (in water)/4 (on land)Size: 12 (8’ diameter core)Terror: 9Special Abilities:

Armor: 1Damage: Bite (STR+2d8), tentacles (STR+blood

drain, see below). The horror gets twotentacle attacks on each action.

Blood Drain: When a tentacle hits, it wrapsand holds on to the victim. At thebeginning of each round, it drains bloodfrom the victim. Each grasping tentacledoes 1d4 Wind per round. If the victimreaches 0 Wind or lower in this fashion, shefalls unconscious. The tentacle’s grip can bebroken normally by an opposed Strengthcheck, but the victim suffers an additional1d4 Wind as it tears his flesh.

Vulnerability: Fire does double damage tothe horror. Since the bulk of the body isunderwater, this isn’t too limiting, but itstentacles are vulnerable.

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Memphis, TennesseeFear Level 2

The Dead WagonsThere’s nothing sinister about the dead

wagons themselves. The bodies are taken to thewilderness north and east of the city andunceremoniously placed in mass graves. Thispractice has led to the spawning of ’gloms inMemphis.

Now a few of these repulsive masses prowlMemphis. These abominations hide in plain sighton the city streets, resembling the piles ofplague victims left for removal by the deadwagons.

’GlomsA ’glom is a mass of corpses joined together

into a horrifying mass and animated by anespecially strong manitou. Often the variousheads giggle or gibber incoherently as themonster moves. Usually they’re only found onbattlefields, but the current conditions inMemphis have spawned more than one of theabominations.

‘Gloms require at least two corpses to form.Most, however, are formed from considerablymore. More terrifying is their ability to join otherrecently slain corpses to their seething mass,increasing their power proportionately. Thecorpse must have been dead for no longer than10 minutes, and the abomination must spend anaction to graft the body to its own.

This grafting process allows a ’glom to growin size and power. Each Trait marked with anasterisk in the profile increases by +1 step perbody added beyond the first, to a maximum ofd12+8. The creature’s Size is also increased by +3for each additional body. The abomination gainsone fightin’ attack for every two bodies in themass. Finally, for every body after the first, themass gains +10 Wind.

ProfileCorporeal: D:2d6, N:2d6, S:2d6*, Q:3d8, V:2d6*Fightin’: brawlin’ 6d6, shootin’: any 3d6Mental: C:2d10, K:1d6, M:1d4*, Sm:1d6, Sp:1d8Overawe 5d4*Pace: 6Size: 9+ (see below)Terror: 9 (2 to 5 bodies)/11 (6 or more bodies)Special Abilities:

Damage Resistance: A ’glom is difficult todamage in a way that slows it down. Theabomination has a high Size—at least a 9,and that’s when it’s composed of only twobodies. Each additional body adds +3 to itsSize, making it difficult to cause woundswith all but the largest weapons. There isone bit of hope, though, if the posse candetermine which head holds the core brain.Destroying that head kills the ’glom dead.

Undead.Weapons: ’Gloms can wield guns if available.

In general, there are no more guns than oneper two bodies in the ’glom.

The MHCThe MHC doesn’t know it, but it has a

powerful opponent: Solomon Thayer. Thayer isactually the secret identity of Ernst Biren,Edmund Hoyle’s old apprentice-turned-nemesis(see Hucksters & Hexes). Maybe he’s learnedabout getting reckless too close too home overthe years, because he’s has chosen Memphis ashis primary playground.

He’s watching Robert Church’s small group ofpoliticians and businessmen closely. It wouldn’tdo to have his lovely diseases spoiled by a bunchof meddling land speculators!

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For now, Biren looks at the MHC as anamusing complication. However, should thecommission become too successful in its goals,Biren may be inclined to take a more active,although no less subtle, role in their affairs.

Black River

The Memphis BellesThese ladies are among the best shootists

Black River employs—and that’s sayingsomething. While the Wichita Witches may havemore renown as gunslingers, the Belles can holdtheir own in any shootout.

Unlike the Witches, Belles are required to beschooled in social skills as well as gunplay. TheBelles serve as Mina Devlin’s personal bodyguardwhile she’s in the city, so they have to be able tobehave themselves in polite company. It’s nocoincidence the Belles are also among theprettiest ladies in town either.

The Memphis Belles shy away from theWichita Witches’ trademark bullwhip. That justwouldn’t be proper, after all. Nor do they haveany skill in the dark arts that many veteranWitches practice. Nonetheless, the Belles are aformidable group.

Typical Memphis BelleCorporeal: D:1d12, N:2d8, Q:2d10, S:2d6, V:2d8Fightin’: brawlin’ 4d8, quickdraw 4d12, shootin’:

pistol, rifle, shotgun 4d12Mental: C:2d8, K:2d6, M:2d8, Sm:2d6, Sp:2d6Area knowledge: Memphis 3d6, guts 4d6, overawe

4d8, persuasion 4d8, streetwise 3d6Edges: Friends in high places (Black River) 3,

purty, “the voice” (soothing)Hindrances: Enemy (other rail gangs), obligation

(Black River)Pace: 8Wind: 14Gear: A Silver plated, ivory handled, double-

action Peacemaker, a fast-draw holster, aWinchester ’76, and 20 rounds for each gun.

Mina DevlinAh, what to make of Mina Devlin? Lovely as a

spring flower, deadly as a dancing cobra. Mina’smotivation for pretty much everything she doesis power. Whether it’s witchcraft, seduction, orintimidation she uses, it all boils down to herexercising power over someone in some fashion.Her megalomania, not the desire for riches, is theforce behind her drive to the Maze.

There’s very little about Mina’s past we haven’telaborated on already. She is as lovely andvengeful as Daniel paints her. To date, no onewho’s seriously slighted her has escaped herwrath.

Mina refinanced her railroad through a seriesof bloody and successful bank robberiesthroughout the Southwest. The Wichita Witches,led by Violet Esperanza, were tasked withraising the money, and they proved equal to thejob.

Mina realized she had better spread herwealth among more investments than just BlackRiver, or the next time she suffered heavycasualties, she might lose it all. NewcombPharmaceuticals is one such endeavor.

The rumors of her entanglement withChamberlain are part of her plan. She did makeapproaches toward him, hoping to seduce him asshe has many others before. AlthoughChamberlain remained faithful to his wife, shedid secure a temporary alliance with Union Blueout of the deal.

Mina also hopes that gossip about the affairmay prove damaging to Chamberlain’s reputation,cutting the hero’s support and financing fromBack East.

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Places of Note

Black River RailyardThis area is very heavily protected. The rail

approaches to the yard are guarded by twocannons on each track, and eight watch towersmounting Gatling guns overlook the rest of theperimeter. In addition to the artillery positions,over 30 gunmen are on duty inside the railyardat all times, with an equal number off-duty innearby barracks.

As if the standard guard complement wasn’tenough, the Memphis railyard serves as theboarding point for all the mercenaries hired eastof the Mississippi. Depending on the success ofBlack River recruiters, there may be moregunmen in the yard than just the regular guardsat any given time.

The Hunt-Phelan HouseThe house serves not only as a home to Mina

when she’s in Memphis, but also as a trainingground for some of her most promising students.Underneath the mansion are a number secretrooms where her apprentices perfect their black

magic. Some of her less fortunate enemies—likeher husband’s murderer, Kent Belfore—end uphere as guinea pigs for her students.

Any band of heroes foolish enough to try tobreak in here are likely in for a personal visit tothe undertaker. Mina’s gang is ready to fend offan attack by a rival rail baron. A posse oftrigger-happy gunslingers is just target practice.

Outside the HouseAt any given time, there are 10 hired guns

patrolling the area outside the walls. And theseguys aren’t tenderfeet. Use the Gunslingerarchetype from the Deadlands: The Weird Westrulebook. During nights when Mina isn’tentertaining, a pair of enormous pet wolvesroam between the outer wall and the house.

Pet WolvesCorporeal: D:1d4, N:3d10, Q:2d8, S:2d10, V:3d10Fightin’: brawlin’ 4d10, sneak 4d10Mental: C:1d4, K:1d6, M:3d8, Sm:1d6, Sp:3d8Overawe 3d8, search 3d4, trackin’ 5d4Pace: 10Size: 8 (these are really big wolves!)Terror: 3

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Special Abilities:Damage: Bite (STR+1d6), claw (STR)Howl: As an action, one of these wolves may

howl. In addition to alerting the rest of thehouse, it causes all opponents to make aFair (5) guts check.

Inside the HouseInside the house, there are no less than five

Memphis Belles—and two to three times thatnumber during a social gathering. Finally, thereare always at least two witches-in-training inthe basement.

Any sounds of gunfire bring reinforcementsfrom the Black River railyard within 15 minutes.

Witch ApprenticesCorporeal: D:2d8, N:2d6, Q:2d8, S:2d6, V:3d8Fightin’: knife 2d6Mental: C:3d6, K:2d8, M:1d8, Sm:1d10, Sp:2d10Academia: occult 4d6, faith: black magic 4d10Edges: Arcane background, friends in high

places (Black River) 3Hindrances: Obligation (Black River), mean as a

rattlerPace: 6Wind: NASpecial Abilities:

Black Magic Spells: Bolt o’ doom 2, cloak o’evil 2, ghost hands 3 (this is a new spell,see Chapter Four for details)

Gear: Dagger (STR+1d4)

The Memphis TrestleThere’s nothing supernatural about the events

on the river around Memphis. Black Rivergunmen are dropping onto smaller boats as theypass beneath the Memphis Trestle. After robbingthe passengers, the bandits weight the bodiesdown with stones and dump them overboard.Mina had the stories about de Soto’s ghostspread to throw off anyone poking his nose intothe crimes.

Although originally the robberies wereintended to raise money for Mina’s dwindlingcoffers, now she has her thugs continue them inthe hopes people will avoid river travel in favorof the railroad. So far, the bandits have been verycareful about their crimes, choosing only themost vulnerable of targets and leaving nowitnesses.

Boatmen in the area are becoming nervousand are seeking an answer to the problem. Aposse of gun-toting heroes might be just thething they’re looking for. If the bandits are

caught, Mina’s already got a cover story readyabout the gunmen being rogues acting withouther knowledge. She’s even ready to tack a smallbounty of her own onto any reward a posseearns!

Newcomb PharmaceuticalsThe reason Ronald Newcomb’s endeavor is so

successful is Mina Devlin is secretly backing thecompany. After heavy fighting nearly caused thefinancial ruin of her railroad earlier this year,Mina has begun to diversify her investments.With a little push here and there, she’s gottenNewcomb’s products into a number of well-known medical establishments across the South.In a few years, she hopes the company will showa sizable return on her surreptitious investments.

As an added bonus, Mina has directedNewcomb to focus no small amount of hisefforts into the resurgence of alchemy. One ortwo of her more skilled students of the arcaneoften assist the chemists with the less rationalaspects of alchemical formulae.

Of course, if Ronald’s little operation is toosuccessful, it may draw the unwelcome attentionof Solomon Thayer, head of Thayer Shipping.Thayer has his own sinister plans for theMemphis area (as you’ll read about in a moment),and they do not include the presence of acompany whose purpose is furthering the causeof medical science.

Ogilvie’s OutfittersAssume Clayton Ogilvie has any normal item

or firearm from the Deadlands: The Weird Westrulebook in stock. If the posse is looking forsomething particularly unusual, Ogilvie has it ifit might be needed by a pioneer, homesteader, orfarmer.

At any given time, he has 2d6 gizmos on hand.Most often, these are labor savers like the trailstove or rattler detector. Once he even had adiving suit available. It was snatched up by alocal steamboat company to use on a snagboat.

On occasion, Ogilvie may have a weapon ortwo in stock, or perhaps a piece of armoredclothing. Only in a rare circumstance doesOgilvie carry alchemical concoctions. They’rejust too volatile.

The outfitter also never gets any of themilitary weapons like vapor cannons or steamGatlings. Unlike his normal goods, Ogilviecharges slightly higher than normal prices forgizmos. His prices are +10% above the priceslisted in Smith & Robards.

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Tent CityTent City’s population is mostly made up of

travelers—and the folks that are there to gougethem out of their money. Any goods or servicespurchased in Tent City cost 25% more than theusual listed cost.

Thayer ShippingThis little building is the source of much of

Memphis’ woes. From here, Solomon Thayer,a.k.a. Ernst Biren, pollutes the city with diseaseand plague. For more on Biren, see his sectionon page 107. The barrels left on the river bank ornear the office are usually disease-carryingagents of some sort. Tipping the MHC off as tothe contents of these barrels gains the posse asizable reward.

One of Biren’s primary test beds and staginggrounds for his horrific experiments is Tent City.The intense concentration of people provides anideal environment for spreading disease, and thetransient nature of the place ensures that Biren’svirulent little creations are spread far and wide.

Daniel is correct that posse members caneasily gain employment guarding Thayerriverboats. The pay is $1 a day, plus ammunition.Mina Devlin suspects, with good reason, thatThayer is somehow aligned with LaCroix. Shemakes sure local river pirates pay specialattention to his boats. When pirates aren’t handy,Mina isn’t above sending her own troops tomake trouble for Thayer.

The Whiskey ChuteOwen Ross is well-informed about events on

the Mississippi—maybe just a little too informed.Ross is Hairless Pete’s best spy in Memphis.Because the Whiskey Chute is so popular,someone from the larger riverboats is bound tovisit it when in port.

Owen RossCorporeal: D:2d6, N:2d6, Q:2d6, S:2d6, V:2d8Fightin’: brawlin’ 2d6, shootin’: shotgun 3d6Mental: C:3d8, K:2d6, M:3d8, Sm:1d8, Sp:2d6Area knowledge: Memphis 3d6, persuasion 4d8,

scrutinize 5d8, trade: bartender 4d6Edges: Big ears, keenHindrances: GreedyPace: 6Wind: 14Gear: Scattergun (under bar).Description: Ross is a balding, red-haired man,

with a prominent gut and a receding chin.

The Lost PacketDaniel is absolutely right in his assessment of

Captain Jack MacGowran’s ability as a pilot.Actually, MacGowran knew the river a little toowell for his own good. MacGowran took a littleknown cutoff to save a few miles on his trip.Unfortunately, the Mississippi made one of itsunpredictable course shifts right in the middleof his shortcut and left the Demeter grounded ina newly formed oxbow lake.

Although Daniel doesn’t know it, CaptainMacGowran was actually running a chartercargo for LaCroix upriver. On board were 20coffin-sized crates containing nosferatu theBaron was sending to wreak havoc in Memphis.In the confusion after the channel disappeared,the abominations got loose and made shortwork of the crew.

The vampires moved inland shortly thereafter.The small town Daniel mentioned fell victim tothe bloodsuckers, but since then, the smallgroup has disbanded and spread throughout theupper Louisiana area.

What’s left is a rotting steamboat filled withempty coffins, and an oxbow lake with thebloated bodies of the crew underneath thewaters. The problem is that five of the crew havereturned to life—not as vampires but as arepulsive form of walkin’ dead called bloats.

BloatsBloats are waterlogged walkin’ dead. To

become a bloat, a zombie has to be submergedat the time it was reanimated and remainsubmerged for at least a few months. The waterreacts with the corpse’s tissues, turning most ofit into a waxy substance that has a nearlyoverpowering stench to it.

The result is the corpse’s flesh becomes paleand distended. Hence the name ’bloat’. Theswollen features make the creature’s eyes looklike foggy black marbles. In general, theirappearance is disgusting—hence the higherTerror score than the run-of-the-mill undead.

The composition of these abominations makethem even more resistant to damage thannormal walkin’ dead. They take only halfdamage from most firearms or piercing weapons.Shotguns and cutting or slashing weapons dofull damage to the monsters, as do bluntweapons like clubs.

Alcohol affects the creature’s rotting flesh likeacid, and any character making an Onerous (7)medicine: any roll realizes this.

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ProfileCorporeal: D:1d4, N:2d8, S:3d8, Q:2d10, V:2d8Fightin’: brawlin’ 4d8, swimmin’ 5d8Mental: C:2d8, K:1d6, M:1d6, Sm:1d6, Sp:1d4Pace: 8 (land)/6 (swimming)Size: 7Terror: 11Special Abilities:

Damage: Bite (STR)Stench: Any human within 10 feet of a bloat

must make an Onerous (7) Vigor check toavoid being sickened by the incredible odor.Those who fail lose 1d6 Wind and are at –2to all rolls for the encounter. Charactersonly have to make this roll once perencounter.

Immunity: Bullets and stabbing weapons dohalf damage due to the bloat’s rubbery skin.

Undead.Vulnerability: Bloats have a bit of an allergy

to alcohol. Any sort of alcohol does 2d10 toany location hit by the liquid. The damagecontinues at the beginning of each round,but is reduced by –1 die type each time.Once the damage is reduced to less than2d4, it stops.

Vicksburg, MississippiFear Level 5Little of value is left in Vicksburg. The

refugees took most everything with them whenthey fled years ago. The city is little more thanthe ruined shells of buildings. The situation inthe river town has quickly gone from bad toworse.

There are lots of things wrong inVicksburg these days. It does serve as anoccasional hideout to outlaws on the run—butseldom more than once to the same gang. Thefew folks too stubborn or desperate to movestick to the muddy banks of the river.

The TunnelsThere is indeed an intricate network of

tunnels laced underneath Vicksburg. Thesepassageways connect the basements andartillery shelters. The tunnels are hand dug fromthe hard, claylike soil and are small enough tomake even a ghost-rock miner claustrophobic.

These tunnels are the part of the reasondecent folk avoid the city. The other reason iswhat lives in them.

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MuleskinnersThese are the remains of jackasses eaten by

the people of Vicksburg, both during the siegeand afterward while they suffered the Wasting.They look a little like a regular mule, althoughthey walk upright. Their torsos are bare of fleshor organs and their eyes glow with an unearthlyred light. Finally, a muleskinner’s forelegs end inlong knifelike bones used to butcher its prey.

The abomination gets its name from its habitof lining its lair with the hides of its victims. Amuleskinner prefers lone victims, but it maystalk a group, preying on stragglers. They live inthe tunnel network under the city.

ProfileCorporeal: D:3d10, N:2d8, Q:2d8, S:2d12, V:2d10Fightin’: bone knife 5d8, sneak 3d8Mental: C:2d8, K:1d4, M:3d6, Sm:1d4, Sp:1d4Area knowledge: Vicksburg 3d4, overawe 3d6,

search 3d8, trackin’ 3d8Pace: 8Size: 10Terror: 7Special Abilities:

Damage: Bone knives (STR+2d8)Night Vision: Muleskinners see in total

darkness the same as daylightUndead.

RatcatchersRatcatchers are the reanimated corpses of

people forced to subsist on rats during the siegeand the Wasting epidemic. They appear muchlike the poor wretches that live nearbyVicksburg: dirty and unkempt and dressed inlong, tattered clothing that hides most of theirbodies. And with good reason, becauseunderneath the clothing a ratcatcher’s torso hasbeen replaced by a swarm of rats. Their headsdart in and out between the ribs, and their teethseem unnaturally long. The abominations try tograb their victims and pull them up close to letthe rats devour them.

Although they can’t speak, as long as they’reclothed, many folks mistake ratcatchers forbeggars. Like muleskinners, ratcatchers nest inthe tunnels beneath Vicksburg, but they alsoventure outside the city when hunting. Theyusually travel in packs of 2d6 and attack groupsof equal or smaller numbers.

When threatened, the ratcatchers scurry backto their lairs underneath the city, using theirknowledge of the tunnels to escape theirpursuers.

One might think that the abominations of ahorrible place like this might be workingtogether, but that’s definitely not the case inVicksburg. Muleskinners hunt ratcatchers all thetime.

ProfileCorporeal: D:2d8, N:2d10, Q:2d8, S:4d6, V:2d8Dodge 4d10, fightin’: wrasslin’ 4d10, shootin’:

pistol, rifle 2d8, sneak 4d10, swimmin’ 4d10Mental: C:3d6, K:3d4, M:2d4, Sm:2d4, Sp:1d4Area knowledge: Vicksburg 4d4, search 3d6,

scroungin’ 5d4Size: 6Terror: 9Special Abilities:

Armor of Rats: –6. The rats inside thecreature provide light damage protection

Gnawin’: Ratcatchers use fightin’: wrasslin’ inan opposed roll to pull their victims againstthe rats in their torsos. If the victim loses,she suffers 8d4 damage on each of theratcatcher’s action until she breaks free bywinning another opposed roll. Since therats bite anywhere on the victim they can,treat this as explosion damage.

Night Vision: Ratcatchers see in totaldarkness the same as daylight.

Undead.

The WastingThe Wasting is an invention of the Reckoners

and may appear anywhere starvation, fear, anddespair are present in a large population. Ancharacter in an area affected by an outbreak ofthe Wasting must make an Onerous (7) Vigor rollto avoid contracting it. If she succeeds, she isimmune to that particular outbreak of thedisease—although a cruel Marshal may keeprolling dice to make the posse nervous.

Any character unlucky enough to contract thedisease takes a single wound directly to the guts,loses –1 die type from every Trait, and loses 1d4Wind every week. This Wind cannot be recovereduntil the disease is cured.

If any Trait is reduced below a d4, the victimis unable to use it for any Trait or Aptitude rolls.If all Corporeal Traits drop below a d4, thevictim dies. If all Mental Traits are reducedbelow d4, or if the hero’s Wind is reduced to 0,the victim lies in a coma.

The only way to halt this weekly decline is tomake a Hard (9) Vigor roll. Healing is possibleonly once the victim has made two such rolls. Atthat time, the character begins the long road to

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recovery and regains +1 die type in each Trait, 1wound level, and 1d4 Wind per week until theoriginal levels in each are reached.

HavenInquiry into the recovery rate of Haven’s

patients shows no one has ever successfullyrecovered while at the institute. This isn’t hardfor Thayer’s “researchers” to explain, though,since only terminally ill patients are accepted.Haven has even managed to gain a reputation asa fine medical facility—ailin’ posse members mayeven be drawn to it by reputation.

Solomon Thayer is actually none other thanErnst Biren. (There’s more on him on page 107.)Biren has no intention of curing the poor soulsat Haven. He’s using the institute as a testingground for his own diseases, which he plans tounleash on the teeming population centers BackEast. The researchers and medical staff are allstudents of the occult and aware of theiremployer’s true intentions, although none knowhis actual identity.

As yet, Biren’s men been unable to duplicatethe effects of the Wasting, a plague that Birenwishes he had come up with. But the ancientsorcerer was never a quitter. It took him nearlyfive years to master cholera, after all.

The SultanaDespite the claims of either side, no human

agency was responsible for the fate that befellthe poor souls on the Sultana. The boat wasdangerously overloaded, but this was only acontribution to the enormous loss of life, not thecause.

The true fault for the disaster was aninfestation of gremlins in the riverboat’s boiler. Apack of 15 had clambered aboard the vesselshortly after the Sultana was completed. It’s atestament to the skill of the operators that theywere able to keep the boat moving at all!

The gremlins remained in the sunken wreckof the Sultana and multiplied (in whateverfashion gremlins accomplish this—we don’t reallywant to think about that ourselves). Any vesselcrossing this stretch of the Mississippi now hasa good chance of picking up a supernaturalstowaway.

Anytime a boat passes the wreckage of theSultana, draw a card. If it’s a Joker, a gremlinsneaks aboard. Of course, you can forego theprocess and simply decide to have one of thelittle troublemakers hitch a ride!

Natchez, MississippiNatchez-On-the-Hill is a very peaceful and

pleasant town. The area on top of the bluffs isFear Level 1. With all the violence and crime,Natchez Under-the-Hill has a Fear Level of 2.

Missing ChildrenThe children are actually victims of Dennis

Thornsbury’s hideous ceremonies. See thesection on Longwood on page 98.

Dead Man’s BendFear Level 3Oddly enough, Dead Man’s Bend isn’t haunted.

The strange moaning Daniel mentioned is merelythe sound of wind blowing over empty liquorbottles that have also washed up in the bend.

While there are no ghosts at the bend, thesheer volume of murdered folks turning up therehas given rise to an unusual number of walkin’dead. Any victim that washes up on the benddraws two extra cards to see if she comes backHarrowed. The nature of the riverbank givesanybody who returns from the grave there a –5penalty to the initial Dominion checks.

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Emerald MoundThere is nothing out of the ordinary about

Emerald Mound. A group of local boysoccasionally sneak out to the mound, build afire, and sit around scaring each other withghost stories. They’re so good at spookingthemselves that they dowse their fire and scatterlike leaves at any sound from the surroundingwoods.

Of course, this being the Weird West, the boyshad better be careful with the stories they tell.Horrible creatures have a habit of leaping rightout of people’s imaginations and into the realworld these days. For a good example of this seethe Spanish Garrison in New Orleans, on page113.

LongwoodLongwood is not haunted. Something more

sinister lurks behind its walls. Unknown toanyone in town, Dennis Thornsbury is adescendant of a member of the Natchez tribe—and he’s quite mad. Thornsbury believes he hasbeen chosen to mete out revenge for theextinction of his ancestral tribe.

He follows a version of the sun worshippracticed by the old Natchez tribe. Thornsbury’sversion, while powerful, is also quite evil. He haskept one of the more unpleasant rituals of theNatchez—that of child sacrifice.

These rituals are what’s behind the rash ofmissing children in Natchez. They’re also thecause of the strange noises and lights reportedby townsfolk.

Thornsbury is careful about maintaining hiscover. He is a licensed attorney and continues topractice in Natchez. His legal expertise, alongwith his sterling reputation as a Confederate warhero, may prove as troublesome to a posse ashis formidable black-magic powers!

Thornsbury has no “master plan” for revengeat this point. He’s just quietly sacrificing thechildren of Natchez and building up his darkpowers. What his twisted plans he might have inmind is impossible to predict.

Dennis ThornsburyCorporeal: D:2d6, N:2d8, Q:3d6, S:2d6, V:2d8Fightin’: saber 4d8, shootin’: pistol 3d6, sneakin’

5d8Mental: C:3d8, K:2d8, M:2d6, Sm:4d8, Sp:3d10Academia: history, occult 3d8, faith: black magic

4d10, professional: law 5d8Edges: Arcane background: black magic, friends

in high places (local judge) 3Hindrances: Loco, vengefulPace: 8Wind: 18Special Powers:

Black magic: Bolts of doom 3 (black flames),cloak o’ evil 2 (heat distortion), spook 2(eyes burn with a black flame)

Gear: Cavalry saber, and a .44 army revolverDescription: Thornsbury is a handsome man in

his late 40s with salt-and-pepper hair andbeard. He’s let himself go a bit since his armydays, but he still cuts a dashing figure.

O’Neil & Company Coal YardLike Daniel said, coal is the preferred fuel for

most steamers. The cost for 50 pounds of coal atO’Neil’s is a mere $5, whereas a pound of refinedghost rock is $150, and nuggets are $115.

O’Neil doesn’t keep a tremendous amount ofghost rock on hand. The demand isn’t that high,but the risk of robbery is. At any given time, thecoalyard has 2d6 pounds of refined ghost-rockcores and half that amount of unrefinednuggets. The ghost rock is kept locked in a safein the office.

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Baton Rouge, Louisiana

The Red StickThere is absolutely nothing supernatural

about the blood on the Red Stick, nor is itrelated to the recent disappearances. For moreon the missing folks, see the section on TheHood below.

A local bank teller and part-time student ofthe occult, Victor Alphand is convinced the poleis some sort of otherworldly gateway. Alphandhas become obsessed with activating thegateway, and he’s the source of the fresh bloodfound on the pole recently. He steals blood froma local slaughterhouse and paints the pole withit from time to time. Alphand has been carefulto keep his practices secret so far.

The Red Stick is indeed a gateway to theHunting Grounds. However, it only works whenpainted with fresh animal blood on the night ofa new moon. Alphand has made an error in hisresearch. He believes it can be opened onlyduring a full moon.

Victor AlphandCorporeal: D:3d6, N:2d6, Q:2d6, S:2d6, V:2d6Fightin’: knife 2d6, sneak 5d6Mental: C:3d8, K:2d8, M:2d4, Sm:2d8, Sp:3d10Academia: occult 3d6, area knowledge (Baton

Rouge) 4d6, professional: accountant 4d6Edges: NoneHindrances: Bad eyes (glasses), curious, tinhornPace: 6Wind: 16Gear: Bucket of pigs’ blood, a paintbrush, and a

couple of badly translated occult works.Description: Alphand is a slight man in his

early 50s with a grey mustache and sideburns.He wears tiny spectacles, and he squintsconstantly.

The HoodThe actual cause of the murders in Baton

Rouge is a homicidal maniac who recentlyvisited the area. What’s worse is the villain is atempest (see Hucksters & Hexes) and what’s evenworse than that is he’s also Harrowed!

Willard Gage was a murderous madman withan edge. From his early teens, he was able toshadow walk from time to time. His insanitymade it difficult for him to fit into any civilizedcommunity for any length of time, so he madehis living as a roustabout on riverboats.

Whenever the boat stopped in a port, Gagewould indulge in his favorite pastimes: tortureand murder.

A few months ago, Gage got caught in the actin the small rivertown of Port Hudson, north ofBaton Rouge. A group of men found him in theprocess of slaughtering an entire household. Theband of vigilantes dragged him—still coveredwith the blood from his crime—to a tree in thecenter of town. Before the law could intervene,they strung the murderer up.

As is sometimes the case, the dead man didn’tstay that way anymore. Gage’s body dug itselfout of his grave two days later, but he was nolonger in control. The powers of the manitou,combined with Gage’s unique ability, have madehim nearly unstoppable. He’s left a trail of brutalmurders from Baton Rouge down the River Roadto New Orleans. Currently, he’s moving throughthe swamps and bayous, preying on homes andplantations in the area.

Those lucky enough to escape an encounterwith Gage have taken to referring to the him as“the Hood.” To date, no one has seen Gage’s facebecause he’s wearing the hood the vigilantes putover his head before hanging him (with eyeholescut in it, of course).

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Willard Gage, the HoodCorporeal: D:3d6, N:2d8, Q:2d12, S:2d8, V:2d6Fightin’: axe, brawlin’, knife 4d8, lockpickin’ 2d6,

sneak 5d8Mental: C:2d8, K:2d6, M:1d8, Sm:2d10, Sp:2d4Edges: NoneHindrances: Bloodthirsty, grim servant o’ death

5, loco, mean as a rattler, outlaw 5, vengefulPace: 8Wind: NASpecial Abilities:

Harrowed.Harrowed Powers: berserker 2, cat eyes 3,

stitchin’ 5Knack: tempest (shadow man). Gage uses this

only in special circumstances, either toescape or appear where his prey leastexpects him. In addition to the Marshal’sFate Chips, Gage has three of his own justto activate his tempest ability.

Terror: 7Gear: A large knife, an axe, and any sharp object

he can lay his hands on.Description: The Hood is a white man of

medium height and weight. To date, no onehas seen the Hood’s face.

River Road PlantationsAlthough travel along the River Road is

generally safe (as long as you discount theHood), the deserted buildings in this area oftenserve as hideouts for bandits or voodoo cults.The sheer size of the plantations makes themperfect lairs for outlaws or cultists.

The Haunted BayouUnlike many horrors in the Weird West, the

force behind the strange happenings in theswamps west of Baton Rouge has little to dowith the Reckoning. Back in 1800, a meteoritecrashed into the area across from the town. Therock contained an unearthly, virus-like life-formwhich, free from any natural competitors, beganto slowly spread.

The meteorite is buried in a stagnant pond.The alien creature’s essence has polluted thenearby water table, and it now has limitedcontrol over most simple terrestrial life in thearea.

Normal plant life isn’t capable of muchmovement, just the occasional swayingmentioned in the local stories Daniel noted. Theinsect life in the area exhibits strange behavior,such as lightning bugs all flashing at once orswarms of flies forming in complex patterns.

Higher life-forms, such as reptiles andmammals (including humans), can only becontrolled by the alien once it completelyreplaces the creatures’ nervous system with itsown. For all intents and purposes, this processresults in the subject’s death. It takes time—a dayor more—so the alien tries to trap its victims inbogs or similar natural pitfalls where it canwork on them at its leisure.

Terrestrial creatures which have their nervoussystems destroyed by the alien appear to beundead. In game terms, treat them as thoughthey had the immunities of the undead (no Windloss, no stun checks, and so on), but miracleslike protection and other effects that specificallyaffect undead creatures are useless against them.

Replaced characters and creatures can beslain by destroying the brain, just like withnormal walkin’ dead.

The AlienThe creature itself is a small mass of tendrils

and goo about two feet in diameter. It restsamong the broken remains of the meteorite atthe bottom of the four-foot deep pond. Killingthe otherworldly being releases its control of the

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other life-forms. Unfortunately, any higher lifeforms like alligators, dogs, or even humans areleft virtually comatose and never recover.

The AlienCorporeal: D:3d10, N:2d10, Q:2d8, S:2d4, V:2d6Fightin’: brawlin’ 4d10Mental: C:3d12, K:2d8, M:2d4, Sm:3d10, Sp:4d8Pace: 0Size: 4Terror: 9Special Abilities:

Damage: Tendril lash (STR+1d4+paralyticvenom)

Paralytic Venom: The creature’s tendrilsproduce a toxin that paralyzes most livingthings. Any creature struck by a tendrilmust make an Onerous (7) Vigor roll or beparalyzed for 1d4 minutes.

Control: The alien secretes a poison whichallows it to take possession of othercreatures. To take control of a creature, thealien must win get a raise on a test ofSpirit with the victim. If the poison isingested, this roll is made immediately. Thepoison also works on touch as well,although this requires a full day of contactto attempt a single roll.

CajunsAnyone with the language: French Aptitude

can use it to communicate in Cajun French.Because of the differences in the two languages,a character using standard French suffers a –2 toall rolls to understand Cajun French.

The Cajuns do provide troops to BaronLaCroix in return for his “help” with the feverspiders that infest the swamp. Of course, theBaron is using these folks. See Fever Spidersfor more details

Typical CajunCorporeal: D:2d6, N:2d8, S:3d6, Q:2d8, V:2d8Drivin’: boat 3d8, fightin’ brawlin’, knife 4d8,

shootin’: rifle, pistol, shotgun 3d6, swimmin’3d8

Mental: C:2d8, K:1d6, M:2d6, Sm:2d6, Sp:1d6Area knowledge: local bayou 3d6Edges: Sand 2Hindrances: Mean as a rattler, outlaw 3Pace: 8Wind: NAGear: A firearm with 25 rounds of ammunition,

a knife, and a bottle of cheap whiskey

Fever SpidersIt just seems a little too convenient that the

Cajuns are plagued by a menace that BaronLaCroix is uniquely equipped to deal withdoesn’t it? Well, that’s because the spiders wereplanted by Bayou Vermillion troops in the firstplace.

LaCroix brought a few of the spiders with himfrom Haiti, and he had originally intended to usethem to drive the Cajuns from the area prior tolaying his tracks, but a bad season of hurricanesslowed the spread of the arachnids. By the timethey were in full swing, Bayou Vermillion wasalready halfway across Texas.

Still, LaCroix was never one to pass up anopportunity to take advantage of someone. Nowhe uses the spiders to blackmail Cajunsharpshooters for his rail gangs. In fact, thepatrols he sends into the swamps are morelikely to be carrying spider eggs to spread thanactually hunting the creatures.

The troops LaCroix uses to root out the feverspiders are all undead. The bite of the arachnidsis completely ineffective against the walkin’ deadand other evictees from Boot Hill. The Barondoes take steps to hide the nature of the patrolsfrom the devoutly Catholic Cajuns. If they knewthe true nature of their patron, it’s doubtfulthey’d serve him for long.

ProfileCorporeal: D:1d4, N:2d8, S:1d4–2, Q:2d10, V:1d4Fightin’: brawlin’ 1d8Mental: C:1d4, K:1d4, M:1d4, Sm:1d4, Sp:1d4Pace: 8Size: 1Terror: 5Special Abilities:

Damage: Bite (STR)Venom: Fever spider venom hurts like the

dickens but is never fatal. Any characterbitten by one of then loses 1d4 Windimmediately. He loses another 1d4 Wind forthe each successive day from the fever. Ifhis Wind reaches 0, he’s bedridden until thefever runs its course (1d6 days). At the endof the fever, he quickly recovers. However,2d10 days later, he flies into a murderousrage for the next 2d10 days. The victim mayattempt to resist by making twoconsecutive Incredible (11) Spirit rolls. Failureon either roll means the victim becomes ahomicidal manic for the duration of thefever. During this time, the victim ignores 2levels of wound modifiers.

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ProfileCorporeal: D:1d4, N:3d8, S:3d12+6, Q:3d8, V:2d12+2Fightin’: brawlin’ 5d8, sneak 4d8Mental: C:4d8, K:2d4, M:2d10, Sm:4d4, Sp:1d10Overawe 5d10Pace: 4 (on land)/8 (swimming)Size: 16 (35 feet long)Terror: 7Special Abilities:

Armor: 2Damage: Bite (STR+2d8). Once Old Al gets a

hold on a victim, the poor soul’s in a worldof trouble. The victim can break free bywinning a contest of Strength with thegator. Otherwise, the gator automaticallydoes bite damage on each of its actions.Old Al is also likely to just drag the victimunderwater to drown.

Tail lash: Any hero hit by this must make anopposed Strength roll with the monster. IfOld Al wins, the target is knocked 2d6 feetand stunned. The victim must make anOnerous (7) Vigor roll to recover. This attackcan only be used against victims to thecritter’s rear.

Thick-Skinned: Old Al ignores up to 2 levelsof wound modifiers and receives a +2bonus to all rolls to avoid or recover fromstun.

Snakes Alive!The variety of snakes in the swamps gives

you all kinds of ways to make the posse squirm.All the snakes listed below share the same basicstats, but the particulars of their behavior andvenom differ a little.

CopperheadCopperheads are the least venomous of the

poisonous snakes commonly found in the area,but that doesn’t make getting bitten pleasant.They’re cantankerous creatures, and they don’teven have the decency to warn potential victimsoff like rattlesnakes do. Watch your step whenwalking through the woods!

If a copperhead bites a victim, it injects itspoison. The victim must make an Onerous (7)Vigor roll immediately. If she’s successful, shesuffers a –3 to all rolls involving the affectedarea for 1d6 days.

If she fails, the bitten area swells painfullyand can’t be used for 1d6 days. If she goes bust,she dies in 1d4 days unless someone sucks outthe poison and makes a Hard (9) medicine rollwithin 10 minutes after the bite.

Swamps & Bayous

Creatures of the SwampsAlligators are a common sight once a body

gets away from the high traffic areas of theswamp. While these critters don’t exactly go outof their way to hunt people, they’re ornery as allget out.

GatorsCorporeal: D:1d4, N:3d8, S:3d10, Q:3d8, V:2d10Fightin’: brawlin’ 3d8, sneak 2d8Mental: C:1d4, K:2d4, M:2d6, Sm:2d4, Sp:1d6Pace: 8 (on land)/12 (swimming)Size: 7Terror: 5Special Abilities:

Light Armor: –4Damage: Bite (STR+1d6) Once a gator gets a

hold on a victim, it doesn’t tend to let go.The victim can break free by winning acontest of Strength with the gator.Otherwise, the gator automatically doesbite damage on each of its actions.

Tail Lash: Any hero hit by a tail lash mustmake an opposed Strength roll against thegator. If the gator wins, the target isknocked off her feet and must make a stuncheck The victim must make a Fair (5)Vigor roll to recover. This attack can onlybe used against victims to the critter’s rear.

Thick-Skinned: Gators ignore 1 level ofwound modifiers.

Old AlA giant alligator does haunt the swamps and

lower stretches of the Mississippi, but he’snowhere near as clever as most riverboatmenclaim. Of course, when you’re as big as Old Al,you really don’t need as much in the way ofsmarts.

Old Al is close to 35 feet long. Fortunately,being that big, he’s also pretty lazy. Only seldomdoes he stir from his hiding places in the deepswamps west of the lower river. And while hemay not be the sharpest knife in the drawer, OldAl has been around long enough to know oncethe little two legged creatures get sight of him,he won’t be around too much longer.

Still, every now and then he gets a hankeringfor a little bit of human, and he slithers out intothe populated regions to grab a bite.

By the way, he doesn’t give a hoot abouttobacco.

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Coral SnakeThese are pretty shy, even for snakes. Only

bad luck or plain bullheadedness is likely to geta hero bit by one—good thing, because thepoison is incredibly deadly.

If a coral snake bites a victim (and if youhandle one, it will bite you), it injects a potentneurotoxin into the victim’s bloodstream. Thevictim must make an Hard (9) Vigor roll. If he’ssuccessful, he loses 1d6 Wind each day for thenext 1d4 days. This Wind can’t be recovered untilthe venom has run its course. Should the victimdrop to 0 or lower Wind, he falls comatose forthe duration of the effect.

If the victim fails the Vigor roll, he dies in 1d10hours unless someone makes a Hard (9)medicine roll within 10 minutes of the bite. If hegoes bust on the Vigor roll, he dies on the spot.

CottonmouthAlso known as a water moccasin, the

cottonmouth can strike underwater.Cottonmouths swim very well, moving throughthe water at Pace 6. If a cottonmouth bites avictim, it injects a dangerous venom. The victimmust make an Onerous (7) Vigor roll

immediately. If she’s successful, the bitten areaswells painfully and can’t be used for 1d6 days.

If she fails the Vigor check the location swellspainfully and cannot be used effectively for 1d4weeks, If she goes bust, she dies in 1d4 daysunless someone sucks out the poison andmakes a Hard (9) medicine roll within 10 minutesof the bite.

Cottonmouths are by far the most ornery ofall the snakes presented here. A cottonmouththat’s been provoked does not run, plain andsimple.

ProfileCorporeal: D:1d4, N:1d6, S:1d4, Q:4d12, V:2d4Fightin’: brawlin’ 4d6, sneak 4d6Mental: C:2d10, K:1d4, M:1d8, Sm:1d4, Sp:1d4Pace: 6Size: 2Terror: 3Special Abilities:

Damage: Bite (STR+poison)Poison: With a successful bite that causes

even a single point of Wind, the snakeinjects its poison See the individual snakedescriptions above for details.

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Guides

Bernard SullerotBernard is the probably the most experienced

guide-for-hire on the river. He’s lived in or nearthe swamp for nearly his entire 40 years of life,and there are few places he doesn’t know.

Bernard is a devout Catholic, and he lovesgetting into debates with “heretical” Protestants.He is also superstitious, but his fear of the fullmoon has nothing to do with superstition.

Bernard is a loup-garou, or werewolf, and hasbeen ever since he was nearly killed by one inthe swamps nearly 10 years ago. Each full moon,he rows himself far out into the swamps andchains himself to a tree so he can’t hurt anyonewhile in his bestial form.

ProfileCorporeal: D:2d8, N:4d10, Q:4d6, S:2d8, V:4d8Fightin’: knife 3d10, drivin’: pirogue 510, shootin’:

rifle 4d8, sneak 5d10Mental: C:2d12, K:1d6, M:2d6, Sm:2d6, Sp:3d8Academia: theology 2d6, area knowledge: bayous

6d6, faith: Roman Catholics 4d6, medicine:general 2d6, survival: swamp 6d6, trackin’ 5d12

Edges: Keen, light sleeper, sense o’ directionHindrances: Self-righteous, stubborn,

superstitiousPace: 10Wind: 16Special Abilities:

Grit: 1Loup-Garou: On nights of the full moon,

Bernard becomes a werewolf as describedin Deadlands: The Weird West. While awerewolf, he retains all his knowledge ofthe swamps. This makes him a verydangerous opponent.

Gear: A Ballard ’72 rifle, 25 rounds ofammunition, skinning knife, and his pirogue.

Description: Sullerot is a thin, lithe man, withred hair and piercing, blue eyes.

Legends of the Swamps

Pirate GoldGaston’s story is indeed true. Not only did he

find the treasure chest, he also encountered theguardians, a trio of skeletal pirates and theirghostly captain.

Gaston refuses to reveal the location of thetreasure to anyone. He’s afraid the pirate ghostswill come for him if he does. However, he doeskeep the map to the treasure hidden under thefloorboards of his shack.

The treasure, if found, is easily worth $60,000in gold. It’s buried on a marshy island in thebayous about 10 miles southeast of Lake Verret.

Skull and BonesThe three skeletal pirates arise immediately

when anyone uncovers the treasure chest. Theskeletons claw their way from the grounddirectly around the chest. They wear the tattersof their 17th-century clothing and carry cutlasses.

ProfileCorporeal: D:3d6, N:2d8, Q:2d10, S:3d6, V:4d6Fightin’: brawlin’, cutlass 3d8Mental: C:1d6, K:1d4, M:1d6, Sm:1d6, Sp:1d4Pace: 8Size: 6Terror: 9Special Abilities:

Damage: Cutlass (STR+2d8, Defensive Bonus+2)

Undead: In addition to the usual undeadimmunities, bullets and other piercingweapons do only one-quarter damage tothese abominations.

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The CaptainEven if the skeletal guardians are dispatched,

anyone taking the treasure from the islandsuffers the wrath of the captain.

The captain appears as the ghostly form of adead and decaying pirate with seaweed in hishair. He plagues the characters who takes thetreasure exactly as if they suffered from the“Haunted (black)” mysterious past. If the ghostappears to simply frighten the hero, he has aTerror of 11.

Spending or giving the treasure away does notend the Captain’s haunting. Only returning thegold—all of it—to the island puts him to rest.That is, until someone else takes the gold!

CouchemalsThe legends about the origins of couchemals

may be correct, but they are actually a type ofwill o’ the wisps lurking in the swamps. Theseabominations haunt dangerous areas in theswamps like quicksand pits. They feed off theirvictims’ pain.

Couchemals never directly attack their targets.Instead, they lead unsuspecting travelers into aplace where they are likely to be hurt or, betteryet, killed. They do this by mesmerizing thevictim with their brightly flashing bodies.

Couchemals are supernaturally linked to thecorpse of the infant whose death created them.The creatures cannot stray more than about onemile from the body.

The couchemal has only a single hit location,which is the guts. If it suffers five wound levels,it winks out of existence, only to appear againon the next night.

ProfileCorporeal: D:3d6, N:4d12+4, Q:3d6, S:2d4, V:4d8Dodge 3d12+4Mental: C:3d4, K:2d6, M:2d6, Sm:4d8, Sp:2d10Bluff 4d8, overawe 3d6, persuasion 5d6Pace: 16 (floating)Size: 2Terror: 5Special Abilities:

Armor: 3 (only versus mundane attacks)Hypnotic Control: Anyone viewing the

couchemal for the first time must make anopposed Spirit roll against the abomination.If the viewer wins, the couchemal tries toseize control again at the first opportunity.If the victim loses, the couchemal controlshim for the next 10 minutes. The victimfollows wherever the couchemal leads, even

into dangerous situations, at a normal Pace.He can’t speak or act normally, and heresponds violently to any attempt torestrain him. Another posse member canattempt an Onerous (7) leadership roll toallow the victim another Spirit contest.However, the victim receives a –2 on his rollthis time. A couchemal can only control asingle victim at a time.

Immunity: Couchemals are immune to Windand stun, but they suffer wound penaltiesnormally.

Pain Drain: A couchemal can feed off thepain of any injured person within 100 yards.Each time another creature gains a newlevel of wound modifiers, the couchemalheals 1 wound level to itself. If fully healed,it can save extra levels. All damagesustained is subtracted from these bonuslevels first. Once a couchemal has gained 10levels, it splits, forming two couchemals.

Vulnerability: A couchemal can bepermanently killed by an electrical attackwhich inflicts five wound levels. Also,couchemals can also be killed by locatingthe body of the infant and performing anexorcism on it.

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Skunk apesSkunk apes, or peremalfaits, aren’t distant

relations of wendigos or sasquatch. In fact, theyaren’t even hairy. These creatures are actuallythe ghosts of people murdered and hidden inswamps or bayous. They are covered in Spanishmoss and other plant life, thus giving them a“hairy” appearance at a distance. The rottingplants also account for the stench thataccompanies them. A dirty, rotting visage is theonly hint to a skunk ape’s identity.

The ghosts come back to seek out theirmurderers and avenge their deaths.Unfortunately, plant life isn’t well suited todetective work, even when it’s animated by thesupernatural. As a result, skunk apes generallyattack anybody they can get their mossy handson.

A skunk ape can be put to rest by finding itscorpse and burying it in a proper cemetery.

ProfileCorporeal: D:1d6, N:3d6, Q:2d6, S:4d12, V:4d12Fightin’: brawlin’ 4d6, Sneak 4d6Mental: C:2d4, K:2d4, M:2d8, Sm:2d4, Sp:2d8Pace: 6

Size: 8Terror: 11Special Abilities:

Damage: Club-like arms (STR+1d8). This isreal damage—not brawling. The creaturegets two attacks each action. If the skunkape gets a raise on a fightin’: brawlin’attack, it seizes its victim in a viselike bearhug, in addition to dealing normal damage.On each of its following actions, it does2d12 damage to its victim’s guts as itcrushes her ribcage and spine. The victimcan break free by winning an opposedStrength check against the abomination.

Invulnerability: The damp, vegetable body ofa skunk ape makes it particularly hard toput down. Bullets and shotgun blasts doonly a single point of damage to thecreature and skunk apes don’t suffer Windloss from any means. Fire attacks alwaysdo the minimum possible damage to one ofthese creatures. Magical attacks have fulleffect, unless they’re based on fire, in whichcase they do minimum damage.

Vulnerability: A skunk ape can be killed bya spear made from a bayou gum tree. Anyhit to the gizzards with such a weaponinstantly kills the creature.

The Delta

The Delta PoxThe pox isn’t a disease, it’s a thing—or rather a

lot of little things. Mosquito swarms have alwaysbeen a problem in the Gulf Coast marshes, butnow they’re a terminal one! Fortunately for thecity of New Orleans, the phenomena seemslimited to the far reaches of the delta itself.

Doctors studying the bodies—usually after aday or so in the sweltering Louisiana heat—havemisdiagnosed the attacks as the symptoms of adisease. Not surprising, really, given the virulenceof disease in the area.

The mosquitoes responsible aren’t anythingout of the ordinary. Only their behavior is. Theinsects descend on a victim in a densely packedswarm, often numbering well over 10,000 ormore. Within moments, the voraciousbloodsuckers drain the poor sap nearly dry.

Any posse trying to collect the Pilot TownChannel Company’s reward is going to have itscollective hands full. Solving the mystery of theDelta Pox is going to take a lot more than a fewhexes and six-shooters!

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New Orleans

The New Orleans MassacreOn July 3, 1863, the Union occupying force

announced all public gatherings, except forchurch gatherings were forbidden withoutwritten permission. General Butler, a man ofstrict Protestant upbringing, had no intention ofrecognizing voodoo as a legitimate religion. Thisorder was to prove the undoing of the Unionforces in New Orleans, if not the entire lowerMississippi Valley.

Baron LaCroix gathered his followers andperformed a series of powerful rituals. With theassistance of the Reckoners, these workedbeyond even LaCroix’s hopes. The Union soldierswere awakened by the pain of their own fleshingrotting or snakes and spiders eating them fromwithin. By dawn, the few survivors had fled,raving mad, into the wilderness.

The people who discovered the aftermathunderstood the implications and quickly cleanedup. Entire buildings were burned to hide theevidence, and a cover story was concocted. Tothis day, almost all who witnessed the massacrespeak of it only in confessional.

The general public was too happy about thedefeat of the despised Union troops toinvestigate too deeply into the affair. Most folksin the city didn’t even suspect the Baron’sinvolvement in the massacre. Those who didkept quiet out of fear of the power which couldaccomplish such a feat in the first place.

The Flotilla’s fateThere never were any mines or other man-

made hazards placed to stop the Unionriverboats. Even LaCroix was innocent of anyinvolvement in the demise of the flotilla. Instead,the boats were destroyed by a group of riverleviathans lurking in the depths of the lowerriver. The black snakes mentioned were actuallythe creatures’ tentacles pulling the haplesssailors beneath the river’s waters.

Solomon ThayerAs mentioned earlier (and elaborated upon

more fully in Hucksters & Hexes), SolomonThayer is actually Ernst Biren—onetimeapprentice and later nemesis of Edmond Hoyle.Years ago, Biren adopted the alias of SolomonThayer and took on the guise of a shippingmagnate to mask his evil practices.

Biren has a psychotic fascination with diseaseand, worse yet, an arcane ability for causing it.He was responsible for a number of plagues inEurope during the last century, and he arrived inNorth America just prior to the onset of the war.Many of the outbreaks of disease suffered by thesoldiers on both sides originated as a result ofBiren’s magics.

New Orleans offers Biren an ideal place tostudy the causes and effects of a variety ofdiseases. However, he’s learned from hisexperiences in Europe not to practice too closeto home. Instead, he uses his “hospital”—Haven—to perfect new and more terrible plagues beforeunleashing them on other, distant communities.

Biren’s ProfileBiren has had several centuries to learn the

secrets of black magic and has mastered mostof them. That means he has access to most ofthe black-magic powers at whatever level youneed him to. Like many of the big personalitiesof the Deadlands world, we have decided not togive Biren a profile. Biren is another villainwhose power level lies far beyond that of theordinary gunslinger or huckster.

If he put his mind to it, Biren could whup thebutts of just about any posse out there—butthat’s not the way he operates. He’s not anopponent one would meet in a face-to-faceconfrontation. Biren prefers to work behind thescenes.

Thayer and LaCroixLike the old saying about birds of a feather,

these two buzzards have been drawn together.When two such powerful forces of evil cometogether in one place, there can be only twooutcomes: alliance or war. Both LaCroix andBiren saw the benefits of an alliance. Neitherknows the full story of the other, but the twohave recently formed a formidable partnership,just as Daniel indicated.

Biren is well aware of LaCroix’s darkerpractices and the undead nature of his“workers,” just as LaCroix knows Biren issomehow responsible for the plagues wrackingMemphis. However, LaCroix has no idea of Biren’strue identity or history, and Biren believesLaCroix to be an upstart magician who’s milkinghis power for financial success.

Regardless of their misconceptions of eachother, their current alliance has benefited bothtremendously. Both have seen great financialprofits from a joint transport network providing

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access to most of the central and westernConfederacy. LaCroix has persuaded Biren toexempt towns on his rail line from any man-made plagues. In return, he has sent some of hisundead minions to the Great Maze to recoverfaminites for Biren’s study.

The alliance between the two may just be aticking time-bomb. Biren has a love of treacheryas well. He’s begun experimenting with a newtype of virus—one that he hopes will proveeffective in the undead! Should the voodoosorcerer ever discover this, the unholy alliancewould certainly be destroyed. Of course LaCroix,being the fiend he is, may have plans for Biren’sdemise as well.

The CourtBiren doesn’t work alone, of course. His secret

society, the Court, assists him in his nefariousactivities.

On the surface, the Court is a secret societyof hucksters designed to provide informationand mutual aid. In reality, it serves as Biren’seyes and ears throughout the Weird West. Mostof its members are totally unaware of the truenature of the Court, believing it to be either

dedicated to fighting the Reckoners or toprotecting hucksters and the like fromoverbearing government agencies like theRangers or Pinkertons.

Biren does use the Court to keep an eye onboth governments and their law-enforcementarms, especially the Rangers or Pinkertons.However, he also manipulates members of thesociety to hinder or even thwart members ofthose agencies as they battle the Reckoning.Only the highest-ranking members of the Courteven know who leads it, and even they don’tknow his true identity.

The Court’s presence is especially strong inNew Orleans, as the city is the society’s base ofoperation. The group’s headquarters is on thesternwheeler New Dynasty, which is usuallydocked in the city. Biren pays particularattention to powerful heroes in his ownbackyard, and skilled hucksters may findthemselves subtly approached by Courtrecruiters.

For more details on the Court, check outHucksters & Hexes.

Baron LaCroixDamien Brionne’s account of LaCroix’s past is

pure fiction. The Baron has no claim to anyEuropean title whatsoever. Rather, his uniquename—and royalty—is entirely a creation of hismother.

LaCroix was born the illegitimate son ofColette Devaux, a rather unimportant Haitianmambo. For years, she tried to garner morepower among the voodooists on the island, butto no avail. Then, when she found she was withchild, she concocted a wild plan.

She claimed her child was the offspring ofBaron la Croix. Baron la Croix is one of the threemajor Lords of the Dead, along with BaronSamedi and Baron Cimetiere. She also “foretold”the infant would grow up to be a great andpowerful mambo, but that until that time shewould rule in her child’s place. Soon her storybegan to grant her the power and respect shecraved.

Twins!When the child was born, much to her

surprise she found she’d given birth to fraternaltwins. She named the twins Simon and SimoneLaCroix, honoring, she claimed, their father.Twins are thought to possess special arcanepowers by voodooists, and Colette’s reputationgrew even more.

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As the siblings grew, it became obvious theywere two sides of a coin. Simon was a maliciouschild, whereas Simone was sweetness incarnate.Folks just naturally favored Simone over Simon.You’ve heard the one about catching more flieswith honey than vinegar. Anyway, by the timethe two came into adulthood, Simon wastremendously jealous of his sister.

In 1848, on their 18th birthday, their motherannounced to her now-large congregation offollowers she intended to pass the mantle ofpriesthood to Simone. Simon was enraged.

Reign of TerrorThat night, Simon killed both Simone and his

mother, conducting dark rituals he believedwould grant him their power. The next day, hepresented himself before the congregation,claiming to be a vessel not only of his own soulbut also that of his sister. He even went so far asto take her name, Simone, as his own.

While many of the voodooists suspected thetruth, they feared the young LaCroix’s evil andpower. He began to study under Papa Natanga, afamed ally of the first dictator of Haiti, ToussaintL’Ouverture. Under the old conjure doctor,LaCroix’s arcane knowledge grew, but he alsogained contacts in the Haitian zobop.

Through them, LaCroix began to influencenearly every aspect of everyday life on Haiti foralmost a decade. Although another man mighthave claimed rulership during this time, LaCroixactually controlled it. Any who opposed himsimply disappeared. It was during this time hebegan to call himself “baron,” claiming the rightto his fictitious father’s title.

Finally, the Haitian people rose up against him.LaCroix and a few of his closest allies wereforced to flee the island. However, he managed totake with him a good portion of the fortune he’damassed over the years.

New Orleans was the obvious of choice forhis exile. A number of voodooists had moved tothe city over the last half century, so LaCroix felthe could exert his influence easily. The city hada reputation as a growing trade center, as wellas a den of iniquity filled with thieves andworse.

The MassacreLaCroix would never have thought to try his

might against the Union Army had he been leftunmolested. However, the order against publicgatherings directly impinged on the sorcerer’ssource of power: his religious gatherings. Even

with his ire raised, LaCroix could never haveaccomplished such a tremendous magic, but forone thing: the Reckoning.

Whatever dark spirits LaCroix had dealt within the past were freed of their restraints byRaven. The same day the dead rose onGettysburg, LaCroix received a sign from hisdemonic allies. That night, he and his Haitiansorcerers performed the ritual that destroyed theUnion garrison in New Orleans.

Even to the most favored of servants, magic ofthat power is not without cost. All of LaCroix’sbokkors died enacting ritual. LaCroix survived,but the strain took him years to recover from.His reputation for reclusiveness developed duringthis time. To this day, LaCroix keeps away fromthe public eye. At least part of this is due to hisparanoia concerning Marie Laveau, the oneperson he’s encountered that seems totallyimmune to his powers.

There are a few folks in New Orleans whosuspect LaCroix was behind the terrible deathsof the Union soldiers. However, they’re far tooafraid of the baron’s power to breath a word oftheir suspicions to anyone.

AftermathThe terrible cost of the ritual taught LaCroix

that such power can only be bought with blood—sometimes his own! Rebuilding the ranks of hisbokkors took many years, and LaCroix isn’twilling to throw them away again without a verygood cause. Besides, as long as his foes believehim capable of such powerful curses, he doesn’treally need to perform them.

Thanks to his assistance in preparations forthe city’s defense, LaCroix found himselfportrayed as a figure of respect in New Orleans.Since that time, LaCroix has been careful toperform blatant magic—like the creation ofnosferatu or walkin’ dead—as far from NewOrleans as possible.

The Rail WarsUnlike the other rail barons, LaCroix has no

real desire to win the race to the Maze. Hecompetes only because his dark patrons demandit of him. Even LaCroix has no idea why theyordered him into the competition. He only knowshe had better not lose!

Lately, LaCroix’s masters have warned him toconserve his resources and look to the west fora new threat. His otherworldly benefactors havehinted that if he heeds them, tremendous earthlypower may soon be his for the taking.

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LaCroix’s StatisticsLaCroix is another man who’s just too dang

powerful for your average posse to take down,so statistics for him aren’t listed here. To get anidea what he’s capable of, just remember he’sgot a direct line to his evil masters, a number ofevil sorcerers working for him, an army ofzombies at his beck and call, and the resourcesof an entire railroad to draw on.

DiseaseThe high disease rate in New Orleans has

nothing to do with Ernst Biren. It’s simply aresult of building a city in the middle of theswamp! Like we mentioned earlier, he’s learnednot to fool around in his own backyard.

Fortunately, the chance of a posse membercatching an ailment is actually pretty small aslong as they don’t frequent disease wards.Unless you’re feeling particularly nasty, don’tworry about the heroes contracting any of thelisted diseases.

City GovernmentThe corruption in the city government is far

worse than Daniel suspects. Between BaronLaCroix and Solomon Thayer, just about everymember of the New Orleans city council is insomeone’s pocket. Some are enslaved to Thayeror LaCroix’s will, while others are just beingblackmailed. The end result is the same: Thayerand LaCroix control New Orleans, plain andsimple.

The Law

New Orleans PoliceDaniel’s assessment of the corruption in the

police department is fairly accurate. AlexanderBolles is as crooked as a bed spring. He’s beentaking money from LaCroix for so long it takeseffort for him to not call the baron “boss.”

However, he’s always looking for newcustomers. Bolles is willing to overlook nearlyany crime, provided a suitable incentive is paidup front—prices double if the bribe comes afterthe fact. He only concerns himself with largetransgressions of the law. Petty criminals dealdirectly with the police themselves. With such asterling role model, it’s hardly surprising thatnearly half the police force considers bribery alegitimate source of income.

Texas RangersLieutenant McKay was killed by a curse laid

on him by LaCroix’s bokkors. The man wasuncovering too much about the zobop andLaCroix’s activities to be allowed to live. GeneralKing, the head of the Texas Rangers, stronglysuspects the Baron had a hand in McKay’s death,but he has no hard proof. The Rangers keep aclose eye on LaCroix, but the rail baron iscareful not to give them any cause to meddle inhis affairs. You can read McKay’s final report inthe Ranger’s Bible Addendum #84: TheVoodooists booklet included in this boxed set.

There is a gap in Ranger leadership in NewOrleans left by Lt. McKay’s demise. Althoughthere are always a few Rangers in the city, thereis currently no one filling the post responsiblefor the area. A posse looking for the cavalry tocome riding over the hill to pull their baconfrom the fire is going to wait a long time!

A Ranger hero could be called on to fill thepost by General King if it suits the campaign,but she would have to be at least a Lieutenant(rank 3) to do so.

Cities of the DeadStaying out the cemeteries at night is sound

advice. Criminals aren’t the only danger anighttime visitor might face. Many voodooists,usually bokkor, often creep into graveyards afterdark, gathering foul components for their spells.

St. Louis No. 1Fear Level 3The new tomb Daniel is talking about is the

final resting place of Marie Laveau I. The fewfollowers who know the identity of the occupantpay their respects after dark so LaCroix won’tdiscover the deception. For more details, see thesection on Voodoo on page 117.

St. Peter Street CemeteryThese days, nothing strange is going on in the

buildings built on the St. Peter Street Cemetery.This is due to the diligent efforts of theArchbishop of New Orleans and the Order of St.George (see Ursuline Convent, page 114).

A few building owners reported strange noisesand lights a few years back, and word reachedthe Archbishop. He knew the history of the St.Peter Street, and he performed a series ofexorcisms on the spot as a form or “preventivemedicine.” There have been no problems since.

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Mardi GrasCriminals aren’t the only ones who hide their

identity behind the masks of Carnival. LaCroixhas found the festival a perfect time to slip someof his less human minions into town. Behind thegarish masks, he can hide walkin’ dead, tontonmacouts (see page 119), and even nosferatu. Heplans to bring in a large number during the nextyear’s Mardi Gras to deal with Marie Laveau andher followers—permanently.

The French QuarterFear Level 1

Places of Interest

Confederate MintMake this as rough as you wan. Any heroes

willing to rob a government mint deserves whatthey get!

Congo SquareThe square is actually an enormous humfor,

allowing any voodooist to perform spells therewithout the usual –5 penalty to her rolls. Sincevoodoo ceremonies are fairly commonplace inthe square, unless the character is involved in aharmful ritual like sendin’ o’ the dead or voodoodoll, no one is likely to interfere.

LaCroix’s zobop keeps a careful eye on thegoings-on in Congo Square, however, and theyare likely to assume any stranger practicingthere is allied with Marie.

Giannetto’s ToysIvo Giannetto isn’t the gentle toymaker he

seems. He moved here from Salt Lake City in1874, where he studied with Dr. Erwin Gottlieb.Dr. Gottlieb was responsible for creating themechanical alley cats that currently plague theresidents of the city. (See City o’ Gloom for moreon Dr. Gottlieb.)

When Dr. Gottlieb’s creations killed theirbuilder, Giannetto packed his bags and moved toNew Orleans. There he opened a small storewhere he continues to try to break the secret ofHellstromme’s automatons. Like his predecessor,he’s failed in that endeavor, although he hascome up with many popular clockwork toys.

However, all is not well in Gianetto’sworkshop. It seems a small piece of the bad luckthat plagued Dr. Gottleib has clung to Gianetto

like a prairie tick. His experiments have created anew type of mechanical abomination, themanikin, detailed on page 112.

Giannetto is a good person, if a little unstable.He is completely unaware of the existence of themanikins, although he does notice he seems tolose a lot of tools.

ProfileCorporeal: D:3d10, N:3d4, Q:2d6, S:1d6, V:2d6Mental: C:2d8, K:2d10, M:2d6, Sm:3d8, Sp:1d6Academia: occult 2d6, area knowledge: New

Orleans 4d6, overawe 4d6, performin’ 5d6,science: engineerin’ 2d10, scroungin’ 3d6,streetwise 3d6, tinkerin 5d8

Edges: Arcane background: mad scientist,mechanically inclined

Hindrances: Clueless, curious, yearnin’ (solvethe mystery of the automatons) 4

Pace: 4Wind: 12Gear: A clockmaker’s tool kit, and a few small

toys (yo-yos, balls, etc.).Description: Gianetto looks like someone’s

kindly uncle, with bushy, white whiskers anda twinkle in his eye.

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ManikinsThe manikins appear like normal dolls on

examination, if somewhat heavier than expected,around three pounds They stand between eightinches to one foot tall, and come in a variety ofstyles. However, all have the same abilities.

The manikins live quietly in their new homesuntil they become an accepted part of the toy ordoll collection. Meanwhile, they seek to convertany other dolls into manikins as well. Theabominations then turn on their owners,preferably in a cat and mouse type of huntthroughout the house. If an owner appears to bea tough customer, they take other measures toremove her, such as smothering her in her sleep,poisoning her food, and so on.

Once revealed, manikins are frightening,miniature killing machines. Their eyes are aglossy black, and their teeth are tiny razors. Inthe case of converted dolls, they are patchworkassemblies of knives, razors, and the like. Themanikins move unnaturally fast for their sizeand are devilishly clever in their ambushes.

Gianetto has inadvertently sold at least 15 ofthese devilish dolls to various customersthroughout New Orleans.

ProfileCorporeal: D:3d12, N:2d10, Q:2d10, S:3d4, V:4d8Dodge 3d10, fightin’ brawlin’ 2d10, sneak 5d10Mental: C:2d8, K:1d4, M:1d6, Sm:2d6, Sp:1d4Bluff 5d6Pace: 10Size: 2Terror: 7 (once revealed)Special Abilities:

Damage: Bite (STR), and claw (STR+1d4)Mechanical Toughness: The manikins are

immune to Wind loss of any form. They arealso immune to stun or wound modifiers.

Conversion: Giannetto’s manikins canconvert normal dolls into generic versionsof themselves. This process requires 1d4hours and utilizes materials at hand, suchas kitchen knives, sewing needles, andsuch. Obviously, they are very secretiveabout such operations, often performingthem during the early morning hours, whiletheir owners sleep.

LaLaurie HouseFear Level 2The spirits of the tortured slaves do indeed

still inhabit the house, but they’ve found a newway to voice their screams. Marcus Stephens’compositions are haunting—really haunting.Performing the composer’s music has twoconsequences. First, everyone hearing theconcert must make a Fair (5) Spirit roll or gainthe Hindrance night terrors. The nightmares lastuntil the sufferer successfully makes the Hard (9)Spirit roll to get a good night’s rest. If a listenergoes bust on the initial Spirit roll, the nightterrors are permanent.

The music also temporarily raises the FearLevel in a one mile radius by +1. This heightenedlevel initially lasts only the night of the concertand the next. This period is lengthened by onenight each time another piece by Stephens isplayed at the same place. Stephen’s practiceroom has a permanent Fear Level of 3.

A number of Madame LaLaurie’s victimsremain buried underneath the mansion’sballroom. The only way to lift the curse on themusic is to dig up these hidden bodies and givethem a proper burial.

St. Louis CathedralThe cathedral isn’t haunted. Like most

Catholic sanctuaries, it is hallowed ground,having been sanctified during its dedication.

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Saloons

The Full HouseThis bar is actually a front for the Court.

While anyone is welcome on the lower floor,only members of the society or potentialinductees are eligible to enter the upper levels.The Court does not conduct business here. Thisis simple a meeting place for members.

The occasional “hauntings” witnessed bylocals are actually the effects of hexes cast byincautious members in the upper level. Althoughsuch behavior is frowned upon by themanagement, it does happen from time to timewhen a hexslinger has imbibed a little too much.

The Green TreeThere’s no curse here. The deaths are just the

price of doing business on Gallatin Street.

Spanish GarrisonFear Level 4This is a prime example of the power of fear

since the Reckoning. Daniel is absolutely correctthat the Garrison wasn’t even built until afterthe period of Spanish rule, so the story can’t betrue. However, so many folks now believe it, thehaunting has taken on a life of its own.

Large, man-eating, humanoid ratlings do hidein the walls of the abandoned building, preyingon explorers. Phantasms of ghostly Spanishofficers are occasionally glimpsed chained to thewalls, and screams may be heard from time totime, echoing up from the bowels of thebasement. Even though there is no history to it,this is now a genuinely haunted house. If theposse investigates, keep the abominations creepybut not too blatant at first. Monsters aren’t scarywhen they’re overdone!

RatlingCorporeal: D:3d8, N:2d8, Q:3d10, S:2d8, V:4d8Fightin’: brawlin’ 4d8, sneak 5d10Mental: C:2d6, K:1d4, M:2d6, Sm:2d6, Sp:1d4Pace: 8Size: 4Terror: 7Special Abilities:

Damage: Bite (STR) and claw (STR+1d6)Fear Leech: These abominations are

completely products of the localimagination. As such, they gain strengthfrom the heroes’ fear. For every cowpokethat fails a guts check caused by a ratling,

the monster gains a +1 to all Trait andAptitude rolls for that encounter. So, if twoheroes fail the roll, the ratling gets a totalof +2 to its rolls.

Sultan’s RetreatThe “Sultan” is actually Kevin Bonner, a

Pinkerton detective sent to keep an eye onevents in New Orleans and on LaCroix inparticular. Bonner chose a persona so outlandishno one would ever expect him of being a spy.After all, what spy would ever call suchattention to himself? Even the man’s guards and“harem girls” are unaware of the ruse. His guisehas served him well, making him a figure ofcuriosity desired at all important social affairs inthe city.

Bonner recently made contact with MarieLaveau, hoping to gain information on LaCroix.Unknown to either, this drew the baron’sattention to the Sultan’s Retreat. Using thespecial talents of a skinwalker, he has begunspying on the spy. Although Bonner’s cover isstill intact, it won’t protect him if LaCroixdecides “the Sultan” is allied with Laveau.

The Sultan (Kevin Bonner)Corporeal: D:3d6, N:1d10, Q:4d8, S:2d8, V:3d8Dodge 3d10, shootin’: pistol 4d6, fightin’: brawlin,

sword 5d10, sneak 4d10Mental: C:2d8, K:4d6, M:4d10, Sm:2d8, Sp:2d6Area knowledge: New Orleans 5d6, disguise 5d6,

guts 4d6, overawe 4d10, performin’ 5d10,scrutinize 4d8

Edges: Brave, brawny, dinero 5 (from Pinkertons)Hindrances: Big britches, enemy (LaCroix) –2,

enemy (Rangers) –2, obligation (Pinkertons) –3.Pace: 10Wind: 14Gear: A Gatling pistol (hidden in his quarters),

and a tulwar (sword, STR+2d8).Description: Bonner is a tall, thin man of Irish

descent. He uses a special dye to make hisskin darker, and he keeps his hair dyed black.

Eunuch Guards (8)Corporeal: D:2d6, N:3d8, Q:2d8, S:2d10, V:3d10Fightin’: knife, sword 4d8,Mental: C:2d6, K:1d6, M:3d8, Sm:2d6, Sp:2d6Guts 2d6, overawe 4d8Edges: Brawny, “the voice” (threatening)Hindrances: Ferner, obligation (the Sultan) –3Pace: 8Wind: NAGear: A Tulwar (sword, STR+2d8).

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Ursuline ConventThere is something going on at the convent,

The reason the church is so tight-lipped aboutthe third floor is the Ursuline Convent serves asthe headquarters for the Order of St. George onthe North American continent. The Order of St.George was formed by the Pope to study andcombat the strange and frightening eventsplaguing the world. Lack of evidence hasprevented an official stance on the subject so far,so the order itself is secret from even the laymembers of the church.

Some of the “mysterious visitors” Danielmentions are actually members of the PinkertonDetective Agency. From time to time, thePinkertons and members of the order worktogether or swap information. Should theConfederate government learn of the order’sassociation with Union spies (not to mentionthat they are not working with the TexasRangers), it may strain the relations with theCatholic Church—regardless of the intent.

The Archbishop of New Orleans, Jean-Pauld’Alleaume, is a member of the order, and allrecords compiled by the American members arehoused here. He seems a very stately andsomewhat disinterested man, but he possessesan inquisitive mind and a sharp intellect. Inparticular, he pays careful attention to theactivities of both Marie Laveau and LaCroix.

Jean Paul d’AlleaumeCorporeal: D:2d4, N:2d6, Q:2d6, S:2d6, V:4d6Mental: C:4d10, K:2d12, M:2d10, Sm:2d8, Sp:3d12Area knowledge: New Orleans 5d12, faith:

Catholicism 7d12, guts 5d12, overawe 4d10,professional: theology 6d12, scrutinize 4d10

Edges: Arcane background: blessed, brave,friends in high places 3 (the Vatican), religiousrank 4

Hindrances: Curious, obligation (the Church andthe Order) 5

Pace: 6Wind: 18Special Abilities:

Blessings: 2Gifts: Insight, wisdomMiracles: Benediction, confession, exorcism,

last rites, protection, sanctifyGear: A Bible, several vials of holy water, and a

rosary.Description: The archbishop hardly looks the

part of the God’s foremost spiritual warrior inNew Orleans. He is a short, balding man, butthere is the fire of faith in his eyes.

The Rest of the City

Johnson’s Perfume FactoryFear Level 2The factory is haunted by the ghosts of Union

officers, but these men weren’t victims of themassacre. Captains Devers and Cromley faked arobbery of the monthly Union payroll and hidthe money. They weren’t as clever as theybelieved. General Butler himself suspected themen and ordered an investigation.

The night before they were to be arrested, themen met in one of the house’s upper rooms.There they sang a single verse of “The BattleHymn of the Republic” and killed themselveswith a single shot from their revolvers. Themoney, all $10,000 of it, was never discovered.

The money is buried in a hidden tunnel underabandoned slave quarters behind the factory. Aslong as the money remains on the premises, theghosts persist, plaguing the workers withpatriotic songs and occasionally othermanifestations. They can’t physically affect theliving, but their actions can force an Onerous (7)guts check.

Removing the treasure ends the haunting, butthe cowpoke (or cowpokes) doing so must makea Hard (9) Spirit roll to avoid picking up thedeath wish Hindrance from the ghosts’ essence.

Slaughterhouse RowFear Level 2This area is a dumping place for the zobop

after they’ve finished with a “goat withouthorns,”—a human victim. That’s where the bodyparts originate, not the nearby slaughterhouses.

University of LouisianaTreatment for any injury or illness is available

at the teaching hospital at a price comparable toother medical facilities in the city. The doctorshave 4d10 in medicine: general for heavy woundsor light wounds or 5d10 in medicine: surgery formore serious injuries. The cost for treating aninjury within the “golden hour” is $5 times theoriginal wound level. Extended stays give thepatient a +5 on all weekly Vigor rolls to heal, butthey cost $50 a week.

The researchers are making good progress infighting the diseases of the area. If leftunmolested, they may very well find a vaccinefor yellow fever. Unfortunately, Biren plans tointerfere with the university’s activities soon.

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The Outskirts

Baron LaCroix’s ManorFear Level 5The Baron has chosen to live so far from the

city to allow him to practice his dark artswithout the concern of being observed bymuckrakers or the Rangers, or of interference orharm from Marie Laveau and her followers. Thesurrounding bayou is overrun with alligators andworse, forcing interlopers to approach by boat.

In addition to all of this, LaCroix has eyesthroughout the bayou watching the approachesto his manor. Walkin’ dead are particularlyuseful in this task, being able to remain nearlycompletely underwater for hours on end. Ofcourse, LaCroix loses one or two zombies amonth to the occasional alligator, but he canalways make more.

The walls are 10 feet high, and broken glass isembedded in the mortar along the top. The glassand the walls aren’t to keep people out as muchas they are to keep them inside once they’rethere. At night, LaCroix releases feral walkin’dead onto the grounds of his estate. They prowlthe island from dusk until dawn, looking fortasty morsels.

The reason Daniel was unable to find anyvisitors to the manor is LaCroix never invitesanyone to his estate that he plans to release.Instead, he allows (or forces) them onto thegrounds and lets the crazed zombies outsidefinish them.

Should the heroes be foolish enough toattempt to enter the manor, they’re in for a badtime. While LaCroix is careful about using hisundead minions where he can be caught, hisestate is remote enough to give him a free hand.The soon-to-be-late heroes find large numbersof walkin’ dead, tonton macouts, and evennosferatu on their hands.

Feral DeadThese nasty versions of walkin’ dead are

made with a special mixture of LaCroix’sreanimation fluid. This stuff has a deleteriouseffect on the metal capacities of the body it’sused on, but the walkin’ dead produced are fastas lightning and homicidally savage. They’re alsoperpetually hungry, and they love their mealsstill squealing.

Although they’re not as intelligent as regularwalkin’ dead, LaCroix is finding uses for thesevicious monsters. Right now, his favorite is after-

dinner entertainment! There’s nothing the baronlikes better then a nice glass of sherry whilewatching someone be devoured by his “pets.”

Unlike regular walkin’ dead, feral dead areunable to use firearms or other weapons.

ProfileCorporeal: D:2d6, N:2d8, Q:3d10, S:2d10, V:2d8Fightin’: brawlin’ 4d8, sneak 5d8, swimmin’ 2d8Mental: C:2d10, K:1d6, M:1d6, Sm:1d4, Sp:1d4Pace: 14 (These guys are fast and wily!)Size: 6Terror: 7Special Abilities:

Damage: Bite (STR) and claw (STR+1d4)Bushwack: These zombies are cunning,

hiding in places where they’re leastexpected—like a barrel full of rainwater.Regardless of their victims’ preparations,the TN for the Cognition roll to avoidsurprise by one of these monsters is at –4.

Hunger: Once one of these zombies putsdown a victim, it must make an Onerous (7)Smarts roll to keep from stopping whateverelse it was doing and chowing down on theunfortunate sap.

Undead.

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DestrehanFear Level 3The largest slave uprising in US history began

in the area in 1811. After the rebellion was putdown, 21 leaders were rounded up and put ontrial at Destrehan. All were found guilty andbeheaded at their own plantations. The heads oftwo of the men were placed on poles along theRiver Road outside Destrehan.

The two slaves have returned to haunt theroad as a unique abomination similar to aheadless horseman. Each night, one of theabominations prowls the road, looking for areplacement for its own missing head.

The only way to permanently defeat thesecreatures is to dig up their skulls buried nearthe gate and inter them with their bodies. Thismight be difficult, since the old slave graveyardon the plantation has fallen into disrepair, andthe marker names are no longer readable.

Headless FootmenCorporeal: D:2d6, N:3d12, Q:4d8, S:3d8, V:3d8Fightin’: axe’ 4d10Mental: C:4d8, K:2d6, M:3d10, Sm:2d8, Sp:2d8Pace: 12Size: 6Terror: 9Special Abilities:

Invulnerability: A maiming gut wound putsone of these headless footmen down for thenight, but he rises again to continue tohaunt the River Road two nights later.

Undead.

Dueling TreesDeath seems to take a special interest in any

duel fought here. No Fate Chips can be spent toprevent damage during a duel at these trees, andany injury causes an additional wound abovethat indicated by the damage. Also, hits to theguts area, upper or lower, are automaticallymoved to the gizzards.

Senor Jose LlulaSenor Llula is one of the most famous and

deadliest duelists in the city. Fortunately for hisopponents, he’s getting on in years—although ifanything it’s made his temper worse.

Heroes who run afoul of him are sure to facea challenge at the dueling trees—and refusing aduel is surefire proof a cowpoke’s lily-livered.Word of that has a way of getting around fasterthan a prairie fire in Kansas.

ProfileCorporeal: D:2d12, N:2d6, Q:2d10, S:2d6, V:3d6Shootin’: pistol 8d12,Mental: C:2d4, K:1d6, M:2d10, Sm:2d6, Sp:3d10Area knowledge: New Orleans 3d6, guts 5d10,

overawe 6d10, ridicule 5d6,Edges: Brave, level-headed, nerves o’ steel,

renown 3Hindrances: Bad ears –3, geezer, vengefulPace: 4Wind: 16Gear: Two silver-plated single-shot dueling

pistols.Description: Llula is a portly man in his late

60s, but his hair and mustache are still the jetblack of his youth, with only a little gray atthe temples.

The Ghost BoatThere is no true ghost boat. Actually, it’s much

worse! The party responsible for the sightings isan enormous river leviathan. It’s the lastremaining of the abominations that destroyedthe Union fleet in 1863. It killed or chased off theothers of its kind long ago.

When exposed, it looks like a gargantuanblack octopus about 55 feet across, withtentacles nearly 30 feet long. However, its trueform is unlikely to be seen, because the beasthas taken up residence in the hull of a Unionironclad (standard model): the USS Benton.

The creature spends weeks and even monthssubmerged on the river bottom, emerging onlywhen its hunger so motivates it. Then it attacksa riverboat or two, fills its stomach on the tastymorsels inside, and sinks back to the bottom todigest its meal.

The Ghost Boat LeviathanCorporeal: D:2d6, N:3d10, S:4d12+4, Q:4d10,

V:3d12+6Fightin’: brawlin’ 4d10, sneak 5d10, swimmin’ 5d10Mental: C:2d8, K:1d4, M:3d12, Sm:1d6, Sp:2d12Pace: 30 (swimming)Size: 30 (main body) or 6 (tentacle)Terror: 11Special Abilities:

Artificial Armor: The ironclad shell of theUSS Benton gives the creature 4 levels ofArmor.

Damage: Bite (STR+2d10). The leviathan’sbeak, 8’ across, does serious damage.

Gulp: The abomination can swallow smalleropponents (Size 9 or less) in a single gulp.A hero swallowed in this fashion can strike

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directly at the beast’s unarmored gizzards—assuming she survives! In addition todrowning, the hero takes 2d6 damage toeach hit location every round from theleviathan’s stomach acids.

Heat Sense: The leviathan can sense heatfrom living creatures with its tentacles, inessence “seeing” them.

Swimming: Pace 30.Tentacle Grab: On a successful fightin’:

brawlin’ roll, the leviathan grabs a victim.The abomination then begins dragging thepoor soul toward its central mouth. Thevictim can only break free by getting araise on an opposed Strength roll or bydestroying the tentacle. Tentacles take 30points of damage to sever, and damage tothem doesn’t count against the thing’s total.

Vulnerability: The monster is sensitive tofire and takes an additional die of damagefrom any fire-based attack. If the Benton issomehow set on fire, the leviathan breaksoff its attack and dives for safety. Of course,if it’s really mad, it may be back as soon asthe flames are extinguished!

Voodoo

Marie LaveauHere’s the startling truth: LaCroix did succeed

in his attempt to kill Marie Laveau. LaCroixobtained a couple of Marie’s hairs from hercomb and used them to place a deadly curse onher. Within days, she was dead. When someoneas powerful as the Baron wants you out of thepicture, you tend to end up in a coffin, no matterwho you are! So how is Marie still walkingaround?

Well, what most folks—including LaCroix—don’t know is there are actually two MarieLaveaus, a mother and a daughter. Marie’s desireto rule as a voodoo queen was so great shewanted it to last as long as possible—so great, infact, that she had her daughter, also known asMarie Laveau, begin impersonating her as earlyas the 1850s.

The swap of identities took place over acouple of decades and not overnight, so by thetime the first Marie completely stepped down, noone even knew she was gone. Although a fewpeople have noted how young Marie hasremained, none have pieced together thedeception. The original Marie became known as“Marie Laveau’s mother.”

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LaCroix was fooled too. His spell was castusing the older Marie’s hair, and it was quitesuccessful. Marie is now dead and buried in St.Louis Cemetery No. 1. LaCroix has tried againseveral times to curse “Marie,” but he’s failed onevery attempt. He believes Marie somehowcountered his spell and is mocking him.

Marie Laveau IIMarie Laveau II is every bit the beauty her

mother was. A tall woman with white, black, andIndian ancestors, she can only be described asexotic. Her skin tone is a light bronze and herhair is thick and black, with only a slight curl.She’s very fond of elaborate dresses and jewelry.

Marie the daughter is perhaps even moreambitious than her mother. However, sherecognizes the danger LaCroix poses to her. Shealso knows he killed her mother and is likelyvastly more powerful than her.

She knows the only thing protecting heragainst LaCroix is his belief that she is able tocounter his spells. Marie is careful to leave nopersonal items where his agents could takeadvantage of them. She has even gone so far asto place the hair of other women in her owncombs to further confuse her enemy. She hasn’tcurtailed her public appearances, knowing herapparent disregard for danger infuriates LaCroix.

ProfileCorporeal: D:3d6, N:4d8, Q:2d6, S:2d6, V:2d8Shootin’: pistol 2d6Mental: C:2d10, K:2d8, M:4d10, Sm:2d12, Sp:4d10Academia: occult 6d8, area knowledge: New

Orleans 5d8, faith: voodoo 6d10, guts 4d10,medicine: general 2d10, overawe 4d10,performin’ 5d10, persuasion 5d10, scrutinize3d10, streetwise 3d12

Edges: Arcane background: voodooist, favoredchual (Baron Samedi), purty, renown 2 (NewOrleans voodoo)

Hindrances: Enemy (LaCroix) –5, vengeful,yearnin’ (rule New Orleans voodoo again) –4

Pace: 8Wind: 18Special Rules:

Voodoo Spells: Marie knows all the spells inthe voodoo book at level 2, and these athigher levels: bitter tongue 4, coax 3,foretellin’ 4, gad 5, poison powder 6, voodoodoll 5

Gear: A derringer and various conjure bags. (Shecarries an Ogu’s aura 4 and gad 5 at all times.)

Description: See above.

The FeudBoth sides of the war have followers among

the general populace. LaCroix’s true nature isunknown, and he is seen as just another voodooleader. Folks from all walks of life may becomeembroiled in the conflict between Marie Laveauand Baron LaCroix.

LaCroix knows better than to becomedistracted from his dark masters’ orders, but heis infuriated by Marie’s seeming invulnerability.However, he was willing to put his curiosity onhold until Bayou Vermillion reached the GreatMaze.

He called off the worst of his attacks onMarie, leaving it to his bokkor to try to bring herdown with a curse or gris-gris. The only thinghis followers managed to accomplish wascapturing and killing Marie’s 20-foot longconstrictor snake Zombi.

This didn’t sit well with Marie, so she hasupped the stakes in the fight by hitting LaCroixwhere he feels it the hardest: the BayouVermillion. Her followers have been sabotagingthe baron’s trains at every opportunity.Unfortunately, by doing so she has unknowinglyplaced herself in a very dangerous position.Since her followers are hampering his railroad’sadvance, LaCroix feels he must now eliminateMarie and her faction.

Still, his magic continues to fail against her.He has begun to fear his inability to curse Marieis a foreshadowing of his own downfall. Indesperation, he has brought a number ofabominations called tonton macout from Haiti.He hopes to send them to end the reign of thevoodoo queen once and for all.

Tonton MacoutThe very name of these abominations give

Haitian children nightmares. At first glance, theyappear as nothing more than extremely large,bald black men. They stand about six feet talland weigh in at close to 300 pounds.

A closer examination reveals a fewdistinguishing characteristics. Their eyes areabnormally small for their oversize heads andare entirely black. Their hides are tough, leathery,and completely hairless. Finally, they lack finger-or toenails.

These creatures are completely insensitive topain. This makes them particularly cruel whendealing with victims.

Tonton macouts are found only in the serviceof powerful bokkor. These creatures are fairlydull-witted and never operate alone.

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ProfileCorporeal: D:2d4, N:3d8, S:3d12+2, Q:2d8, V:4d12Fightin’: brawlin’, machete 5d8, sneak 4d8Mental: C:1d4, K:2d4, M:2d10, Sm:2d4, Sp:1d6Pace: 8Size: 6Terror: 5Special Abilities:

Armor: 1Damage: Tonton macouts are usually armed

with machetes (STR+2d6).Invulnerability: Although they are not

undead, they are immune to normal Windloss and stun. Also, tonton macouts neversuffer from wound modifiers.

Magic Resistant: Tonton macout are veryresistant to magic. All hexes or spells castagainst them suffer a –5 to the roll. Favorsand miracles do not receive this modifier.

Throttle: If a tonton macout gets a raise on afightin’: brawlin roll in combat, it hasgrabbed its victim by the throat. On each ofits actions, it rolls a contest of Strengthagainst its victim’s Vigor. If it wins thecontest, the poor sap caught by its meatyhands takes the difference in Wind.

Conjure Doctors

Doctor BeauregardAs Daniel suspects, Doctor Beauregard is a

complete fraud. The man has no true magicalskill, and he relies on his reputation andappearance to frighten people. Usually this isenough.

Doctor Beauregard does covet the power ofthe true voodooists, however, and would doanything to gain it. Lately, he’s been spying forLaCroix in hopes the Baron will teach him howto do real “ju-ju.”

ProfileCorporeal: D:3d6, N:2d8, Q:2d6, S:1d8, V:2d8Fightin’: club 2d8, sleight o’ hand 2d6, sneak 3d8,

throwin’: unbalanced 3d6Mental: C:2d6, K:2d6, M:2d8, Sm:2d6, Sp:3d6Academia: occult 2d6, area knowledge: New

Orleans 4d6, faith: voodoo 3d6 overawe 4d6,performin’ 5d6, scroungin’ 3d6, streetwise 3d6

Edges: “The stare”Hindrances: Habit –3 (bad personal hygiene),

vengeful, yearnin’ (learn real voodoo) –4Pace: 8Wind: 14

Gear: A walking stick (small club). Variousconjure bags and other “voodoo” items hangfrom his clothes and hair.

Description: Doctor Beauregard is a thin,almost emaciated black man with long, dirtydreadlocks.

Doctor JohnDoctor John is a skilled voodooist, there’s no

doubt about that. After LaCroix and Marie,probably only Papa Natanga wields more skill inthis area.

However, most of his power comes from hisintricate network of informers throughout thecity. Nearly every wealthy household has at leastone servant that earns a little extra moneygossiping to him, and numerous street people doas well. Doctor John twists this information tomake it appear of supernatural origins.

He’s also careful to remain neutral in the warbetween LaCroix and Laveau. He lacks both thearcane ability and the resources to stand up toeither, so he’s decided to avoid the conflictaltogether. Just in case one or the other decideshe’s violated his self-imposed neutrality, DoctorJohn has a number of escape plans.

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ProfileCorporeal: D:3d6, N:4d8, Q:2d8, S:2d10, V:3d10Fightin’: brawlin’ 3d8, shootin’: shotgun 4d6Mental: C:4d8, K:2d8, M:2d12, Sm:3d10, Sp:3d8Academia: occult 4d8, area knowledge: New

Orleans 7d8, faith: voodoo 5d8, disguise 5d8guts 2d8, overawe 5d12, performin’ 2d12,scrutinize 4d8, streetwise 5d10,

Edges: Arcane background: voodooist, friends inhigh places (society informants) 3, friends inhigh places (street informants) 4, “the stare”

Hindrances: Curious, greedy, illiterate,superstitious, ugly as sin

Pace: 8Wind: 18Special Abilities:

Voodoo Spells: Bitter tongue 3, conjuredoctor 4, curse o’ failure 3, foretellin’ 4, gad5, Ogu’s aura 3, wanga 3

Gear: A double-barrel shotgun with wanga 3(only when at home), and conjure bags of gad5 and Ogu’s aura 3.

Description: As mentioned in the posse section,Dr. John is huge, black man whose face iscovered with scars in various ritual patterns,belying his generally friendly demeanor.

Papa NatangaPapa actually works with LaCroix rather than

for him. He was LaCroix’s teacher back in Haitiand he moved to New Orleans a few years ago,intending to capitalize on his student’s goodfortune. However, once he arrived, he foundLaCroix quite different than he recalled.

LaCroix’s power had grown enormously sincethe Reckoning. Papa still had the advantage ofexperience on his old pupil, but LaCroix’s mightnow far outstripped his own. Rather than testhis luck against LaCroix, Papa decided instead tothrow in with him.

This hasn’t curbed the old man’s tongue. Hechuckles at LaCroix’s claim to the title of baronand refers to his magic as “dabbling,” apparentlyfor no other reason than it infuriates theyounger man.

For now, LaCroix puts up with this abuse for anumber reasons. First, Papa is an extremelyskilled houngan who LaCroix believes can stillteach him many things. Second, the old guy isdamned handy to have around. More than once,his skill with voodoo dolls has eliminated anbothersome foe.

Finally, Papa knows LaCroix’s origins and howhe came by the title of “baron.” The old manhasn’t told anyone what he knows, but thethreat that he might keeps LaCroix civil.

ProfileCorporeal: D:3d6, N:2d6, Q:2d8, S:2d4, V:4d8Shootin’: rifle 4d6Mental: C:2d8, K:3d10, M:4d6, Sm:2d12, Sp:4d8Academia: occult 8d10, faith: black magic 5d8,

guts 4d8, ridicule 4d12, scrutinize 3d8Edges: Arcane background: voodoo, friends in

high places (LaCroix) 5Hindrances: GeezerPace: 4Wind: 16Special Abilities:

Black Magic: Curse 2, forewarnin’ 3, puppet 3,stun 2, zombie 3

Voodoo Doll: Papa Natanga is an expert withthese devilish toys. If he gains a piece ofthe victim’s hair, skin, or nails (not thatdifficult for a man with his connections), hecan cast a spell similar to the voodoo spellvoodoo doll. However, Papa can use the dollto inflict up to 10 wound levels to thevictim regardless of range. He can inflict –1level per action, with no limit to thenumber of wounds per hit location. Hemust win a contest his faith: black magic

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versus the victim’s Vigor to cause eachwound level. If the victim wins, that use ofthe doll has no effect. Papa can only haveone such doll at a time.

Gear: A Springfield .58 rifleDescription: Papa Natanga is a tough, sinewy

man with bandy legs and a wiry frame.

Zozo LaBriqueZozo used to be Marie Saloppe, the voodoo

queen in New Orleans before Marie Laveau Icame to power. Zozo, like all of Marie Laveau’scompetitors, lost the struggle. After her defeat,Zozo lost her grip on reality as well.

Now Zozo wanders the streets, ranting atunseen characters and selling her brick dust. Notall of her arcane ability is lost however. Anydoorstep cleaned with her brick dust isprotected by a cemetery gates spell until thenext sunrise. The dust can’t be stored. It’s onlyeffective the day it’s bought.

BokkorThese evil sorcerers make perfect enemies for

a group of heroes. Don’t worry about trying tokeep track of the new voodoo rules when you’rerunning a villain. Use the black magic rules inThe Quick & the Dead instead. They’re a wholelot quicker and easier to handle.

With a few modifications, most of the spellscan be made to resemble voodoo effects. Forexample, a bolt o’ doom from a bokkor might nothave a physical bolt, but it could require him toput a pin into a voodoo doll to work.

We’ve also included a pack of new black-magic spells in Chapter Four, so take a gander.Some are especially appropriate for voodooists.

ZobopAs anyone who’s familiar with LaCroix has

probably already guessed, the zobop are in NewOrleans, and they do work for him. However, theyare not the crazed murderers that popular mythmakes them out to be.

Instead, the zobop serve as LaCroix’s secretpolice and his link to the criminal community inNew Orleans. Between these dark magicians andhis skinwalker spies, LaCroix is able to harm hisenemies effectively while appearing innocenthimself. Any posse that meddles too far intoBayou Vermillion business may draw theattention of the red sect!

By the way, they do practice human sacrifice,and yes, they are cannibals.

ProfileCorporeal: D:3d6, N:2d6, Q:4d6, S:3d6, V:2d8Fightin’: knife 3d6, sneak 4d6Mental: C:2d6, K:3d8, M:2d6, Sm:2d8, Sp:3d8Academia: occult 3d8, faith: black magic 4d8Edges: Arcane background: voodoo, friends in

high places (LaCroix) 4.Hindrances: VengefulPace: 6Wind: NASpecial Abilities:

Black Magic: Members of the zobop knowone or more spells at level 2 or 3, but onlypowerful members of the sect are likely toknow more than two. Common spells areanimal mastery (snakes), curse (voodoodoll), cloak o’ evil, puppet (voodoo doll),stun (evil eye), transformation, and zombie.

Gear: A dagger (knife).

Voodoo Creatures

BakaBaka delight in causing fear and terror, and

they are a favorite tool of the Reckoners in areaswhere Voodoo has a strong following.

Baka are able to assume the form of justabout any creature or abomination in the blinkof an eye. They favor horrific shapes—the moreterrifying, the better. Nothing makes one of themonsters happier than scaring some poor sapinto a heart attack!

Although baka enjoy a good scare, they aren’tthe sort to give up just because a fellow’s gotsome iron in his belly. They possess formidablefangs and claws as well, and they don’t hesitateto use them to rend a cowpoke to pieces. Theyoften hide along lonely roads and fall uponunsuspecting victims, tearing them apart.

ProfileCorporeal: D:2d6, N:3d8, S:3d10, Q:3d10, V:4d8Fightin’: brawlin’ 5d8, sneak 5d8Mental: C:2d8, K:2d6, M:2d12, Sm:2d8, Sp:3d12Overawe: 5d12Pace: Varies (see below)Size: Varies (see below)Terror: 11Special Abilities:

Damage: Claws (STR+2d8)Invulnerability: A baka is immune to all

physical attacks, although it does sufferfrom magical ones. Baka never suffer Windloss from any means.

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Shapechange: A baka can assume any formfrom Size 2 through Size 10 in a singleaction. It gains all the natural (andsupernatural) abilities associated with thenew form. Its mental Traits remain thesame, although its corporeal Traits changeto that of its new form. It gains any attackspossessed by the new form, but alwaysretains its claws! (Even as say, a fish.)Needless to say, baka prefer powerful forms.

Weakness: The one thing baka are powerlessagainst is bravery. A cowpoke can causeone to flee by winning a test of overawe,bluff, or ridicule against the baka’s Spirit. Ifthe if it loses, the abomination turns itshead away from the hardy soul andvanishes!

SkinwalkersA skinwalker’s natural appearance is very

similar to a skinless human body. However,whereas a human’s muscles appear red, thecorresponding areas on a skinwalker arebrownish-black. Their skeletons are entirelyhardened cartilage which can be softened at willto allow great variety in form. They possess long,

retractable claws which extend from the indexand middle fingers of each hand and theirtongues are rough and rasp-like.

Skinwalkers are seldom seen in their naturalform. They prefer to wear the skins of humansand hide among mankind. Their mutableskeleton allows them to freely mimic any humanfrom the size of a 12-year-old child to the largestof adults. Their musculature expands orcontracts as necessary to facilitate thesechanges.

Since few people intentionally remove theirown outer flesh, skinwalkers usually have totake it from unwilling victims. They are verytalented at this, able to accomplish the completeand flawless skinning of an adult in less thanfive minutes.

Skinwalkers’ claws are naturally suited forthis task, and they use their coarse tongues todraw off the blood from their victims as theyremove the skin. Being particularly maliciouscreatures, they often try to keep their victimsalive for as long as possible during this process,assuming they can find places where the poorunfortunates’ screams can’t be heard.

Finally, the tongue possesses a proboscis-likecartilage tube that they insert through the baseof the skull and use to devour the brain of thesubject. Through some unknown means, they areable to glean some of the subject’s memories bythis process.

While the monster does not gain completeaccess to the mind of the victim, it does seem tolearn enough to pass a cursory interview.Needless to say, this final procedure is invariablyfatal. The skinwalker can use this ability on abody that is dead, as long as it has been lessthan 24 hours since its demise.

A skinwalker can wear a skin for about amonth before decay begins to make it unusable.The hide can be used indefinitely if the creatureregularly maintains it with vinegar orformaldehyde. The monster can also store skinsfor up to three months in solutions of eithersubstance. This practice gives the skin anoticeable odor, detectable by anyone near thecreature on an Onerous (7) Cognition roll. Also,on a Hard (9) Cognition roll anyone closelyexamining a skinwalker from behind may noticea faint line or “seam” up its back.

Baron LaCroix has somehow made an alliancewith a number of these abominations. Theyserve as his primary infiltrators and spiesthroughout the Weird West, giving him anintelligence network that makes the Pinkertonslook like peeping toms.

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ProfileCorporeal: D:3d12, N:3d10, S:1d10, Q:3d8, V:2d8Fightin’ brawlin’ 4d10, skinnin’ 6d12, sneak 6d10Mental: C:1d8, K:2d8, M:1d8, Sm:3d12, Sp:3d6Bluff 5d8, disguise 6d8, persuasion 3d8Pace: 10Size: 6Terror: 9 (without a skin)Special Abilities:

Damage: Bite (STR+1d4) and claws (STR+2d6)Disguise: A skinwalker in disguise gives all

scrutinize tests to detect it a –2.Immunity: As long as a skinwalker wears

another’s skin, it is impervious to physicalharm. Once 30 Wind has been dealt to it,however, the skin is considered destroyed byphysical damage. At this point, the beastslough off the skin—a horrifying sight initself, causing any witnesses to make anIncredible (11) guts check. Once its true formis exposed, the creature may be harmed bynormal weapons. Even then, skinwalkersare tough. Treat them as having Armor 1when they’re “skinless.”

SucettesThese monsters are exactly as Daniel

described them. After dark, the sucette sheds itsskin, spreads its membranous wings, and fliesoff in search of a child on which to feed.

A sucette must return to its human skin bydawn or die. One way to defeat a sucette is tofollow it back to its home and kill it once itreturns to its human skin. They loose all theirinvulnerabilities once they’ve donned it.

A common method to prevent theabominations from drawing blood from a childis to feed the child a mixture of garlic and otherspices. A sucette who drinks such “tainted”blood is wracked with violent stomach crampsand must return to its skin immediately. Anyhero making a Hard (9) faith: voodoo orIncredible (11) academia: occult roll knows of thistreatment.

ProfileCorporeal: D:3d8, N:2d10, S:4d8, Q:3d10, V:4d8Fightin’ brawlin’ 3d10, sneak 6d10Mental: C:2d8, K:2d6, M:1d8, Sm:3d6, Sp:1d4Pace: 10 (ground)/20 (flying)Size: 6Terror: 9Special Abilities:

Blood Drain: The first time the abominationfeeds, the child gains a minor ailin’

Hindrance (1 point). The second time, theHindrance becomes chronic (3 points), andit’s fatal (5 points) on the third. Should themonster feed a fourth time, the child dies.

Damage: Claws (STR+1d4)Flight: Pace 20Invulnerability: Sucettes are immune to

normal attacks. Magical attacks areeffective, and the creatures are repulsed bygarlic. When in human form, they can bekilled normally.

Zombie (Voodoo)Zombies are often mistaken for walkin’ dead,

and understandably so. Both are human inappearance, and both wear the stench of decayand the grave. However, although they are a formof undead, zombies differ greatly from the morefamiliar walkin’ dead.

Zombies are slower and stronger thanstandard walkin’ dead. Also, their mouths arefrequently sewn shut—something no self-respecting undead would allow. They are notfree-willed like Harrowed, and they are notinhabited by manitous. Instead, zombies arecreated by bokkors—evil Voodoo sorcerers—andare totally under the control of their creator.

Zombies are very resistant to physical damage.Unlike regular undead, wounds to the head donot impair the zombie in any way. Short of totaldestruction of the guts area, zombies cannot beslain by physical attacks. Maimed limbs slow azombie down until it can be repaired by itscreator.

ProfileCorporeal: D:1d4, N:1d6, S:4d12+4, Q:1d6, V:4d12+2Fightin’ brawlin’ 4d6Mental: C:1d4, K:1d4, M:1d4, Sm:1d4, Sp:1d4Pace: 6Size: 6Terror: 9Special Abilities:

Undead: Voodoo zombies can only be killedby a maiming wound to the guts, not thehead.

Vulnerability: Anyone brave enough to putsalt in a zombie’s mouth destroys thetenuous hold its creator has over it. Thezombie makes a Hard (9) Spirit roll. If it’ssuccessful, it seeks out its creator to exactvengeance. If it fails, it simply falls to theground, its soul freed. Turning the zombieso it can see the ocean also kills thezombie and releases the tortured spirit.

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With Black River’s witches, Ernst Biren, andLaCroix’s bokkors running around down in NewOrleans, it’s only fitting we throw out a passelof new black-magic spells for you to sling atthose poor heroes. These new black-magicspells can be used by folks other than just evilvoodoo priests of course. More information onhow black magic works can be found in TheQuick & the Dead.

The New SpellsEach of the spells that follow have a set of

common characteristics:A black-magic spell’s Speed is the number of

actions it takes to cast.A spell’s Duration is how long the spell

remains in effect. This works just like durationsof a huckster’s hexes.

Trappings are suggested visual effects thataccompany a spell’s effects. Not all blackmagicians are the same after all.

ContagionSpeed: 1Duration: Permanent (until cured)Trappings: Evil eye, glowing hand

This spell is a favorite of Ernst Biren. He’sused it to start at least two outbreaks of theBlack Death in Europe, and numerous typhoidepidemics during the Civil War.

The black magician much touch his intendedvictim for this spell to take effect. Of course,few able-bodied people are likely to stand stillfor such treatment. In combat, the sorcererneeds to make a fightin’: brawlin’ roll. Once thevictim has been touched, she must make aVigor roll against the appropriate TN on thetable below. If she fails, she acquires a fatalailin’ Hindrance and suffers all the effects ofthat.

The disease takes immediate effect on thevictim. Any disease delivered by a contagionspell is contagious. Anyone coming into tocontact with a victim of the hex must make aFoolproof (3) Vigor roll or contract the illnessas well.

Unlike with the normal ailin’ Hindrance, adisease inflicted by contagion can be cured by aphysician. Healing a patient afflicted bycontagion requires one week and an Incredible(11) medicine: general roll.

Contagion

Level Vigor TN1 32 53 74 95 11

Chapter Four:New Black Magic

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The caster can freely release the curse at anytime, and killing the cultist who invoked thecurse ends the spell as well. The miracle dispeland the hex disrupt are also effective means forlifting a curse. While magical cures such assuccor, lay on hands, or helpin’ hand restore thelost Wind, they do not prevent any furtherlosses.

Finally, all curses have a method for removalspecific to the cult. This is often used as amethod to force the victim into a course ofaction. For example, one of the more commonZobop curses is lifted if the victim partakes incannibalism.

The curse victim’s Wind loss is based on thecaster’s level with the spell, as shown on thefollowing table.

Curse

Level Wind Lost1 1 per day2 1d2 per day3 1d3 per day4 1d4 per day5 1d6 per day

DecaySpeed: 1Duration: PermanentTrappings: Strange elixirs, glowing hands,

arcane glyphsDecay allows a black magician to rot dead

organic material, destroying it. Wood, leather,cloth, food—all are susceptible to this effect. Thevolume of material that can be affected variesaccording to the sorcerer’s spell level. Check outthe chart on the next page for full details. Thecaster must touch the material in question todestroy it.

While this power is mainly useful for pureeffect, like witch destroying crops or a bokkorrotting a way a door, it can be used in combat.In order to destroy something that hero (likeclothing, or a gunbelt), the caster must firstsucceed at a normal fightin’: brawlin check withappropriate called-shot penalties.

Material affected by decay rots away almostinstantaneously. Normal organic material issimply destroyed. Material with an Armor valuehas that value permanently reduced by –1 forevery level of the caster’s decay power.

Decay is only useful on dead organic material.The spell has no direct effect on living creatures.

CurseSpeed: 1d6 minutesDuration: VariesTrappings: The “evil eye,” voodoo dolls, poisons

Evil cults have more ways to punish thosewho cross them than just sending a group ofrobed thugs to shed a little blood. There aremuch more subtle methods of vengeance.

Curse inflicts a slow wasting on the target.This is represented by a daily loss of the victim’sWind. Wind lost to this black magic cannot berecovered by normal means. Once the victimreaches 0 Wind, she becomes bedridden. Shebegins to suffer wound levels as usual when herWind goes negative.

This one is often found in a bokkor’s twistedrepertoire. Any victim dying of a bokkor’s cursesuffers an especially horrifying fate. Live snakesand spiders crawl from the corpse’s mouth. Foranyone watching, that’s an Incredible (11) gutscheck!

The caster must be able to see the target andhave an item belonging to the victim in order tocast the spell. After that, there is no rangerestriction, and the spell has a virtually limitlessduration.

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Decay

Level Area of Effect1 10 cubic feet2 50 cubic feet3 150 cubic feet4 500 cubic feet5 1,000 cubic feet

Ghost HandsSpeed: 1Duration: Concentration or 1 Wind/roundTrappings: Strong winds, murmuring voices,

elaborate gesturesSure, hucksters have phantom fingers—big

deal. Black River witches have the whole hand!Using this incantation, a cultist can lift,

move—even hurl—objects in the physical world. Ifthe caster attempts to affect a living being withthis spell, he must win an opposed Spirit rollagainst the target’s Strength. If he wins, thetarget is firmly held by the magic. Otherwise thespell has no effect.

The amount of weight the caster can lift isbased on his level on the cart below. Hurledobjects also do damage according to the caster’slevel. The higher the level, the harder he canthrow items.

Ghost Hands

Level Weight Damage1 50 pounds 2d62 100 pounds 3d63 250 pounds 3d84 500 pounds 4d85 1,000 pounds 5d10

IllusionSpeed: 2Duration: Concentration or 1 Wind/roundTrappings: Hypnotism, heavy incense, or

poisonsThe forces of evil have always been masters

of lies and deceit, so it’s no surprise somefavored servants have been granted the power tochange the appearance of reality.

Illusion affects an area up to a radius equal tothe caster’s faith times 10 feet. Inside that area,the caster can produce illusions of nearlyanything she chooses. These illusions are veryrealistic and difficult to detect. All characters

within this area must make a Cognition roll torecognize a phantasm conjured by this spell asfalse. The TN for the Cognition roll is based onthe caster’s skill with the spell. If the hero issuccessful, he has seen through the illusion andis unaffected by the spell.

If the caster wishes, she may summon uphorrific images to terrify her victims. This is asimple action on the caster’s part, and it canonly be done once per round. Viewers who failto detect the illusion must make a guts checkagainst the TN shown on the table below.

While the caster can have the illusion attackthe characters, it’s not particularly well suited forthis. She must roll a Spirit roll against a Fair (5)TN to hit a character, and any successful hitdoes only 1 Wind for each level she has in thespell. Heroes who make their Cognition roll todetect the illusion are invulnerable to theseattacks.

This spell is best used to mislead the posse orframe innocent folks. The illusion affects all thesenses, but only for its duration, so if it’s usedfor the second purpose, a clever hero may noticea lack of physical evidence after the fact.

Illusion

Level Cognition TN Guts TN1 5 32 7 53 9 74 11 95 13 11

Sendin’Speed: 2–12 minutesDuration: One nightTrappings: Nightmares

When a hero gets on the bad side of a cult, itmay seem there’s nowhere left to hide. Sendin’lets the unholy hound their prey even in sleep.

This spell allows the cultist to inflictnightmares upon the character. Treat it as if thecharacter were afflicted with the Hindrancenight terrors. Although each casting lasts only asingle night, the cultist can recast the spell onthe victim each night to get a sustained drain onthe character’s will. The TN for the victim’s Spiritroll to resist the nightmare is Hard (9), just aswith the Hindrance.

Feel free to tailor these nightmares to fit thescenario or campaign rather than simply tellingthe character she’s having bad dreams.

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Sendin’

Level Range1 100 yards2 500 yards3 1 mile4 5 miles5 10 miles

StormcallSpeed: 5–30 minutesDuration: VariesTrappings: Blizzards, hailstorms, tornadoes

Few things make folks nervous like a darkand stormy night. Better yet, bad weather isquite handy for keeping a posse pinned downwhile a cult carries out its abominable schemes.This particular piece of black magic doesn’treally fit the evil voodoo paradigm, but it’s anexcellent tool for other black magicians

Stormcall brings a terrible squall down uponthe area. Anyone venturing out into the storm isbattered and torn, both by the storm itself andby the array of whirling debris stirred up by it,and the hapless sodbuster slowly takes Wind

damage. Although the storm may shake andrattle buildings, any sort of structure—even atent in good repair—is proof against the damagefrom this spell.

The area affected by the spell, as well as theWind damage inflicted, are based on the caster’slevel.

Stormcall

Level Area of Effect Wind Loss1 1-mile radius 1/30 minutes2 5-mile radius 1/10 minutes3 10-mile radius 1/5 minutes4 25-mile radius 1/minute5 50-mile radius 1/6 rounds

TransformationSpeed: 2Duration: 2 rounds/levelTrappings: Body painting, self mutilation, jagged

clawsVoodoo legends abound with stories of

bokkor who transform themselves intowerewolves or worse. This spell gives an evilsorcerer of any persuasion a fighting chanceagainst the heroes—literally!

With transformation, the cultist calls on thepower of her dark patrons to change herphysical form. This is a spell and not a naturalability like that of certain abominations. Assuch, it does require the caster to perform someritual prior to the spell taking effect.

The spell alters the cultist’s body into afearsome monstrosity. The appearance of themonstrosity is up to you, Marshal, but it shouldbe something horrible. At lower levels, it mayonly change a limb or two, but more skilledcasters can affect their entire body.

When transformed, the caster gains thedamage bonus and Terror score listed below. Sohe can apply his new form effectively, themagician also gains fightin’: brawlin’ at a level atleast equal to her skill with the spell.

Transformation

Level Terror Damage Bonus1 None +2d42 3 +2d63 5 +2d84 7 +2d105 9 +2d12

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Ranger’s BibleAddendum #84:The Voodooists

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December 12, 1876December 12, 1876December 12, 1876December 12, 1876December 12, 1876

General King,As usual, you were right. There’s more to those voodoo cults down

New Orleans way than just superstitious mumbo-jumbo. It‘s definitelysomething that deserves a closer look—particularly with all the influenceLaCroix’s enjoying lately thanks to Bayou Vermillion.

I’m sending the first part of my report along with this letter. In it,you’ll find details on the “good” side of voodoo—and, yes, there definitelyare two sides to this coin.

It’s taken the better part of the year to win my way into the confidence ofthe local congregation. And that’s here in New Orleans, where voodoo ispretty much accepted—if not exactly smiled on—by most of the populace.Outside the city, most practitioners of the religion are more skittish than along-tailed cat in a room of rocking chairs.

Of course, it’s with good reason. These folks have to be even more carefulabout their doings than those confounded hucksters. Why, I’d imagine abloodthirsty lynch mob would let a hexslinger go in a heart beat for just therumor of a voodoo-practicing “witch doctor.”

But then, strange rituals with chicken blood and chanting are a fewsteps across that line most folks draw for “acceptable behavior.”

Voodoo: A Basic PrimerVoodoo: A Basic PrimerVoodoo: A Basic PrimerVoodoo: A Basic PrimerVoodoo: A Basic PrimerUnlike many religions, voodoo doesn’t have a strict set of moral

guidelines. The general idea is that most folks know what’s right and whatisn’t anyway, so cluttering up the religion with a lot of philosophy on it is awaste of time. What voodooists do pay attention to is showing the properrespect to a powerful group of spirits known as loas.

LoasLoasLoasLoasLoasLots of folks tend to think of loas as the gods of voodoo, but that’s not quite

right. They’re actually very powerful spirits. Each has its sphere ofinfluence, and the faithful petition them for aid.

Rada and PetroRada and PetroRada and PetroRada and PetroRada and PetroThere are two types of loa—the rada and the petro. For every rada loa,

there is a petro aspect mirroring its influence, but with a darker, maliciouscast.

Rada loa are generally considered the “good” loas, and they’re the onesvoodooists most often pay homage to in their ceremonies.

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Petro loas are malevolent and mischievous entities. Even though theirmagic is more potent, it’s considered a bad idea to consort with the petro loa.That’s the realm of the black magician, or bokkor.

The LoasThe LoasThe LoasThe LoasThe LoasThe total number of loas is probably somewhere in the hundreds, but

I’ve decided just to list a few of the more powerful and commonlyworshipped below. These are all rada loa as well—in case you werewondering.

L e g b aL e g b aL e g b aL e g b aL e g b aLegba serves as the interpreter to the other loa. Only through Legba

can the other loa communicate with each other and human beings. As aresult, all rituals and ceremonies first honor Legba, regardless of thepractitioner’s primary loa.

This loa is also the guardian of gates, fences, roads, and paths. He isknown as the Master of Crossroads—and since crossroads are a favoritehaunt of spirits and sorcerers in voodoo, he receives homage frommagicians as well.

Although he is represented as a crippled old man dressed in rags,Legba has a terrific strength. Nonetheless, he is often symbolized by acrutch.

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A g w eA g w eA g w eA g w eA g w eAgwe is the patron of the sea, sailors, and sailing. Anyone planning a

shipboard journey is advised to pay respects to him. He’s also viewed as thepatron loa of Haiti, so he’s got quite a following in the Caribbean.

Agwe has a fondness for gunfire. Many ceremonies to him involve a bitof shooting to honor his desires.

Damballah-WedoDamballah-WedoDamballah-WedoDamballah-WedoDamballah-WedoDamballah-Wedo, or just plain Damballah, is the snake god of voodoo.

Now, most folks north of the Mason-Dixon tend to look on snakes assquirmy and creepy, but Damballah is viewed as a benevolent spirit bymost voodooists. Damballah is one of the most popular of all the loas.

Silver is his color, so he’s also the loa people seeking treasure most oftenconsult for aid. That may have something to do with his popularity.

O g uO g uO g uO g uO g uThis boisterous loa is the patron of soldiers and war. He is a powerful

combatant—and a powerful curser too! However, Ogu is depicted as beingas skillful as he is strong. Believers seeking aid in battle often petition Ogufor assistance.

Few things please Ogu more than a chance to prove his toughness andability. Ceremonies to him often include tests of strength and willpower.

LocoLocoLocoLocoLocoContrary to what his name might indicate to the average person, Loco is

the patron of plants. He’s also the loa responsible for healing the sick andinjured. That makes him a right popular fellow!

Loco is a cautious sort, not given to snap decisions or rushing into asituation. Because his power is more subtle than some, Loco’s followingisn’t as large as that of many of the other loas. That is, until somebody getshurt!

Ezili-Freda-DahomeyEzili-Freda-DahomeyEzili-Freda-DahomeyEzili-Freda-DahomeyEzili-Freda-DahomeyThis loa is the icon of feminine beauty, grace, and love. Her name is

usually shortened to simply Ezili. She is flirtatious and passes her favoraccording to her own whim of the moment.

Ezili loves men’s company and has romanced many of the male loa.

Baron SamediBaron SamediBaron SamediBaron SamediBaron SamediThe Baron is a member of the Guede, the group of loa responsible for

the underworld and the darker side of life. The Baron is a member of a trioof spirits. These three, Baron Samedi, Baron-la-Croix (not the owner of

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Bayou Vermillion!), and Guede-nibo are so closely united it’s hard totell if they’re three separate spirits or just aspects of the same one.

Although his realm is death and the graveyard, the Baron is one of theliveliest of the loa. He’s renowned for his black sense of humor and love ofcelebration.

Mounting the ChualMounting the ChualMounting the ChualMounting the ChualMounting the ChualFrom time to time loas possess, or “mount,” their followers, much like a

rider mounts a horse. The “mount,” or chual , takes on many aspects of theloa and gains some of the being’s power as well. Possession by a loa is ahonor to a voodooist, as it shows the spirit’s favor for the individual.

Usually, this only occurs during secretive ceremonies in the humfor, thevoodoo temple (see below). However, a few voodooists are specially favoredby their patrons and can open themselves to the loa outside the sanctifiedground of the humfor. They’re often able to take advantage of the power ofthe loa in a more practical fashion. These folks are called favored chuals.

Holy GroundHoly GroundHoly GroundHoly GroundHoly GroundJust as in many other religions, certain areas are considered to be

consecrated ground. These are sanctified to a loa or loas, and they’re veryimportant for casting spells. The two types of consecrated ground most oftenencountered are the humfor and the shrine.

The HumforThe HumforThe HumforThe HumforThe HumforA humfor is holy ground for voodoo ceremonies. You can think of it like

a voodoo temple or church, if you’d like. It’s a square, or sometimes round,building or hut with a number of shrines to various loas.

A humfor always contains a poteau-mitan. The poteau-mitan is a largepole that serves as sort of a supernatural lightning rod, aiding in thecongregation’s efforts to contact the loas. A humfor is a kind of “neutral”holy ground. It honors all the loa equally.

Ritual ceremonies are held to pay homage to the loas and to petition fortheir favor. Congregations are lead by mambos, or voodoo queens, andhoungans, or voodoo priests. Women hold the preeminent role in acongregation, but houngans wield just as much magical power.

The ShrineThe ShrineThe ShrineThe ShrineThe ShrineA shrine is small altar dedicated to a particular loa. It usually contains

a variety of ritual objects and sacrifices to the loa. Shrines are often foundin the homes of voodooists. Unlike humfors, shrines are dedicated only to asingle loa—usually the voodooist’s patron.

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Voodoo and the DeadVoodoo and the DeadVoodoo and the DeadVoodoo and the DeadVoodoo and the DeadThe spirits of the dead receive special honor in voodoo for a pretty simple

reason. Unhappy ghosts tend to make other folks unhappy as well.Voodooists have known this for a long time, but it’s especially true lately.

As long as the spirits of the dead are shown proper respect, they tend tonot bother the living too much. Voodooists put a lot of stock in properfunerals, wakes, and burials. The general idea is that if you send a fellow offright, he’s not likely to come back .

Many bokkor use petro magic to compel the dead to do their bidding.The best known example of this practice is the zombie—an undead slave ofa black magician. This is the blackest of magic, and no worshiper of therada loa would think of casting such a spell. Such sorcery is asfrightening and repulsive to a voodooist as to the average person—maybe even more so!

In ClosingIn ClosingIn ClosingIn ClosingIn ClosingI know this is but a brief overview on this strange mix of religion and

superstition, but I think I have encapsulated the basics for you, GeneralWithout a doubt, there are certain peculiar “talents” of voodooists that

could be of assistance to the Rangers. However, I think we need toconsider the position the bigwigs in Richmond would take if word of thatsort of activity were to leak out.

The next report I send will detail what I’ve been able to learn of thebokkor—or evil voodooists. Even though I’ve only scratched the surface sofar, I guarantee it’ll knock your boots off!

Believe me, getting the dirt on the Red Sects—that’s what folks in theknow call the cults practicing black magic hereabouts—makes what I’vedone so far look about as hard as beating a one-legged man in a butt-kicking contest!

Honestly, I hope to finish up here soon. Something about this dampclimate doesn’t seem to agree with me. Lately I’ve been having some realstrong stomach pains. I’m sure a few days in the good old Texas sun will fixme right up. That and a couple of shots of that Tennessee sourmashwhiskey of yours , that is!

Respectfully Yours,

Sergeant Jake McKayTexas Rangers

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to the protection miracle. Also,characters with this Aptitudenever become blessed. Instead,they can choose the arcanebackground: voodoo Edge.

A character must have atleast 1 level in this Aptitude toselect arcane background:voodoo.

New EdgesArcane Background:Voodoo 3

Your hero knows the waysand the secrets of voodoo.Maybe she’s a conjure doctoror a mambo. Whatever herbackground, she’s able to learnany of the voodoo spells thatare described in this book onpages 17–32.

So, are you ready to invokethe power the loa? Are youprepared for your hero’s bodyto be “ridden” by Baron Samedihimself? If so, let’s get down tothe real meat of this book:making a voodooist hero!

New AptitudesFaith: VoodooAssociated Trait: Spirit

This is the religion followedby voodooists. It includes aknowledge of the tenets ofvoodoo as well as the namesand spheres of the variousloas. When buying thisAptitude, the voodooist mustalso chose a patron loa.

Unlike most othercharacters with faith Aptitudes,voodooists do not gain access

Doin’ That Voodoo!

Making a Voodooist

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Most folks that know how towork voodoo spells and ritualsgrew up around New Orleansor in the Caribbean. Of course,if you’ve got a good idea for acharacter that learned themysteries of voodoo anotherway, talk it over with yourMarshal. If he says it’s okay,that’s fine too.

Favored Chual *Loa possession is a central

part of voodoo. In ceremoniesand rituals, it’s a fairlycommon occurrence—but itusually takes a lot ofpreparation to perform.

Some folks are favoritemounts of a particular loahowever. Possession is almostsecond nature to thesevoodooists. To choose thisEdge, your hero must havearcane background: voodoo.The cost of this Edge dependson the voodooist’s patron loa.

If your hero’s one of thesefavored mounts (or “chuals”)select a rada loa as his favoredpatron. From time to time, hecan call upon certain aspectsof the spirit for aid. Thisrequires not only a faith:voodoo roll, but also theexpenditure of a Fate Chip—notunlike a knack. The color ofthe Fate Chip determines whattype of assistance the loagrants.

Only the hero’s patron loacan be petitioned in thismanner.

Calling the LoaA favored chual may attempt

to persuade his patron loa toaid him. When a favored chualwants to call his loa to lend ahand, he must first declarewhat color of Fate Chip heintends to use.

Loas & theLoas & theLoas & theLoas & theLoas & theHunting GroundsHunting GroundsHunting GroundsHunting GroundsHunting GroundsBoth types of loas, rada

and petro, are actuallyinhabitants of the HuntingGrounds. In fact, you canthink of loa as justanother name for “spirit.”Rada loa are potentspirits just like thoseworshipped by theIndians, while petro loaare particularly powerfulmanitous.

With the assistance ofthe loas, a voodooist cantap the energies of theHunting Grounds to use inhis spells. Voodooists usesacrifices and rituals togain the favor of the loas,much like the rituals ofshamans. Generally, themethods used byvoodooists are slowerthan those of otherspellslingers, but also alittle safer.

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Next, he spends 1 round andmakes a faith: voodoo rollagainst a Fair (5) TN. Ifsuccessful, he captures theattention of the spirit and canpersuade it to grant a little ofits power. Now the voodooistmust spend the chosen FateChip to activate the power.

If he fails, he can try againon the next round if he wants.The Fate Chip is not spentuntil the power is activated.

However, if the voodooistgoes bust on the faith roll, he’scaptured the attention of apetro loa. He loses the chosenFate Chip and becomespossessed by his patron loa’spetro counterpart.

The possession lasts as longas the original power wouldhave. The Marshal controls thehero body and soul for thattime, and given the maliciousnature of the petro loa, that’splenty of time for mischief!The loa also manifests thechosen power as well—but thepetro loa uses it for its ownends.

Mount ’Em Up!On the following pages,

there are the descriptions ofthe powers each loa conveyson its chual. Like we saidabove, once the faith roll hasbeen made, these work justlike knacks.

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Once the loa possesses thevoodooist, some aspects of itsnature carry over into thechual’s behavior. Read thesection on each loa to find outwhat effect this has.

Unless the description of thepower says otherwise, thelength of the possessiondepends on the color of FateChip spent to activate it. Theinfluence of the loa’spersonality, as well as anyphysical manifestations of it,lasts five times the actualpossession length, or theduration of any powers grantedby the loa, whichever is longer.

Mounting Cost

Chip PossessionSpent Time

White chip 1 minuteRed chip 5 minutesBlue chip 10 minutes

Beside each loa is the costto purchase the favored chualEdge it. A voodooist buy thisEdge only once and only forher patron loa.

Agwe 2Agwe is very fond of

gunfire—sometimes a little toofond. If he has a firearm handywhen possessed by Agwe’spresence, the chual must makean Onerous (7) Spirit roll or fireoff a couple of rounds just tohear the sound of them!

Also, a voodooist underAgwe’s influence is attractedto water. The chual has tomake a Hard (9) Spirit roll toresist the urge for a quick dipany time he’s near a river, lake,or larger body of water.

White: The heroautomatically passes allswimmin’ rolls for 10 minutesper level of his faith Aptitude.His swimming Pace gets abonus of +2 while underAgwe’s influence as well.

Red: The voodooist gains a+5 bonus to all trade:seamanship rolls for one hourper level of his faith. Duringthis time, she can detect waterhazards, such as hidden reefsor cross-currents, by making aFair (5) Cognition check.

Blue: This works the sameas for a white chip, and thevoodooist can also breatheunderwater for the duration.

Baron Samedi 4Folks under the influence of

the good Baron Samedi gain arather black sense of humor.Although they’re quite amiable,they tend to crack somewhatoff-color jokes at the mostinappropriate times. Avoodooist mounted by BaronSamedi gains a 2-point habit:dark humor Hindrance.

Additionally, the Baron’spresence manifests itself as apalpable sense of death.Anyone near the voodooistduring a possession can detect

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an odor of decay (similar tothat of a Harrowed) on a Fair(5) Cognition roll.

White: The voodooist cancast the conjure doctor spell toheal wounds on a Harrowedcharacter at the normal TNs.The spell dice must still berolled to see if the casting issuccessful. This effect lasts fora single casting of the spell.

Red: The voodooist can aska single yes or no question ofthe spirit of a deceased person.The body must be present, andno more than 1 day per level ofthe voodooist’s faith: voodoomay have passed since itsdeath. The voodooist mayspend more than one chip perspirit.

Blue: Baron Samedi’spresence makes the voodooistinvisible to walkin’ dead andzombies created by blackvoodoo. The abominationscompletely ignore thecharacter for as long as hemaintains the power. Thisrequires the voodooist’sconcentration, so he may onlytake simple actions likewalking or speaking for theduration. Even withconcentration, the effect endsafter a maximum period equalto 10 minutes per level of thevoodooist’s faith: voodoo.

Damballah-Wedo 4A chual being ridden by

Damballah-Wedo can’t speakfor the duration of the

possession. She hisses, and hertongue occasionally darts out.For the most part, she acts likea two-legged snake.

As you might guess, mostfolks find this behaviordownright odd. In addition tobeing unable to speak, thevoodooist gets a –2 to all Mienbased Aptitudes with people.This negative modifier doesnot apply to anyone with atleast 1 level in faith: voodoo—but she still can’t talk to them.

White: The loa guides themount to a minor hidden orlost treasure. The value isequal to the result of thevoodooist’s faith roll to call theloa in dollars. It takes from 10minutes to an hour to locatethe treasure.

Red: The chual is immuneto effects of all poisons—natural, magical, or otherwise.Any poisons injected into orimbibed by the hero duringthis time are negated. Thisimmunity has a duration inminutes equal to the chual’sfaith Aptitude.

Blue: The voodooistbecomes sinuous andserpentine in movement. Themount automatically succeedsat all climbin’ rolls and takesno damage from falls of 30feet or less. Also, the mount isable to squeeze his body intoor through spaces as small asone foot in diameter. Thiseffect lasts for 10 minutes perlevel of the hero’s faith.

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Ezili-Freda-Dahomey 5

To attempt to call this loa,the chual, male or female, mustbe wearing feminine clothing.That means a dress! Whilethat’s not a concern for femalevoodooists, it may cause themales some discomfort.

Also, while possessed byEzili, her chual all flirt asthough they have the randyHindrance. The hero isn’trequired to follow up on herflirtations, but they may causeher no end of trouble later on.By the way, Ezili only flirtswith men, so if the chual isalso male, he might have someexplaining to do after the loadeparts!

White: The voodooistradiates grace and poise. Shegains a +5 bonus to allpersuasion rolls made againstmen. Against women, thisbonus is only +2. This bonus isin addition to any from othersources. The bonus lasts for 1minute for each level of thechual’s faith Aptitude.

Red: Ezili’s presence raisesthe hero’s charisma and charmto supernatural levels. Thevoodooist’s Mien is raised by anumber of die types equal toher faith. This lasts 10 rounds.

Blue: The loa’smanifestation is so powerfulthat any man must make aSpirit roll against the chual’sfaith in order to cause her

harm. If he loses, he can’t castspells, fire a gun, or otherwisedirectly attack her. MaleHarrowed are affected by thispower, but other abominationsare not. The effect lasts for 1round for each level of thevoodooist’s faith.

Legba 5Due to the power of this loa,

when possessed, the hero mustmake an Onerous (7) Spirit roll.If he fails, he’s thrown intoconvulsions from the force andpower of Legba for 1d4 roundsand is unable to act until theseizure passes. After that time,the possession has its normaleffect.

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For the duration of thepossession, the voodooist gainsa pronounced limp and looses–2 from his Pace.

White: The voodooist isable to communicate in anyspoken language. This abilitylasts the for a number ofminutes equal to the chual’sfaith Aptitude level.

Red: Legba’s presenceallows the chual to open anynon-magical lock or door. Thehero can open one lock around, and the power lasts fora number of rounds equal tohis faith Aptitude.

Blue: The loa boosts thechual’s physical strengthenormously. The hero’s

Strength is increased by anumber of die types equal tohis faith Aptitude. This effectlasts for 10 rounds.

Loco 3Voodooists possessed by

Loco display his customarycautiousness. They gain thecautious Hindrance whileunder his influence.Additionally, Loco prefers toheal wounds, not cause them,so the a voodooist filled withhis presence becomes a 3-point pacifist.

White: The voodooist canpass through wilderness areaswithout leaving any trail. Thehero is untrackable, plain andsimple. This effect lasts for 10minutes per level of thevoodooist’s faith: voodooAptitude.

Red: By spending a red FateChip, the hero is able to heal asingle wound level on herselfor a comrade. Doing sorequires the mountedvoodooist to treat the woundfor about 1 minute, but at theend of that period, the woundis reduced by –1 level—no rollrequired. This works on anylevel of wound up to critical.

This ability is usable asmany times a day as desired(as long as the chual spends ared Fate Chip each time), butonly once per patient.

Blue: Loco’s power enablesthe voodooist to use theconjure doctor spell to heal

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even maiming wounds.(Normally, the spell can’t affectwound levels higher thancritical.) The voodooist caneven reattach severed limbswith the spell. The TN for thisis still Incredible (11). Thispower lasts for 1 hour per levelof the voodooist’s faith: voodooAptitude.

Ogu 5Ogu’s presence in a

voodooist is evident by hisloud and profane language.Voodooists possessed by Ogucan swear a blue streak! Forthe length of the possession,the voodooist has a 2-pointhabit: foul language Hindrance.

Also, the warrior loa hasnever been one to turn down agood battle. The voodooistunder his influence must makea Hard (9) Spirit roll to avoidrushing headlong into any—even potential—fight.

White: The chual can ignore1 level of wound modifiers, inaddition to any other similarEdges or abilities. For example,if the chual is already thick-skinned, he now ignores 2levels of wound modifiers. Thislasts for one minute per levelof the chual’s faith.

Red: Ogu grants the heromastery of any one weapon.For the duration of thepossession, the chual mayraise a single fightin’, shootin’,or bow Aptitude to level 5—even one in which he currently

has no levels in at all! If thehero already has level 5 in thechosen Aptitude, he gets a +2to all rolls to use it. This lastsfor five rounds for every levelof the chual’s faith.

Blue: This works just likewith a white chip, but the herocan also ignore 2 wound levels.The voodooist also gains +1level of Armor. This Armor iscumulative with any other,including magic.

VoodooSpells

Starting SpellsEach voodoo spell is

considered its own Aptitudeand must be bought as such.As with normal skills, acharacter may buy up to fivelevels in a voodoo spell duringcharacter creation.

Voodoo spell levels areincreased just like otherAptitudes. That means to raisethe spell Aptitude, you have topay Bounty Points equal to thenew level.

There is an additionallimitation on voodoo spells. Nocharacter can ever have ahigher level in a spell than hisfaith: voodoo Aptitude level. Forexample, if a voodooist hasfaith: voodoo at level 4, he can’thave more than 4 levels in anyspell either—at least until heraises that faith level.

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Conjure BagsThroughout the spell

descriptions, we talk aboutconjure bags. Depending on thelocale, conjure bags may go bygris-gris bags, mojo bags, orany number of other names.Regardless of the name, thefunction of the items are thesame.

A conjure bag is a smallpouch, often made of felt, nolarger than the palm of thehand. Occasionally, smallbottles may also serve asconjure “bags.”

A voodooist uses a conjurebag to contain the variousitems required to make achosen spell work. If the bag isdestroyed or its contentsemptied, the effect of the spellautomatically ends.

A hero can determine theintended function of a conjurebag by emptying it and makingan Onerous (7) faith: voodooroll. This roll is based on thecharacter’s Knowledge Trait,and not the usual Spirit.

Casting VoodooSpells

Like we said earlier, eachvoodoo spell is its ownAptitude. To cast the spell, thevoodooist simply has to makethe TN for the given spell. If itsounds like voodooists have itjust a bit too easy, don’t worry,there are a few otherconsiderations.

Learning New SpellsAfter creation, a voodooist

must seek out a teacher tolearn new spells. This can betough in areas outside of theWest Indies or southernLouisiana. Voodoo just isn’tthat widespread!

Once she’s found a teacher,she has to spend two weeksstudying. At the end of thistime, she makes an Onerous (7)faith: voodoo roll. If she’ssuccessful, she spends 1Bounty Point, and she learnsthe new spell at level 1.

Otherwise, she’s got to startthe learning process all overagain, but at least she’s not outa Bounty Point.

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Unlike the hexes ofhucksters or blessed miracles,voodoo spells usually requirefairly complicated rituals andpreparations. It takes effort toset someone up for a propervoodoo curse, after all.

Anyone observing avoodooist casting a spellknows something is up—therituals are pretty darn obvious.However, using a conjure bagonce it’s been prepared is fairlysubtle. Most folks don’t haveany idea something’s amiss.

Hallowed GroundVoodoo spells work best

when they’re cast on theconsecrated ground of ahumfor or at a shrine. There,the voodooist has an easiertime making the connection tothe loas in the HuntingGrounds. As long as the spellis cast in a humfor or a shrine,the spell Aptitude roll isnormal. However, if a voodooisttries to cast a spell outsidethose areas, he gets a –5 to hisspell Aptitude roll!

IngredientsMost spells also require

some pretty odd componentsor monetary outlay. Many needan object, hair, or similar itemsbelonging to the target.Without these, the spell simplycan’t work, no matter what theTN. Each spell gives adescription of what, if any,special ingredients are needed.

Even once the spell’s beensuccessfully cast, thevoodooist might still have todo a little work to get it totake effect. For example, somespells require an item behidden near the target to beeffective. As with theingredients, we tell you if that’sthe case in the spell’sdescription.

Going BustWhile voodoo magic is a

good deal safer than ahuckster’s hexes, there aredangers. Whenever a voodooistgoes bust on her spell-castingroll, a petro loa has managedto get its hands into the mix.The spell ends up backfiringand has exactly the opposite ofthe desired effect. We’re leavingthe exact details up to theMarshal here. He can decide ona case-by-case basis, but justremember, the effects are neverpleasant!

Building a ShrineSince there’s such a penalty

to casting a spell outside ashrine or humfor, mostvoodooists build small shrinesat which to practice theirmagic. A shrine is a small,consecrated altar to thevoodooist’s patron loa.

It needn’t be large. Most arebuilt in one corner of a smallroom. However, the ritualsnecessary to consecrate it aresomewhat time consuming.

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The voodooist must spend aday preparing the area for usewith rituals and offerings. Thisrequires that the voodooistmake offerings worth at least$10. At the end of a full day,she must make a Hard (9) faith:voodoo roll.

If she’s successful, theshrine becomes consecrated.Any voodooist who is alignedwith the loa that the shrine isdedicated to treats the area ofthe shrine as hallowed groundOtherwise, she has to repeatthe process until she makesthe TN.

The drawback to a shrine isa voodooist can only use ashrine consecrated to his

patron loa. Other shrines areuseless to him for spellpurposes.

A voodooist may only have asingle shrine at a given time.Building another shrineremoves the consecration ofthe first one.

Building a HumforHumfors are a bit tougher to

consecrate. They’re also muchlarger and conspicuous—andwith all the weird things goingon lately, most folks look onvoodoo as the work of theDevil. A voodooist shouldn’tbuild a humfor in the localsaloon unless he’s fond ofdancing on the end of a rope!

Building the humfor itself isa task. Even with theassistance of a full voodoocongregation, this takes aminimum of 2d4 weeks and anoutlay of $100.

Afterward, the humfor mustbe cleansed and consecratedjust like a shrine. However, theprocess is more complex andlengthy. The voodooist mustspend a week performingrituals and making offeringsbefore attempting an Incredible(11) faith: voodoo roll. If she’ssuccessful, the humfor isconsecrated. If she fails, shehas to start all over again.

Unlike a shrine, the humforis consecrated for all loas. Anyvoodooist can use a humfor tocast spells regardless of herpatron loa.

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Voodoo SpellsNow that we’ve told you the

basics of voodoo, we’ve got awhole mojo bag full of spellsfor your voodooist to learn.

Spells have five entries:Trait, TN, Speed, Duration, andRange.

Trait is the Trait used tocast the spell. Unlike normalAptitudes, spells are tied to aspecific Trait. Also, you can’tmake a default roll for a spellAptitude. Either you know thespell or you don’t. No guessing!

TN is the Target Number forthe spell. These vary fromspell to spell, and some spellsmay have more than one TNfor different effects. If that’s thecase, we tell you about it inthe description.

Speed tells you how long thespell takes to cast. Most ofthese entries are listed inminutes or hours, but a veryfew spells take less time.Certain spells let yourvoodooist prepare powders orother items for later use. Theseare detailed in the appropriatespells’ descriptions.

Duration is the length oftime the spell stays in effect.“Concentration” means thevoodooist must activelyconcentrate on the spell andcan only take simple actionswhile maintaining it.

Range is the distance atwhich the spell can take effect.Many voodoo spells enchant

either a specific item or bundleof ingredients (called a conjurebag). Sometimes the item mustbe kept on the voodooist’sperson, but other items mayneed to be placed elsewhere.Since the voodooist mustassemble and enchant theitem, the range for this type ofspell is always “Touch.” Thespell’s description details theactual range of the item’seffects once created.

Baron Samedi’s PactTrait: SpiritTN: 9Speed: 4 hoursDuration: 1 day/spell levelRange: Touch

When it’s time to cash yourchips, it’s always nice to be ongood terms with the banker.This spell lets the voodooistbuild up a little good favorwith the lord of the dead,Baron Samedi.

To cast this spell, thevoodooist creates a smallconjure bag while makingsacrifices to appease theBaron. The sacrifice consists ofa bottle of whiskey—the goodstuff, not rotgut—and the bagmust contain some form ofgraveyard dirt. The whiskey isconsumed regardless ofwhether or not the spell issuccessful. Samedi’s a thirstyloa.

This conjure bag cannot begiven to another. It only worksfor the voodooist.

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Once the spell is cast, thevoodooist must keep theconjure bag on her person forthe spell to effective. Shouldthe bag ever leave herpossession, the spellautomatically ends. Otherwise,it lasts for one day per level ofher spell Aptitude.

While the spell is in effect,the voodooist has a small bitof afterlife assistance fromBaron Samedi. When drawingcards to determine if shereturns from the dead as aHarrowed, she draws an extracard for every level she has inBaron Samedi’s pact.

Bitter TongueTrait: SmartsTN: 5Speed: 2 hoursDuration: 1 day/spell levelRange: Touch

With this spell, a voodooistcreates a conjure bag that putsa curse on the victim thatsours his words and makes hissmoothest speech sound likefive miles of bad road. Just likewith beneficial conjure bags, abitter tongue bag is keyed to aspecific person and is uselessagainst anyone else.

Unless the target is the townidiot, he’s probably not goingto volunteer to carry the bittertongue conjure bag. Thevoodooist must place it in thevictim’s home or livingquarters. For those folks whodon’t have a spread to call

their own, the bag has to behidden in their belongings towork. If the bag is removedfrom its hiding place, the curseis lifted.

The conjure bag gives thevictim a negative modifier toall Mien-based rolls made,equal to the caster’s level inbitter tongue. For example, abag prepared by a voodooistwith bitter tongue 3 providesits owner a –3 penalty to allthe victim’s Mien rolls.

The bag must contain somesmall personal belonging ofthe intended victim, which isrelated to social interactions.Good examples of such are acomb, a razor, aftershave orperfume, or an earring.

A victim can only sufferfrom the effect a single bittertongue conjure bag at a time.After the first, any others areineffective.

Buried TreasureTrait: CognitionTN: 5Speed: 4 hoursDuration: SpecialRange: Self

One thing about manypractitioners of voodoo, they’vegot a really solid grasp onwhat’s important. This spell isa prime example of thatunderstanding. With theassistance of the loa that theyvenerate, voodooists have atalent for rooting out “found”money.

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When successfully cast, thespell leads the voodooist to alost or hidden treasure worthan amount of money. Veryseldom does this spell turn upa chest of pirate gold or a lostghost-rock mine. But while thevalue isn’t earthshaking,everyone’s heard the one aboutgift horses and looking in theirmouths.

The treasure has a valueequal to 1d10 dollars, plus onedollar for every level thevoodooist has in the spell. Forevery raise the voodooist gainsover the TN, the treasure’svalue goes up by an additional1d10 dollars plus one dollar foreach spell level.

Whether or not it’s actuallymoney or some other item ofvalue is up to the Marshal. Thecaster has only a general ideaof what type of valuables hemight find, but he does knowonce he sees them. Thevoodooist knows the locationof the treasure, which isalways within a single day’sjourney.

A treasure located in thismanner never belongs toanyone. However, there may bea few obstacles for thevoodooist to overcome beforehe can claim his prize. Legendsalways warn of ghostlyguardians watching buriedtreasure!

Attempts to use this spellmore than once in a singleweek automatically fail.

Cemetery GatesTrait: SpiritTN: 7Speed: 10 minutesDuration: Until the next

sunriseRange: Touch

Lately, it seems a lot of folkshave been sneaking out ofBoot Hill—folks that ought tohave stayed put, if you get ourdrift. With this spell, avoodooist calls on BaronSamedi’s influence to protect aportal against trespassingzombies.

Cemetery gates makes anopening impassable to theundead. The spell must be cast

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on a door, window, or otheropening. It can’t be cast onopen ground or even a hallway.It only works on a portal ofsome sort.

For the duration of the spell,all forms of the undead—including walkin’ dead,Harrowed, and nosferatu—areunable to pass through theopening. Other abominationsfind the barrier unpleasant andare stopped by it for a singleround. At the end of that time,the creature can pass freelythrough.

Each casting of the spellaffects a single portal oropening. Remember, a zombiestopped at the door can stillclimb through the window!

As with all voodoo spells, ifcemetery gates isn’t cast in ahumfor or shrine, thevoodooist suffers a –5 to herspell roll.

Charm o’ SuccessTrait: SmartsTN: 7Speed: 6 hoursDuration: 1 week/spell levelRange: Touch

With this spell, thevoodooist creates a conjurebag that provides its ownerwith a supernatural edge inbusiness. As with all conjurebags, each is tailored to aspecific person and is uselessto anyone else.

As long as the conjure bagis with its owner, he gains a

bonus to all rolls made in aspecific trade or professionalAptitude. The bonus providedby the bag is equal to thevoodooist’s spell level in charmo’ success. A bag prepared by avoodooist with charm o’success 3 provides its ownerwith a +3 bonus to the chosenAptitude.

The trade or professionalAptitude to be affected ischosen at the time of the bag’screation and can’t be changed.The contents of the bag mustcontain items related to theprofession or trade selected.For example, a tailor’s bagwould contain a needle andthread, while a blacksmith’smight hold horseshoe nails.

A person may benefit froma single charm o’ successconjure bag at a time. Others,even for other Aptitudes, areuseless.

Cloud the MindTrait: KnowledgeTN: 5Speed: 2 hoursDuration: 1 hour/spell levelRange: Touch

This spell creates a packetof powder that confounds andconfuses folks’ thinking. Peoplein an area affected by thismagic just aren’t as mentallyaware as normal.

To be effective, the powdermust be spread over an areano greater than 10 square feetper level of the voodooist’s

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spell Aptitude. For example, avoodooist with an Aptitudelevel of 3 in cloud the mindcould affect an area up to 30square feet. Once used in thisfashion, the dust is effective forone hour per spell level.

With the exception of thecaster, anyone entering theaffected area suffers a –2modifier to all Cognition-basedTrait and Aptitude rolls perlevel of the voodooist’s spellAptitude. This effect endswhen they leave the area.

Only the voodooist whocreated the dust can use it.Each packet keeps its potencyuntil used or for one day perlevel of the voodooist’s cloudthe mind Aptitude, whichevercomes first.

CoaxTrait: SmartsTN: 7Speed: 4 hoursDuration: 1 day/spell levelRange: Touch

Sometimes a houngan needssomeone to see things theirway—whether she wants to ornot. The power of the loas canbe most persuasive.

Coax provides a voodooistwith a supernatural ability toinfluence another individual.While this spell uses conjurebags like many other voodoospells, it actually requires twosuch bags: one for the spellrecipient and one for the targetof the spell’s effect. As usual,

each bag is tailored to aspecific person and has nobenefit or effect if given toanother person.

The person seeking to gainthe persuasion bonus mustcarry her conjure bag at alltimes. The voodooist must hidethe other conjure bag in thehome of the person to beinfluenced. If the victim’s bagis removed from its hidingplace or the recipient’s baglost, the spell ends.

The conjure bag gives therecipient a positive modifier toall persuasion rolls madeagainst the victim. The bonusis equal to the voodooist’s levelin coax.

The bag for the recipient ofthe spell’s bonus must containsome small personal belongingof the intended victim. Thevictim’s bag must contain anitem owned by the spellrecipient, embedded in a ballof melted wax. The items mustbe related to social interactionin some way. Examples of suchitems can be found in the spelldescription for bitter tongue onpage 18.

The voodooist may cast thespell for her own benefit or forsomeone else. A voodooist mayhave no more active coaxspells at a time than her levelin the spell, regardless of therecipients or targets.

Multiple castings for thesame recipient and same targetare not cumulative.

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Conjure DoctorTrait: SmartsTN: SpecialSpeed: 1 hourDuration: InstantRange: Touch

A voodooist with this spellcan heal wounds or cure anormal disease. Supernaturaldiseases cannot be affected bythis spell.

Each casting of the spellaffects a single hit location.The voodooist must make aconjure doctor spell roll againstthe TN for the wound level inthe location to be affected. Ifhe succeeds, all wounds in thatlocation are completely healedat once.

The location for curing adisease is normally the guts,although certain ones mayaffect other areas of the body.Check with the Marshal fordetails.

The voodooist can only castconjure doctor once a day forevery level he has in the spell.Unsuccessful castings docount against this daily limit.Unlike many other kinds ofspellslingers, a voodooist canheal himself with this spell.

This spell has no effect onabominations or Harrowedcharacters.

Conjure Doctor

Wound Level TNLight 5Heavy 7Serious 9Critical 11

Normal disease 13

Curse o’ FailureTrait: SmartsTN: 7Speed: 6 hoursDuration: 1 week/spell levelRange: Touch

With this spell, thevoodooist creates a conjurebag that puts a curse of failureon a victim’s business. Just likewith beneficial conjure bags, acurse o’ failure gris-gris istailored to a specific personand is totally harmless toanyone else.

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It’s not too likely the targetis going to agree to carry acursed bag around with him, sothe voodooist must hide it inthe victim’s place of business.For a victim without a setplace of business, it must beplaced in his home. If theperson doesn’t have apermanent home, then the bagmust be hidden among hispersonal belongings. If theconjure bag is removed, thecurse is lifted.

The conjure bag gives thevictim a negative modifier toall rolls made in a specifictrade or professional Aptitude.This penalty lasts for oneweek per level of the caster’scurse o’ failure spell level.

The modifier suffered by thevictim is equal to thevoodooist’s spell level in curseo’ failure. For example, a bagprepared by a voodooist withcurse o’ failure 5 provides itsowner with a –5 penalty to thechosen Aptitude.

The trade or professionalAptitude to be affected ischosen at the time of the bag’screation and can’t be changed.The contents of the bag mustcontain damaged items relatedto the profession or trade to beaffected.

A victim can only sufferfrom the effect a single curse o’failure conjure bag at a time.After the first, any others, evenfor other Aptitudes, areuseless.

Dream SendTrait: CognitionTN: 5Speed: 1 hourDuration: 1 messageRange: 100 miles/spell level

The loa often communicatewith the faithful via dreams.With the aid of their patronloa, a few voodooists are ableto use a similar ability.

Dream send allows thevoodooist to send a shortmessage to another person.The image of the voodooistactually appears in the target’sdreams and speaks to him.

The message is very brief—no more than one sentence (ofaround 10 words) per level ofthe voodooist’s dream sendAptitude. The spell doesn’tallow two-way communicationof any sort.

The voodooist doesn’tactually appear in the dream,only her image does. In fact,she has no way of knowingthe message was evenreceived—but since only deathor powerful magic can stop it,it’s usually a safe bet.

The spell can only beattempted once per target pernight. The target doesn’t needto be asleep at the time thespell is cast, the magic willdelays until he eventually doesbed down.

If the voodooist has an itembelonging to the target orknows her personally, he getsa +2 bonus on his casting roll.

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Foretellin’Trait: CognitionTN: 5Speed: 30 minutesDuration: Until the next

sunsetRange: 3 feet

Some folks say the gift offoresight is as much a blessingas it is a curse. That may betrue, particularly if a cowpokecan’t do much about the futureexcept hold on and ride it out.However, a skilled voodooistcan sometimes call on favorsfrom the loa to get Fate toswing a fellow’s way.

A voodooist can doforetellin’ on herself as well asothers. However, she can onlycast the spell on a willingsubject.

Now, there’s a whole heap ofways voodooists go aboutseeing the future. Some usetarot cards, some read tealeaves, and others use an oddcollection of bones. Regardlessof the effect, the foretellin’spell is always resolved asfollows.

The voodooist rolls herforetellin’ Aptitude against thespell’s TN (5). If successful, shedraws one card from the topof a deck of cards, plus onecard for every raise. After she’sdrawn her cards, she choosesone—unless she draws a BlackJoker. Black Jokers areautomatically chosen. Thevoodooist has no say in thematter.

Until the next sunset, theperson for whom she did theforetellin’ receives the modifierlisted on the table below. Redcards foretell good fortune forthe recipient, while black cardsspeak of danger and trials. Thevalue of the card determinesthe amount of good fortune ordifficulty.

Foretellin’

Card Effect2–10 Red: Minor success

ahead. The herogains a +1 to allAptitude rolls forthe duration.

Black: Minordifficulties toovercome. The herosuffers a –1 penaltyto all Aptitude rollsfor the duration.

Jack– Red: Moderate successAce in the next day. The

hero gains a +2modifier to allAptitude rolls forthe duration.

Black: Difficultiesahead. The herosuffers a –2 to allAptitude rolls forthe duration.

Red Loa’s Boon! TheJoker hero gains the

bonus as for a redface card, plus adraw from the FatePot.

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Black Loa’s Curse! TheJoker hero suffers the

penalty for a blackface card and loseshis highest FateChip.

GadTrait: SmartsTN: 7Speed: 8 hoursDuration: 1 day/spell levelRange: Touch

This spell creates a conjurebag that provides the ownerwith a potent protectionagainst magical attacks. Forthe bag to be effective, theowner must keep it with her atall times. It doesn’t do anygood sitting home on thenightstand!

The gad protects the owneragainst evil mojo in a coupleof ways.

First, any caster targetingthe owner of a gad receives anegative modifier to his spellroll equal to the voodooist’slevel in the gad spell. This alsoapplies to any opposed rollsresulting from the spell or hexeffects.

Second, the voodooist’s levelin gad directly subtracts fromany damage done by a spell orhex. Against spells which onlycause Wind, it subtractsdirectly from the Wind instead.This is in addition to the firsteffect, so a damaging spelldirected at the owner of thegad suffers both penalties.

The gad is effective againsthexes, black magic, and voodoospells. It provides no protectionof any kind against favors ormiracles.

The voodooist can onlycreate as many gads as shehas levels in the spell. Eachgad is tailored to its owner,and no one else gains anybenefit from it.

MalisonTrait: SpiritTN: 3Speed: 2Duration: InstantRange: 5 feet/spell level

With this spell, thevoodooist can put the“whammy” or “evil eye” on aperson. Most voodoo spells arefairly complex affairs carefullyshaping power granted by theloa. This isn’t one of those. It’sjust about the only quick anddirty spell available to thevoodooist at the spur of themoment.

With this spell, thevoodooist unleashes a minorcurse at her victim. There’s nota lot of finesse to this spell,and its only effect is totemporarily stun the target.

To cast the spell, thevoodooist must be able to seeher target while she casts ashort, verbal ritual. Don’tforget, she still suffers thestandard –5 penalty if she’scasting the spell outside ashrine or humfor.

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If she’s successful, hertarget is stunned, just as ifhe’d failed a stun check from awound. He can attempt torecover on each of his Actionsby making a Fair (5) Vigor roll.The TN is increased by +2 foreach raise the voodooist goton the Aptitude roll to cast thespell.

If the caster fails, the spellsimply fizzles. However, if shegoes bust, she is stunned andmust make an Onerous (7)Vigor roll to recover.

Malison is very taxing on thevoodooist and costs her 1d6Wind each time she casts thespell. If she losesconsciousness as a result ofthis Wind loss, the malisonfails.

Ogu’s AuraTrait: SmartsTN: 9Speed: 8 hoursDuration: 1 day/spell levelRange: Touch

With this spell, thevoodooist creates a conjurebag that provides its ownerwith magical protectionagainst physical harm.

For Ogu’s aura to beeffective, the spell recipientmust carry the conjure bag atall times. Should she lose it,the spell immediately ends. Aswith all conjure bags, themagic is tuned to one personand simply doesn’t work forsomeone else.

The owner of the conjurebag gains limited defenseagainst physical damage. Forevery level the voodooist whoprepared the bag has in thespell, all damage done to thebag’s owner is reduced by –1point.

The spell does not provideany protection against magicalweapons, effects, or spells.These do full damage, just likenormal.

Poison PowderTrait: KnowledgeTN: 5Speed: 4 hoursDuration: InstantRange: Touch (Special)

Using this spell, thevoodooist can create smallpackets of poison dust. Thepoison can be quite deadlywhen inhaled, so it’s nothingto sneeze at!

A successful casting of thisspell makes a single packet ofa poison powder. Each packetcontains just enough poison toaffect a single person.

The poison does 1d6 damageto the victim’s guts for everylevel the voodooist has in thespell. This damage isconsidered to be magical innature. However, for the powderto be effective, the victim mustbreathe it in. It has no effect ifit’s eaten or injected. Obviously,targets that don’t breathe, likewalkin’ dead and Harrowed, arecompletely immune.

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The most common methodused to deliver the powder isfor the user to simply blow itinto the victim’s face. Thisrequires the user to be withinfive feet of the target andmake a Fair (5) Nimbleness roll.If she’s successful, the victimgets a snout full of the poisonand takes the damage.

Most folks are caught off-guard by a puff of deadly dustand get a good dose beforethey realize the danger. Even ifthey hold their breath, thepowder is still in their nostrilswhen they do inhale. Someonewearing a diving suit or similarsealed breathing device isunaffected by the powder.

Otherwise, armor—includingmagical armor and Ogu’s aura—is completely useless againstpoison powder.

If the attack roll fails, thepowder disperses before it getsto the target and has no effect.Finally, if the user goes buston the Nimbleness roll, sheinhales when she should haveexhaled and she takes thepoison powder damage herself!

Only the voodooist can usethe packets. She can have nomore packets prepared at anyone time than her Aptitudelevel in the spell. The poisonremains effective for one dayper level of the creator’spoison powder Aptitude.

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Red-HandedTrait: CognitionTN: 5Speed: 3 hoursDuration: 1 hour/spell levelRange: 1 mile/spell level

This spell is a good reasonfor burglars and thieves to stayon a voodooist’s good side.With it, the voodooist cantrack down stolen items andsometimes even identify thethief! Fortunately for thecriminal element, few law dogsrely on voodoo for theirinvestigations.

The voodooist must cast thespell at the location the itemwas stolen from. This usuallymeans a –5 modifier unless thethief was gutsy enough to roba humfor or shrine! Also, shereceives an additional –1modifier for every day sincethe theft occurred.

If she’s successful, red-handed begins guiding her tothe item’s location, provided itis within the spell’s range.

If she gets a raise on thespell roll, she can also identifythe thief. However, to do so shemust actually touch the stolenitem before the end of thespell.

Before a civic-mindedvoodooist goes volunteeringher services to the localsheriff, she’d better thinktwice. Most townsfolk forgetabout petty larceny pretty darnquick when confronted with“black magic”!

Revelation DustTrait: KnowledgeTN: 5Speed: 2 hoursDuration: 1 round/spell levelRange: Touch

This spell creates a smallpacket of powder which helpsextract the truth and penetratedeceptions. The spell creates asingle use of a revelation dust.

To use the dust, thevoodooist must sprinkle it overthe target. Then, for theduration of the spell, the targetmust roll an opposed test ofhis Spirit versus thevoodooist’s spell Aptitude anytime he’s asked a question. Ifhe loses, he must answertruthfully. If he wins, he canchoose not to answer, but hecan’t lie if he does. If thetarget gets a raise, he can lie.

The dust is also handy foruncovering disguises, whethermagical or otherwise. Whensprinkled on the target, thevoodooist rolls her spellAptitude versus the target’sdisguise or other Aptitude asappropriate. If she wins, shecan see through any disguise.(Marshal, we advise you to rolldice even if the target isn’tdisguised—just to keep thehero guessing!)

Only the voodooist whocreated the dust can use it.Each packet keeps its potencyfor one day per level of thevoodooist’s revelation dustAptitude.

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Sending o’the DeadTrait: SpiritTN: 11Speed: 1 dayDuration: 1 week/spell levelRange: 1 mile/spell level

This is a potent curse thattouches every aspect of thevictim’s life. Although it doesn’tdirectly doom the target, manya soul has met his end thanksto this spell.

When successfully cast,sendin’ o’ the dead plagues thevictim with malicious andmischievous ghosts thatconfound nearly everyendeavor. For the duration ofthe spell, the target of thesendin’ gains the bad luckHindrance.

To cast the spell, thevoodooist must have in herpossession an item of valuebelonging to the intendedvictim. The range listed for thespell is how close the targetmust be when the spell is cast.Once the spell is in effect, thebad luck follows the targetanywhere.

The spell is ended if thevictim recovers the personalitem used in the spell’s casting.The spell also requires othercostly ingredients andsacrifices totaling $50 dollarsin value.

Multiple castings of thisspell on a single target have noadditional effect.

Soul TrapTrait: SpiritTN: 9Speed: 6 hoursDuration: SpecialRange: Touch

This ritual allows avoodooist to create a powerfulconjure bag capable of stealingthe supernatural essence ofpowerful abominations.

When successfully cast, theconjure bag allows thevoodooist to “count coup” oncertain powerful abominations,absorbing a small bit of theirpower He gains the samebenefit as a Harrowed would.See Deadlands: The Weird Westfor details on counting coup.

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When creating the conjurebag, the voodooist mustspecifically name theabomination from which heseeks to steal the essence. Forexample, “the hangin’ judgeoutside Albuquerque” or “thenight haunt prowling the BigHorn Mountains.”

Additionally, if the creaturehas a specific weakness, asample must be included inthe bag’s contents. A bag tocapture the essence of ahangin’ judge would contain abit of a hangman’s rope and alawman’s badge, for instance.

Once the bag has been filledand the ritual completed, thevoodooist has one day to

count coup for each level hehas in soul trap. After thattime, the conjure bag loses itsenchantment and is useless.

If the voodooist succeeds incounting coup during thatperiod, the conjure bag trapsthe essence of theabomination. Should he losethe bag or if it is emptied, healso loses whatever couppower he gained.

A voodooist can only countcoup on abominations that arepowerful enough to grant it.The Marshal has the details onwhich ones do. Finally, avoodooist may not gain morecoup powers than he has levelsin the soul trap spell.

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Spell BreakerTrait: SpiritTN: OpposedSpeed: 30 minutesDuration: InstantRange: 5 feet

This handy spell lets avoodooist try to dispel theeffects of another magician’ssorcery. It is only effectiveagainst hexes, voodoo, or blackmagic spells. It has no effecton miracles or favors.

To be effective, the voodooistmust make an opposed test ofher spell breaker Aptitudeversus the other caster’sAptitude in the spell she’strying to dispel. If she wins thecontest, the target spell endsimmediately.

If she gets a raise on heropponent, the spell is warpedback onto the original caster ifpossible. He now suffers thefull effects of his own magic,just as if he’d cast it onhimself. Of course, if the spellcan’t affect the caster, ignorethis effect.

If the voodooist gets tworaises, in addition torebounding the spell, the casterof the original spell takes 3d6damage to the guts! Even if thespell can’t affect the caster, hestill takes the damage in thiscase.

Now, that all seems prettypowerful, but be warned: Magicthis potent is dangerous.

If the voodooist’s opponentshould get a raise in the

opposed contest, the voodooistsuffers the effects of theoriginal spell as well, ifpossible. If her opponent getstwo raises, she gets the spell’seffect and takes 3d6 damage tothe guts. In either case, theoriginal spell is unbroken.

Voodoo DollTrait: SmartsTN: 9Speed: 2 daysDuration: SpecialRange: Touch (special)

This spell creates the singleitem most familiar to thoseuninitiated with voodoo: avoodoo doll. These potentcharms aren’t as commonamong practitioners of voodooas most folks believe. They’retime consuming and difficultto make. However, in spite ofthe drawbacks, a properlyenchanted doll is a still potentweapon.

Each doll can only affect asingle person, who must bechosen by the voodooist at thetime of creation. The spellrequires a small part of theperson be included in the doll,usually hair or nail clippings.Additionally, other ingredientsand sacrifices totaling $50dollars must be used duringthe construction.

Once the doll is made, thevoodooist can use it to causethe target excruciating pain, aslong as the person is withinone mile per spell level of the

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Voodoo!

doll. To do so, the voodooistmust win an opposed roll ofhis spell Aptitude versus thetarget’s Vigor.

The voodooist does notreceive the usual –5 penalty fornot being in a humfor orshrine on the opposed spellroll to use the doll. Voodooistswho create a doll outside oneof the above locations doreceive the negative modifierto make the doll in the firstplace, however. Regardless ofwhere it was created, once it’smade the doll is effective nomatter where it’s used.

If the voodooist issuccessful, the victim receivesa wound level to a hit locationof the voodooist’s choice. Themagic of the doll can’t cause atarget more than a seriouswound. Should the targetalready have a wound levelthat high or higher in thechosen location, no wound isinflicted.

If the voodooist fails thecontest, there is no effect. If hegoes bust, the spell is broken,and the doll is useless.

Each doll can cause 1 woundper spell level the caster has invoodoo doll at the time ofcreation, and a voodooist canhave only a single doll at atime. Only the creator can usethe voodoo doll.

Even though they normallyfeel no pain, this spell affectsHarrowed. It has no effect onabominations.

WangaTrait: SmartsTN: 9Speed: 12 hoursDuration: 1 day/spell levelRange: Touch

Even houngans need a littlemuscle from time to time. Thisspell makes a normal weaponmuch more potent for thevoodooist. In effect, wangaturns a weapon into a specialkind of conjure bag.

The spell enchants a singleweapon of any type, providingit with a bonus to all damageit causes. When using thewanga, the voodooist adds hislevel in the spell to the damagedone. So, a Colt Peacemakerunder the effect of a level 5wanga spell would do 3d6+5damage whenever thevoodooist fired it.

The damage inflicted by theweapon does cause Winddamage to Harrowed or otherforms of undead, but it’sotherwise not consideredmagical in nature.

In addition to the weapon tobe enchanted, the spellrequires an additional $20dollars worth of ingredientsand sacrifices to be expendedduring the casting.

Only the creator gains thebenefits of the wanga. In thehands of anyone else, evenanother voodooist, it has nospecial abilities. A voodooistmay have only a single wangaat a time.

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This adventure leads theposse on a hunt for a sinisteropponent in New Orleans, wholeads them to a finalconfrontation in the Louisianabayous. You can use this tale tointroduce your posse to theMississippi, or you can sneak itinto an ongoing campaign.

The StorySo Far

Lucien Crepin arrived in NewOrleans from Haiti in thesummer of 1866. He’d beendrawn to New Orleans byLaCroix’s influence there—notthat he had any intention ofworking for the rail baron.

Crepin had heard rumors ofLaCroix’s dark practices andfigured any city that would

allow someone like LaCroix tohold such a prominent positionwould probably turn a blindeye to him as well. You see,like LaCroix, he was a bokkor,a practitioner of evil voodoomagic.

He’d been forced to flee Haitiwhen the extent of his evilcame to light. While the islandhas more than its share ofblack magicians, few were asopen or extreme about theirpractices as Crepin. Zombiesand sendings of the dead weretrivial evils for him.

For years he’d beenpracticing blood magic—ritualsthat require human blood towork. However, Crepin took itanother step and began usinghuman sacrifice as part of hismagics.

Trouble A-BrewinAn Adventure in the Crescent City

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While such rites gave himtremendous power, theycertainly didn’t endear him tothe average Haitian. Finally, thelocal inhabitants had enoughof his twisted practices. Justahead of an angry lynch mob,Crepin boarded a ship to NewOrleans.

Setting up ShopCrepin restarted his rituals

in New Orleans less than aweek after his arrival. As he’dhoped, the first murder didn’tdraw much attention. Thecitizens of New Orleans werestill shaken from the recent,unexplained mass death of theUnion garrison, so most folks

didn’t dig too deep into theunknown unless it jumped upand smacked them in the face.

About that time, the citywas in the middle of a powerstruggle between LaCroix’sbokkor and the followers ofMarie Laveau. Lots of strangethings were happening at thattime anyway, so initially manyof Crepin’s acts were blamedon LaCroix’s minions.

Crepin was so successfulearly on that he began to sethis sights on overthrowingLaCroix and claiming hisempire. However, to do so, heknew he needed much morepower.

And more power meantmore rituals.

LaCroix’s WrathPretty soon, folks couldn’t

ignore the murders. The oddritual artifacts and drawingsfound at the scene of eachcrime quickly drew unwantedattention for Baron LaCroix.

Now, the Baron wasn’t abovesuch crimes, not by a longshot. But LaCroix had thesense to keep his dirty laundryout of the public eye and wasquite perturbed that peoplewere tying him to the crimes.The last thing he wanted wasfor enough ruckus to be raisedto get the attention of theTexas Rangers.

Using his considerableresources, it didn’t take himtoo long to find out Crepin’s

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identity. However, LaCroix knewhe couldn’t simply makeCrepin disappear. If he did,fingers would still point at theBaron. Folks would just sayhe’d gone to ground and wouldstart up again when thingscooled off.

Instead, the Baron hadCrepin followed. The next timehe performed one of hisrituals, a group of New Orleanspolicemen just “happened to bein the neighborhood” andbarged in right at theculmination of the rite.

Crime & PunishmentCrepin was locked up to

await a “fair” trial, to befollowed immediately by aquick execution, but thebokkor had a few tricks left toplay. Within hours of his arrest,he made his move.

No one’s sure exactly whathappened that night, but thenext day when the shiftchanged, Crepin’s cell wasempty, and everyone else inthe jail was dead. Rumor has itthat snakes, spiders, andscorpions were crawling fromthe mouths of the guards’corpses, but the police put alid on that quicker than afellow could spit and say“Howdy!”

Almost as soon as hisescape was discovered, anumber of businessmen gottogether and put a sizeablebounty for Crepin’s capture—

dead or alive. Just about everykind of gutter scum imaginablestrapped on a gun, saddled up,and lit out after Crepin.

It’s said that LaCroix lent ahand in finding the escapedmurderer, especially sinceCrepin was caught again bynightfall. Even with him havingseveral hours’ head start, aband of vigilantes ran himdown in the swamps a fewmiles northwest of the city.

There the mob skipped theusual legal formalities andstrung him up on an old oakon a small island. Thevigilantes stayed until hestopped kicking, then left hishanging corpse to rot.

AmbrosiaThe blood magic Crepin had

been practicing made him afair bit harder to put downthan a normal cowpoke. With anudge from the Reckoners, thebokkor’s power and corruptsoul seeped into the tree as hislife drained from his own dyingbody.

The oak was soon astwisted as Crepin’s black soul,but in the depths of theswamp it had no outlet for itsmalevolence. There in thebayous, the bokkor’s spiritwaited for the day he couldproperly repay the citizens ofNew Orleans for their“hospitality.”

Nine years later, Crepin gothis chance.

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A Secret IngredientA few months ago, Henri

Laborde, a local brewer in NewOrleans, was wandering theswamp, searching for a fewherbs. He wanted to use themto spice up a new ale his wasplanning to sell.

Laborde knew nothing ofCrepin’s lynching nearly 10years ago, so when hehappened on the small islandwith the oddly twisted oaktree, he had no idea of thehistory behind it. The spirit ofthe bokkor subtly influencedLaborde through its magic anddrew the man to the tree.

There the brewer found athick, almost crimson sapflowing from the tree’s trunk.The sap was sweet to thetaste, and Laborde decided totry mixing it into his own beer.

He has no way of knowingthe sap contains the essenceof Crepin’s evil. Anyonedrinking the brew is eventuallywarped into a tool of themagician’s revenge.

Worse yet, the brew ishighly addictive, and only a fewglasses of it are necessary tobend the will of all but thestrongest spirits.

Crimson Ambrosia Laborde was the first to

succumb to the sap, and hedevoted himself to spreadingthe supernatural liquidthroughout the region. A side-effect of drinking the tainted

beer causes the victim toeventually transform into aform of human plant life. Theprocess is slow, but Labordehas long lost his humanity.

Laborde realized a fewweeks ago that anyone viewinghis horrible form would like asnot run screaming to thenearest Texas Ranger. Not quitethe reaction you want fromfolks you were trying to sell adrink to! Fortunately for him,there is always scum willing towork for anyone for the rightprice.

Now, Laborde stays hiddenfrom sight in his brewery,using his lackeys to run hisbusiness. He only leaves thebrewery one night a week tojourney to the tree and fill afew buckets with the sap.

Crimson Ambrosia went intoproduction in New Orleansabout a month ago. It’sbecoming quite popular withthe locals, and several haveconsumed enough to beginfeeling its twisted effects. Aseries of grisly reenactmentsof Crepin’s murders have begunin New Orleans’ FrenchQuarter, with four dead so far.

Big Trouble in N’awlinsTwo days ago, before the

adventure begins, NathanParish murdered a FrenchQuarter prostitute namedIsabelle. The murder took placein a Gallatin Street brothelcalled the Gilded Lily.

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Possessed by Crepin’s spirit,Parish killed Isabelle in thesame grisly, ritualistic mannerCrepin used 10 years ago. Aftercommitting the foul murder,Parish regained control andwas sickened by what he saw.He fled the brothel, stillspattered in the blood from themurder. Not long after Parishleft the Lily, Isabelle’s bodywas found.

Several witnesses sawParish leave, and a couple evenclaim to have seen the bloodon his clothing. A city-widemanhunt began immediately,and Nathan Parish has beennamed as the suspect in allfour of the murders. So far noone has found Parish.

The SetupThe posse may have heard

of the murders in a variety ofways. It’s big news in the NewOrleans Times, so anyone withan eye on current eventsknows Nathan Parish is asuspect in a number ofmurders in the French Quarter.If a posse member belongs tothe Pinkertons or Rangers, hisorganization may haveassigned him to look into theoccult nature of the killings.

Regardless of the heroes’backgrounds, the posse iscontacted by Sophie Parish,Nathan’s older sister. She’scertain her brother is innocent,and she fears for his life. One

of her servants brought wordof a group of folks who hadn’tjumped on the vigilantebandwagon yet: the heroes.

Through a retainer, sheinvites them to the Parishmansion in the Garden Districtthat afternoon to discuss abusiness proposition.

They are met by a houseservant and led to a lavishsitting room. There, they meetSophie. She’s only 25 herself,and the picture of a Southernbelle. There, over a lateafternoon tea, she tells themthe following:

“Since our parents diedof yellow fever three yearsago, I have run this house.Nathan, my dear youngerbrother, is my only livingrelative. Like every oneelse in town, I know whatthe police are saying.

“Let me assure you, Iknow Nathan, and theseaccusations against himare false! Nathan wouldcry when Father whippedthe dog. He could neverhave murdered anyone!

“Nathan is the onlyfamily I have left in thisworld. I cannot bear tosuffer his loss.

“Our family is not aswealthy as it once was,but I am prepared to offeryou the sum of $500 if youcan find my brother andprove his innocence.

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Now, if the posse is a bunchof scoundrels willing to takeadvantage of a lady in distress,have one of the rogues roll apersuasion roll against a Fair(5) TN. If he’s successful, hesqueezes an extra $50 dollarsout of Sophie’s dwindlingresources, plus an additional$50 for each raise.

Sophie fears time is runningout for Nathan, and she’sdesperate for the posse’s aid.She’s not above begging,pleading, or playing up the“helpless damsel” act toconvince the heroes to accept.

Chapter One:Digging up DirtWhile the posse is

downstairs discussing the dealwith Sophie, Nathan creepsinto his upstairs room. He feelslike he’s trapped. Everyone intown is looking for him, andthe police are calling him amonster. Worse yet, Nathan ispretty certain he did killIsabelle.

Shortly after the possehears Sophie’s plea for help,the meeting is interrupted bythe sound of a single pistolshot from upstairs. Sophie andthe servants rush to thesecond floor to see what’sgoing on. There, they findNathan in his room, dead froma single, close-range shot tothe head, a smoking pistol

hanging limply in his lifelesshand. It seems the strain ofwhat he had done had finallybecome too much for theyoung man’s mind.

Sophie faints dead away, andthe servants are unsure ofwhat to do. The posse has agood opportunity to examinethe body before the policearrive. Any character whomakes a Fair (5) medicine: anyroll can tell for certain thatNathan’s wound was self-inflicted.

Have any hero examining thebody make either a search ormedicine: any roll against anOnerous (7) TN. If he succeeds,he finds one of Parish’sfingernails is missing. In itsplace is a dark, scab-likegrowth. If he examines Parishthoroughly, he finds a similartwo inch by two inch patch onhis lower back. An Onerous (7)science: biology or survival rolltells the hero the scab issimilar to plant bark! Neitherthe servants nor Sophie (whenshe regains consciousness) hasany explanation for the strangegrowths.

The police arrive shortly andare actually fairly satisfiedwhen they learn Nathan killedhimself. They all but declarethe latest murders solved onthe spot! Their investigation iscursory at best, and Nathan’scorpse is quickly sent to alocal undertaker’s.

If the heroes question the

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police, this is a good time forthem to meet Deputy Abbot(see Law Dogs, below).

After the police depart,Sophie tells the heroes shewould like them to finish thejob she offered. She stillbelieves him innocent and feelsshame drove him to take hisown life. Although it’s too lateto save Nathan’s life, she asksthem to save his name, and herfamily’s.

Doin’ LegworkAt this point, the heroes are

pretty free to pursue theinvestigation in whatevermanner they desire. In thefollowing sections, we’vedetailed the clues they canfind in their search.

Nathan ParishAsking around, any

investigator who makes anOnerous (7) streetwise rolllearns Nathan Parish was aknown alcoholic. However,most folks remember him as apeaceful drunk who’d neverraise a hand in anger.

A Hard (9) streetwise rollreveals to the posse that Parishfrequented a French Quarterbar named Marcel’s.

IsabelleThe victim was known only

by her first name: Isabelle.Much like the other victimsbefore her, little is known

about Isabelle, other than shewas a working girl at theGilded Lily, a brothel onGallatin Street.

The Lily was also the site ofher murder. She’d been therefor several years, and NathanParish had been both her firstand last customer the eveningof her death.

Law DogsThe New Orleans police

have an office in the FrenchQuarter. Any posse memberwho questions the local policeofficers about the murdersfinds them uncooperative.After all, they don’t need thehelp of a bunch of vigilantes

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to solve this one! They providethe posse with a minimum ofinformation, nothing the heroescouldn’t have found out ontheir own.

However, shortly afterleaving the local office, theposse is approached by DeputyDavid Abbot, a fat, greasy-looking policeman. DeputyAbbot offers to exchangeinformation for monetaryconsideration, and DeputyAbbot doesn’t come cheap! Foreach $5 the posse uses tobribe him, the deputy revealsthe following, in order.

Prior to Isabelle’smurder, Parish was notunder suspicion for thecrimes.

At every murderscene, there are signsof some strangeinscriptions. Anotherpolice officer identifiedthem as related tovoodoo, but he didn’tknow the meanings.

The murders didn’tseem to follow anypattern except evidenceof rituals was found atevery scene. (If theposse presses for dates,feel free to make updates to fit yourcampaign timeline.They should all fall

within the past monthhowever.)

Abbot overheard arumor that some folksare saying the markson the victims matchthose used by a voodoopriest, Lucien Crepin—who escaped from jailand disappeared yearsago. Parish was tooyoung to have beeninvolved with Crepin,even if his crimes aresimilar. Abbot knowsnothing about Crepin’sstory.

The Gilded LilyAt some point, the heroes

are likely to visit the GildedLily to try to find a few moreclues. They are met byMadame Camile, the owner ofthe Lily. The madame is quitedisturbed by the events, butshe would like nothing betterthan a quick solution to theevents of the evening. Murderstend to put a damper onbusiness.

When questioned aboutNathan Parish, Madame Camiletells the posse:

“Nathan was a frequentvisitor. He was alwayspolite and, how shall wesay—generous. Nathan wassuch a gentleman, all thegirls adored him. That’swhy this is such a shock.

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I knew Nathan had beendrinking when he arrived,but he’s always been evenmore docile when drunk. Inever expected he was theman responsible for themurders.”

Madame Camile is unsure ofNathan’s whereabouts prior tothe murder, but she does knowhe frequently favored a salooncalled Marcel’s. (Details onMarcel’s can be found on page10.)

If the heroes press her onNathan’s prior visits, they learnhe frequently spent the entirenight at the Lily and all thegirls spoke very highly of him.Should the heroes ask for

dates of his all-night visits,Madame Camile can providethem. (She keeps excellentrecords. You never know whenit might be advantageous toknow when an influentialpolitician or wealthybusinessman last dropped by!)

If the heroes have the datesof the murders from PatrolmanAbbot, they notice several ofthe dates match, indicating it’shighly unlikely Parishcommitted all the murders!

As long as the posseremains courteous and polite,Madame Camile is very helpful.On the other hand, if the posseis disrespectful or uncouth,Madame Camile requests, in no

TheFrenchQuarter

The Gilded Lily

Marcel’s

Mississippi River The Boatman’s Rest

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uncertain terms, that the groupleave. Only a Hard (9)persuasion roll can win backher good will at this point.

Madame Camile allows theheroes to view the murderscene. However, the room hasbeen well cleaned, and thereare no other clues to be found.

Marcel’sThis rundown two-story

saloon is located on BourbonStreet about a block west ofGallatin. From the fixtures, theposse can tell Marcel’s wasonce a spit-and-polishestablishment, but it’sobviously changed clientele inthe past few years. Most of thepatrons are dock workers,riverboat men, and otherworking-class types.

The owner is a balding manwith an ample, middle-agedspread threatening to overflowhis belted pants. His name isOgden Hanks, and he alsotends bar most nights—anddays for that matter.

Hanks bought the place afew years back, and is findingit’s a lot harder to make aprofit than he’d first thought.He wanted to change thename, but he couldn’t come upwith a catchy one, so he left itMarcel’s. Any cowpoke whocalls Hanks “Marcel” finds thebarkeep has a poorlydeveloped sense of humor—anda sore spot about his name, toboot.

He’s not really talkativeunless the heroes are drinking.If anyone asks for Hank’srecommendation on a drink, heoffers Crimson Ambrosia at aquarter a glass.

If asked about Parish, Hankstells the posse:

“Don’t know muchabout the feller—exceptfrom what I’ve seenhereabouts. Parish waspretty much a peacefuldrunk. If he got too manyunder his belt, he’d passout, like as not.

Seemed decent enoughat first, but I guess he justput on a good show, ’causehe was downright pricklyafter he’d had a few drinksunder his belt.”

Should the posse ask aboutchanges in Parish’s behavior,Hanks looks thoughtful andthen says “None that I canthink of.” If questioned onthem, he’s not sure of Parish’sdrinking habits either, althoughhe might hazard a guess thathe drank Crimson Ambrosia.

The TimesResearching the archives at

the New Orleans Times is along and tedious process.However, a patient reader whospends a day at the office andmakes an Onerous (7) search/Knowledge roll finds all thedetails on the murders, Crepin’scapture, and escape.

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The actions of the vigilantemob are also written up—butthose didn’t get quite thecoverage of the rest of theaffair. The businessmeninvolved in the lynchingapplied a good deal of pressureon the Times to suppress thedetails of the story. Findingthis story takes a Hard (9)search/Knowledge roll.

The bounty is listed, alongwith the fact that Crepin diedduring the chase, somewherein the bayou to the northwest.Although the lynching isn’tmentioned, a reader certainlygets the impression that themob may have taken mattersinto its own hands.

Early in the reporting of themurders, there is considerableimplication of LaCroix as theresponsible party. But afterCrepin’s capture, the paperretracts its accusations

The hero can also find a fewdetails on the recent murdersas well. This takes Foolproof(3) search/Knowledge roll, andabout two hours of searching.

The paper lists the names,dates, and locations of theother murders. The informationdoes match with any the posseobtained from PatrolmanAbbot, but little else of valueis contained in the articles.

If the heroes investigatethese other murders, they findlittle of importance. Nobodyknows much about the crimes,nor can they finger a suspect.

Who Do Voodoo?As the investigation

progresses, the voodoo elementof the crimes is likely to arise.A Fair (5) streetwise roll andan inquiry abut voodoo pointsthe posse to the conjuredoctor, Doctor John.

Doctor John has one of thebest networks of informants inthe city. Just about anythingthe heroes could want to knowabout anyone, Doctor Johncould find out for them—forthe right price.

For a mere $25 dollars (orsome special service if youwant to inject another sideadventure here, Marshal), theconjure doctor tells the posse

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about the whole Crepin affair,from his departure from Haitiup to his lynching in theswamp. He also passes on therumors about LaCroix’sinvolvement, but Doctor Johnmakes sure the posseunderstands the Baron wasinnocent of the crime.

If asked about Parish,Doctor John tells them:

“Sure ’nough, that youngman did the deed—thatpretty young Isabelle, thatis. That boy, though, heonly did that one. Otherfolks, they did the others.

“But, you’d better knowone t’ing: None of thesefolks is themselves whenthey did the killin’. They’smojo a-workin’—bad mojo.

“Crepin, he done comeback to pick up where heleft off. Somet’ing stillbinds him to the world o’the living. You want to endthis mojo, you find thatand sever his ties.

“How do I know this?Why, the spirits they tellme! They also tell me itgonna get worse.”

Doctor John finishes hisstory with a short laugh, andsays, “That one was free.Anyt’ing else is gonna cost.”

You can use Doctor John topoint the posse toward anyclues they missed, but hisknowledge isn’t cheap!

Baron LaCroixThe posse may be drawn by

the murders to dig intoLaCroix’s affairs . Anyoneasking about LaCroix’sinvolvement is directed toDoctor John, on a Fair (5)streetwise roll as above.

The Baron’s minions havebeen watching the heroes’progress closely, ever sincethey were approached bySophie Parish. LaCroix wantsthe murders stopped as badlyas anyone. They’re drawingattention to his city, and tovoodoo in particular. With thesuccess he’s enjoying with hisrailroad, LaCroix doesn’t needany distractions—particularlywhen it’s one of the few timeshe’s truly innocent.

Nonetheless, LaCroix istrapped in the same dilemmahe faced when Crepin firstcame to New Orleans. If he orhis henchmen take directaction, folks are going to startyelling “Cover up!” and he’llstill end up with the blame.

The Baron sees a primeopportunity in the heroes’investigation. If they solve themystery, his hands stay clean.

BountyThe posse learns of

Crepin’s story: 1 red chip.The posse determines that

Parish couldn’t havecommitted all themurders: 1 white chip.

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Chapter Two:Dealin’ withthe Devil

Give the posse a couple ofdays or so to wander the cityand dig for clues. Then, as theystart to wind down, BaronLaCroix makes his move.

After the heroes had acouple of days to investigatethe murders, they’re contactedby a well-dressed black manwith a heavy Caribbean accent.The man approaches themduring dinner and introduceshimself as Damien Brionne.Brionne tells them herepresents a “party interestedin their current endeavor,” andhe asks to speak with themprivately.

Have the heroes makeCognition checks against a Fair(5) TN. Those that succeed seea large Bayou Vermillion signetring on Brionne’s right hand.The man makes no effort todisguise this from the heroes.In fact, he actually wants themto see the ring.

After making sure thediscussion is confidential,Brionne says:

“My employer is veryinterested in seeing yourpresent investigationsucceed. He wishes toassure you he and hisorganization are innocent

in this matter—as you willno doubt discover.

“However, as a result ofcertain unfortunateassociations between hisown religious beliefs andthe recent crimes, he feelshe is being unjustly linkedto the villainy. As he is aman of high standing andprofile, such… rumors… arepotentially quite damagingto his reputation.

“These whispered liesalso prevent my employerfrom taking an active rolein the affair, as hiscontributions would beconsidered suspect by allhis false accusers.

“Since you are alreadyon retainer to the lovelyMiss Parish, it would seemyour interests in thismatter parallel those ofmy employer.

“As a gesture of goodfaith and well wishes, hehas seen fit to offer you anadditional $250 each to seethis through to itsconclusion, on top ofwhatever recompense MissParish was able to provide.

“Of course, you may notdiscuss this arrangementwith anyone, as doing sowould make your ownfindings suspect.”

Brionne is authorized to goas high as $500 a person,should the posse haggle.

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Should the heroes accept,Brionne explains his employercan’t provide them with toomuch assistance—for obviousreasons. However, Brionne doesgive the heroes a slip of paperwith the name of a seedyhotel, the Boatman’s Rest,written on it.

He tells them anothermurder occurred less thanthree hours ago at thataddress. The police aren’t yetaware of it, so the heroes havea chance at a firsthand look atthe scene if they hurry.However, the authorities shouldreceive word of the crime inanother two hours, so theposse must hurry.

If asked how he knowsabout the murder, Brionne tellsthe posse his employer hashad eyes watching for the nextmurder, and he leaves it at that.

Understandably, some of theheroes may have their doubtsabout Brionne’s offer. If theyrefuse to accept it, Brionnethanks them for their time andleaves.

On his way out, Brionnegives the address slip andinformation about the murderto the posse as above. LaCroixwants the murders ended, andif the posse does it free ofcharge, so much the better!

Thanks, But No ThanksIt’s possible the heroes

refuse to follow up onBrionne’s lead. Maybe theydon’t trust LaCroix’s motives,or perhaps they’re too ethicalto work for an evil, voodoo-practicing rail baron. Or maybethey’re just being contrary!

Well, if they don’t take upthe lead at the Boatman’s Restall is not lost. It’s going to be awhole Hell of a lot harder, butit’s not impossible.

The word hits the streetsabout the murder the nextmorning. Bribing the policegets the heroes a single pieceof information found at thesite for every $10 dollars spent.

Combing the streets is alittle tougher. For everystreetwise roll that makes anOnerous (7) TN, the heroes

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garner one item from themurder scene. Once a herofails such a roll, he’s tappedout his contacts and can gainno further information fromstreetwise. Other possemembers can continue to trythe roll until they fail as well.

Finally, the undertaker isn’tabove a little incentive payeither. He lets the cowpokeshave a gander at the bodies fora mere $20. He also fills themin on the details of the deathsif they pad that bribe with anadditional $10.

If all else fails, you canalways use a character likeDoctor John to put the heroesback on track.

The Boatman’sRest

The hotel Brionne directedthe posse to is a ramshacklebuilding near the riverfrontwest of the French Quarter. Asto quality, well, let’s just saycalling this flophouse a dive isan insult to dives everywhere.

A weasel of a man namedMilton Strebeck sits at thefront desk. He looks upnervously as the posse enters.Strebeck, although he talkstough, is obviously quiteshaken—and with good reason.He’s caught between the policeand LaCroix. The desk clerkhesitates for a moment, andthen says:

“You must be the onesfor 2B. Well, go on up, butbe quick about it. I’mgettin’ the law in an hour,whether you’re outta hereor not—and I don’t carewho you’re workin’ for!”

Strebeck gives the heroes akey to the room, his handsshaking so badly he actuallydrops them once. He asks themto hurry.

The MurderJeremiah Monroe, under the

influence of CrimsonAmbrosia, lured Mark Bird, anold friend to his room. There,he ambushed him and carriedout the rituals.

After doing so, his mindcleared, and he was greetedwith the horrible scene.Monroe staggered back awayfrom Bird’s corpse, tripped andfell out the window to thealley below. The fall broke hisneck, killing him immediately.As yet, his body isundiscovered.

At the SceneMonroe’s room is on the

second floor, at the end of thehall. An occasional oil lampprovides minimal light in thehallway. It’s obvious folks don’tchoose the Boatman’s Rest forits five-star rooms!

The key lets the posse intoa tiny room that stinks ofblood and death. The room is

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sparsely furnished, containingonly a bed and a night stand.Other than the door, a singleopen window lets out into aback alley two stories down.

Laid out on the single, filthymattress is the body of a man.The man is tied down and hasobviously been used as asacrifice in some horribleritual. Strange symbols havebeen carved into his chest andforehead and herbs, candles,and cups of blood surroundthe mattress.

All heroes viewing thisscene must make a Fair (5)guts check.

Provided they’re looking inthe right places and make therequired rolls, the heroesuncover the following clues:

Faith: voodoo: Anyhero with this Aptituderecognizes thetrappings of evilvoodoo at work. Shedoesn’t even have tomake a roll. However,it’s unlike any she’sseen before.

Academia: occult:Fair (5). See faith:voodoo, above.

Medicine: generalor surgery: Fair (5).The man’s death wascaused by deep cuts tohis throat and wrists.

Medicine: (any): Hard(9). The symbols carvedinto the victim’s chestwere administeredwhile he was still aliveand kicking.

Search: Fair (5). Anyhero searching theroom finds a nearlyempty bucket of areddish liquid next tothe open window.Inspection reveals it tobe some type of beer. Ifthe heroes have tastedCrimson Ambrosia atMarcel’s, they recognizeit immediately.

Search: Onerous (7).In a bundle of bagsunderneath the bed, thehero finds a Bible.Inside the front page isa gift inscription notingthe Bible was presentedto Jeremiah Monroe onJune 15, 1871. The bookis dog-eared and wellworn. With theexception of hisdrinking habit, Monroewas a religious man.

Search: Fair (5). Anycowpoke searching themurder victim finds awallet containingseaman’s papersidentifying him as MarkBird.

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Out the WindowAny hero looking out the

window sees a fall of a good20 to 25 feet to a cobblestonealley. She also sees yet anothershocking sight: the body of aman laying in a heap on theground directly beneath thewindow.

If the heroes go toinvestigate, they find JeremiahMonroe. He is quite dead. Thecause of death is obvious: abroken neck, caused by the fallfrom the hotel window.

Any hero who gets within afew feet of Monroe’s bodyshould make a Fair (5)Cognition roll. Those whosucceed get a strong whiff ofbeer rolling off him.

The posse also finds theman’s hands and arms arecovered in blood—and not hisown. The carving knife he usedto commit the horrible deedlies nearby, also covered inblood.

A quick search of the man’sclothes turns up his ownseaman’s papers, naming himas Jeremiah Monroe.

If a hero examines Monroe’sbody before it’s carted off tothe undertakers, have hermake an Onerous (7) Cognitionroll or a Fair (5) medicinecheck—whichever favors thehero. Should she succeed, shenotices Monroe has a bark-likegrowth on his left forearm,similar to the patches onParish.

Back to StrebeckShould the heroes question

the desk clerk, they find himevasive. It’s just his nature.Plus, New Orleans is not theplace to be giving outinformation to the firstsodbuster that asks a probingquestion. If prompted, however,he can provide the followinginformation on the chart belowwith a successful persuasionroll. After he’s answered a fewquestions, Strebeck all butbegs the posse to get out sohe can fetch the authorities. Ifthey don’t, he says he’ll getthem anyway and let theheroes explain why they’rehere!

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Strebeck

TN Information3 Jeremiah Monroe was a

sailor or boatman ofsome sort. He hadrented rooms in theBoatman’s Restbefore. He’d neverbeen violent, andhe’d definitely neverkilled anyone!

5 Strebeck had seenMonroe and MarkBird together before.He was under theimpression theyknew each otherwell.

7 Strebeck saw Monroereturn to his room inthe hotel a few hoursago carrying a pailof beer. He doesn’tknow the name ofthe bar he camefrom, but he’s sure itwas nearby.

On the StreetsSome legwork turns up

other information. Have anyhero who asks around aboutMonroe make a streetwise orpersuasion roll, then comparethe result with the clues onthe Legwork Table. Other thanthis information, the posselearns little else about eitherman. Both were drifterswithout many ties to folks inNew Orleans.

Legwork

TN Information3 Jeremiah Monroe and

Mark Bird were goodfriends from yearsback. They were bothsailors and got theirstart on theMississippi.

5 Monroe arrived in NewOrleans about oneweek ago. Beforethen, he’d been outof town for almostfour months on avoyage.

7 Monroe was a Baptistand pretty devout,too. He carried hisBible with himeverywhere he went.His only major failingwas his drinkinghabit.

9 Monroe was seencoming out ofMarcel’s a couple ofhours before themurder. He wascarrying a metal pailwith some sort ofbeer in it.

BountyPosse learns that Monroe

was at Marcel’s prior tothe murder: 1 white chip.

Posse finds evidence ofCrimson Ambrosia at thecrime scene: 1 white chip.

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Chapter Three:Bar-Hopping

Hopefully, by this time theheroes have a clue there’ssomething rotten in Marcel’ssaloon. If they don’t, you mayneed to nudge them in theright direction.

Doctor John is a good wayto do this. If they haven’t madecontact with him, a shadowyinformant from LaCroix canhelp them out.

Hey, Bartender!Hanks confirms Monroe

recently picked up a pail ofbeer from him. If asked thetype, the bartender answersimmediately CrimsonAmbrosia. He tells the posseMonroe picked up a taste forthe brew his first night back intown and was good for a pail aday since then—and more atnight.

Should the heroes questionhim about Monroe’s behavior,his reply is remarkably similarto the one he gave aboutNathan Parish: a good man, buta bit surly when he starteddrinking.

At this point, he asks theheroes what they’re having (ifthey’ve not already ordered.) Ifthey don’t have a drink, Hanksmakes it pretty clear he’s onlyhas time to talk to payingcustomers!

Crimson AmbrosiaIf the course of the

conversation turns to CrimsonAmbrosia, Hanks seems tocheer up a little. He tells theheroes it’s quickly becominghis best seller.

“Right now, the breweryis only selling to me to seehow the beer does. But,this stuff is doin’ so well, Iexpects Laborde’s to startdistributing it across thecity—if not the state!

“I tell you, the kegs aremoving so fast I’m gettingdeliveries about every twodays now. In fact, I’m aboutout already. Good thing I’mdue one tomorrow.”

If the heroes ask, Hankssays he doesn’t know thelocation of Laborde’s brewery—only that it’s on the river.

Looking around, the possecan see a number of patronsdowning glasses of CrimsonAmbrosia. None of the drinkerslook threatening, but haveanyone watching closely makean Hard (9) Cognition roll tocatch sight of a patch of scaly,bark-like scab on the back ofone of the customer’s necks.

Hanks talks to the posse alittle longer before moving on.Should the heroes hint atsuspicions about CrimsonAmbrosia, the bartender looksat them like they’re crazy, tellsthem as much, and moves toserve someone else.

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BouncersAny hero that gets rowdy in

Marcel’s finds himself facedwith Hanks’ two bouncers,Hannibal and Caesar Otis.

These walking twinmountains don’t say much, itdistracts them from their onetrue joy in life: busting theheads of smaller folks. Andgiven their size, that’s justabout everyone.

Neither bouncer carries agun, but Hanks keeps a sawed-off shotgun underneath thebar. If a fight starts getting outof hand, he fires one barrel inthe air as a warning shot andthe next as a lesson—to thefriends of the deadtroublemaker, that is!

Hannibal & CaesarCorporeal: D:1d6, N:2d8, S:3d12,

Q:2d8, V:2d12Fightin’: brawlin’ 5d8,Mental: C:2d6, K:2d4, M:4d10,

Sm:1d4, Sp:2d8Guts 3d8, overawe 4d10Edges: Brawny, sand 2, thick

skinned, tough as nails 3Hindrances: Illiterate, mean

as a rattlerPace: 8Wind: 20Size: 7Gear: Brass knuckles

(STR+1d4) and really bigfists!

Description: The twinbrothers are mountains ofmuscle with shaved headsand dull stares.

A Face in the CrowdWhile the posse is talking to

Hanks, have the heroes makean Incredible (11) Cognition roll.The cowpoke who succeeds (orwho gets the highest result, ifmore than one makes the roll)notices a shady looking manpaying an unusual amount ofattention to the posse’squestions.

The man is dressed in awell-worn jacket and abattered hat. He’s sitting nearthe posse, sipping a glass ofCrimson Ambrosia.

Laborde has caught wind ofthe posse’s interest in hisscheme, and he’s sent one ofhis thugs, Luther Pierce, tokeep an eye on them. The manis addicted to Laborde’s beerand under Crepin’s influence.

If the heroes approach him,he simply says he thought herecognized one of them, but hewas mistaken. Luther revealsnothing else, and he doesn’tallow the posse to provoke himinto a fight in a public place.

Have the heroes make aHard (9) Cognition roll if theyconfront him. Those whosucceed can make out thetelltale bark-like scabs on hisleft wrist and right ear.

If the posse follows Luther,he wanders deep into thedarker parts of the FrenchQuarter. Have the heroes makean Onerous (7) sneak roll.

If they fail, he leads themdown a darkened back alley.

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There, more of Laborde’shenchman have set up anambush for the posse—see AAlleyway Ambush, below. Ifthey succeed, he wandersaround and eventually ends upat Laborde’s Brewery (see page24).

Should Pierce escape theposse’s notice, he leaves afterthe posse talks to Hanks.

Alleyway AmbushIf Luther leads the heroes

into the ambush, they’re in fora tough fight.

Luther stumbleshaphazardly down a dark,cobblestoned alleyway. Cratesand garbage line the sides ofthe street. He staggers forwarda few steps, loses his balanceand flops to the ground.

Actually he’s not the leastbit intoxicated. His staggeringfall is the cue for the ambush.The darkness around the posseerupts with shotgun blasts!

Have the heroes makesurprise checks—normallythat’s an Incredible (11)Cognition check, but if they’vementioned they’re watching fortrouble, you can reduce that toa Fair (5) TN. Those whosucceed notice a movement inthe shadows and can dodge ormake another maneuver whichrequires a single action toperform. Those who fail justhave to tough it out and hopethey’re bulletproof!

After the initial shots, thethugs continue to reload anduse their shotguns unlessthey’re engaged in fightin’combat, in which case theyuse the shotguns as clubsinstead. Luther draws a .32from inside his belt and beginsplinking at the heroes.

The gunmen are under theinfluence of CrimsonAmbrosia. They automaticallysucceed at all guts rolls andfight to the death.

Luther is also influenced,but he’s got a specialassignment to gather as muchinformation on the posse as hecan and report back toLaborde. He spends a single

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round slinging lead at thegroup before hightailing it outof the alley. If a hero chaseshim, though, Luther fights tothe death. He refuses to revealanything about his boss orCrimson Ambrosia.

There is one bushwacker inthe ambush for every memberof the posse, plus Luther

Luther PierceA down-on-his-luck

boatman, alcohol had longbeen his refuge from theworld. Luther was one ofLaborde’s first “converts.” Mostof his torso and upper armsare completely covered in bark,but his exposed flesh is stillclear. Laborde uses him to spyon the outside world.

ProfileCorporeal: D:2d6, N:2d6, S:3d6,

Q:2d8, V:2d8Fightin’: brawlin’ 2d6, shootin’:

pistol 3d6Mental: C:3d8, K:2d6, M:2d6,

Sm:2d6, Sp:2d4Scrutinize 2d8, trade: flat

boatman 3d6Edges: Thick skinnedHindrances: NonePace: 6Wind: NASpecial Abilities:

Armor: 1. The thick bark onhis chest gives Luther 1level of Armor for all hitsto the guts and gizzards.

Terror: 5 (when his torso isexposed)

Thick-Skinned: Luther’spain nerve endings arecompletely dulled. Hesuffers no modifiers fortwo levels of wounds.

Gear: .32 pistol and 12 bulletsDescription: Pierce is a thin,

weasely man with a narrow,black mustache.

BushwackersCorporeal: D:2d6, N:2d6, S:3d6,

Q:2d8, V:4d8Fightin’: brawlin’ 2d6, shootin’:

shotgun 3d6Mental: C:2d6, K:2d6, M:2d6,

Sm:2d6, Sp:2d4Edges: NoneHindrances: NonePace: 6Wind: NAGear: Shotgun and 10 shells

Who Are These Guys?If the posse defeats the

bushwackers, they find nothingon the bodies except the guns,ammunition, and clothing.

However, have any cowpokechecking the bodies make aHard (9) Cognition roll. If shesucceeds, she finds a CrimsonAmbrosia label stuck to thesole of one of thebushwackers’ shoes. It isactually glued to the sole. Hestepped on it in the brewerywhile the glue was fresh.

Also, any hero examiningthe dead men should roll anOnerous (7) medicine orCognition check. If he makes it,he notices every one of the

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bushwackers, as well asLuther, have large patches ofthe bark-like growths on theirbodies.

The ambush takes place inone of the worst parts of theQuarter, so the posse has agood 30 minutes before thepolice arrive.

BountyThe posse learns the name

of Laborde’s Brewery: 1white chip.

The posse notices Pierce: 1white chip.

The posse defeats theambush and stops Pierce:1 red chip.

The posse defeats theambush, but Pierceescapes: 1 white chip.

Chapter Four:Strange Brew

By this time, the posseshould have pieced togetherenough clues to lead them toLaborde’s brewery. A clever orposse may even head herebased on clues they picked upin Chapter One. That’s fine.

The brewery is located atCeleste Street, near St. Mary,on the riverfront. The buildingis a slaughterhouse Labordepurchased and converted to abrewery. Even though a fewoperational slaughterhousesare nearby, for the most partthe brewery is surrounded by

empty and decaying buildings.The front has a loading

dock with kegs and crates onit. A pair of double doors allowlarge shipments to be moved inand out of the building, and asmall office door also openson to the dock. It has a smalldoor out back as well.

Daytime VisitsIf the heroes drop by the

brewery during the workingday, they have absolutely noluck at getting in to lookaround. The guards andworkmen have very strictorders about allowing no oneinto the building.

No matter what approachthe heroes try, they can’t talktheir way into the brewery. Ofcourse, if you feel they had areally clever idea, you can stillaward them a Fate Chip!

The warping influence ofthe hanging tree sap protectsthe thugs against even magicalattempts to persuade them.

Short of a raid by the policeor Texas Rangers, nobody getsinto the brewery without afight. Should the heroesconvince one of thoseagencies to conduct a searchof the premises, Labordescoops up the incriminatingevidence in Storeroom A anddrops through the trap door.The heroes are left withexplaining to a group of angrylawmen why they conductedthe raid in the first place!

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After DarkAt night, it’s a different story.

The brewery is still guarded,but there are a whole lot fewereyes watching the place.

The front of the building islit by gas lamps, but the sidesand dock are completely unlit.

Although the doors arelocked, the locks themselvesare rather simple, and anOnerous (7) lockpickin’ rollsprings the mechanism.

There are three largewindows on each side of thebuilding. All are locked, but along, thin wire and a Hard (9)Deftness roll opens the catch.The window to Storeroom A issecurely boarded up.

If Laborde isn’t expectingthe heroes, the guards areplaying cards in the businessoffice when they show up. IfLuther warned him about themeddling heroes, his men arehidden around the inside ofthe brewery waiting from theposse to arrive (see Guards onpage 27).

Devil’s WorkshopThe inside of the brewery

reeks of fermenting hops andbarley. The floor is covered inpuddles of spilled beer. Thehumidity is oppressive and thetemperature inside the buildingis a good 10° higher than thatoutside. In general, it’s justplain uncomfortable inside thebrewery building.

Have any cowpoke enteringthe building make a Hard (9)Cognition check. All thatsucceed catch a trace of rotunderneath the pungent smellof fermentation. The odor isnot unlike that of moist,decaying wood.

The BreweryThe main room is large and

open to the ceiling two storiesup. A catwalk runs around theinside of the building and isreached by climbing a set ofstairs in the southern corner.Along the ceiling are numeroustracks and pulley assembliesleft over from when thebuilding served as awarehouse.

The brewing vats are nearlyseven feet tall, and a smallwalkway runs alongside thetops of them to allowworkmen to add theingredients. On the walkwaybeside each vat is a small caskof liquid. If a hero opens thecask, she finds a thick, redsyrup that looks like a mix ofblood and tree sap. This iswhat Laborde drains from thetree on each of his visits.

Twenty-gallon kegs offinished product are stackedalong the walls and in themiddle of the room.

During the night, Brutus (seebelow) is in this room. Labordepositions two of the guards onthe walkway if he expectstrouble.

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The OfficeThe office is the only place

Laborde’s men ever allow aprospective client. A desk anda few chairs sit in the middleof the room, while a couple offile cabinets rest on theeastern wall. While the stenchof fermentation hangs in theroom, it’s nowhere near as badas in the brewery proper.

Any hero searching the deskshould roll an Onerous (7)search roll. If he succeeds, hefinds a fairly detailed mapshowing a route to anunnamed location deep in abayou several miles to thenorthwest of the city. Thecruse drawing of a tree and

the arcane symbols drawnaround it should catch theheroes interest.

A review of the records inthe filing cabinet tells theposse the brewery belongs toHenri Laborde. It also reveals acomplete list of all the bars inthe city to which Laborde hadsold or was planning to sellCrimson Ambrosia. Also listedare the dates of thetransactions. Although over adozen bars now carry the beer,only Marcel’s has had it forlonger than a week.

There’s also a petty cashbox containing $75 dollars invarious bills—if the posse’s intopetty larceny.

The Office

StorageRoom A

StorageRoom B

TheBrewery

Laborde’s Brewery1 inch = 20 feet

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Storeroom A The storeroom has been

converted into living quartersfor Laborde. When the heroesopen the door to this room, thestench of rotten vegetation isalmost overpowering .

The only light in the roomcomes from a group of candleson a small voodoo shrine. Thewindow is boarded shut, andcloth has been tacked over theinside of the boards to blockall light from the outside.Except for the shrine, the onlyother thing in the room is apile of dirt in the corner.

A hero examining the shrinefinds a group of clippings fromthe New Orleans Times

detailing each of the recentmurders. Also near the shrineis a scrap of dirty andcrumpled paper with neathandwriting detailing theingredients of CrimsonAmbrosia. The usual hops,barley, water, yeast, and so onare on the list, along with thewords “scarlet sap.”

A Hard (9) faith: voodoo orIncredible (11) academia: occultroll identifies the shrine asbelonging to Bakulah-Baka, afearsome petro loa.

This loa is usually depictedas a horrible ogre draggingchains behind him, inhabitingonly the deepest woods. Thehero also recalls the loasupposedly had noworshippers because its aspectwas so terrifying. Until now,anyway.

Searching the pile of dirtreveals nothing. Laborde wasusing it as a bed, and anOnerous (7) trackin’ roll tells ahero just that.

Have each member of theposse make a search roll.Whichever cowpoke rolls thehighest finds the outline of atrapdoor in the southeasterncorner of the room. It leads toa small, hand-dug tunnelunderneath the brewery thatends beneath the riverfrontdocks to the south.

There the posse findsfootprints and marks in theriver mud where a boat wasdragged into the water. A hero

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making a successful trackin’roll against a Fair (5) TN knowsthe tracks were made withinthe last hour or so. Actually,warned by his magic, Labordeleft the building just as theposse arrived.

Storeroom BThis is a genuine storeroom.

The nonperishable supplies forbrewing are kept here. Theheroes could scrounge up allthe pipes and rope they needin here, but that’s really aboutit.

GuardsLaborde knows folks would

string him up faster thandecorations at Mardi Gras ifthey knew what he was up towith his beer, so he alwayskeeps a couple of guardsaround the brewery. Whetheror not he has extra thugsaround depends on how muchwarning Laborde has that theheroes are on his tail.

If the heroes kept theirheads down and Laborde isn’texpecting them, there are onlytwo armed guards and Brutusat the brewery at any giventime during the night.

On the other hand, if Lutherobserved the posse in Marcel’sand escaped to report back toLaborde, then he has beefed uphis guards at the brewery. Inthis case, there are the normalguards, plus one additionalguard for every posse member.

Brewery GuardsThese particular specimens

are in worse shape than theother victims of CrimsonAmbrosia. That’s why Labordekeeps them at the brewery. Themen have large areas of theirskin covered by bark, and acouple have hands or feet morelike tree limbs or roots thanhuman appendages.

ProfileCorporeal: D:1d8, N:2d8, S:3d6,

Q:2d8, V:2d10Fightin’: brawlin’ 3d8, shootin’:

shotgun 3d8Mental: C:2d8, K:2d6, M:2d6,

Sm:2d6, Sp:2d4Edges: NoneHindrances: NonePace: 8Wind: 14Special Abilities:

Armor: 1. The thick bark ontheir torsos gives thesefellows 1 level of armorfor all hits to the guts,arms and gizzards.

Terror: 7Thick-Skinned: The guards

suffer no modifiers for 2levels of wounds.

Gear: Double-barrel shotgunand 20 shells.

BrutusThe guard dog, known

affectionately as “Brutus,” is avicious and bloodthirstyabomination. Brutus was anunpleasant mongrel to begin

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with, but once Laborde’s mentook to feeding him corruptedtree sap, the animal becamehomicidal. The pure sap hasbegun to warp the dog’s bodyas well. His teeth and claws aredark brown and snarled, andhis hair is slowly being chokedout by the thick bark replacinghis skin.

ProfileCorporeal: D:1d4, N:3d8, S:2d8,

Q:2d8, V:4d8Fightin’: brawlin’ 3d8, sneak

2d8Mental: C:1d4, K:2d6, M:2d6,

Sm:2d6, Sp:2d6Overawe 2d6, scrutinize 3d4,

search 3d4, trackin’ 6d4Pace: 8Size: 4Terror: 9Special Abilities:

Armor: 2Damage: Claw (STR+1d4),

teeth (STR+1d6)Thick-Skinned: Brutus

ignores 2 levels of woundmodifiers.

BountyThe heroes defeat the

brewery guards andBrutus: 1 white chip.

The posse discovers the“secret ingredient” ofCrimson Ambrosia: 1 whitechip.

The posse discovers themap to Crepin’s tree inthe bayou: 1 red chip.

Chapter Five:Shaking the Tree

When the posse raided hisbrewery, Laborde lit out of NewOrleans. However, hisappearance is now so horrificthere’s no way he could passas human in any society, theabomination has gone to thelast place of refuge left to him:Crepin’s hanging tree deep inthe bayous.

Hopefully, the posse foundthe map in the brewery office.With it, they have a clue and arough guide into the bayous. Alittle research tells the possethe area marked on the map isin the same region as Crepin’slynching. (If the heroes didn’tfind the map, you can alwaysfall back on someone like Dr.John to put them on the righttrack.)

Unless the heroes are set onslogging through mud andwater, they have to buy or renta boat of some sort to followthe map. Even getting to thestarting point of the route intothe bayous requires them totravel over five miles upriver.Once they’re into thebackwaters, well, then the funreally begins!

Hiring a GuideGoing off half-cocked into

the Louisiana bayous isn’t thewisest course of action. If theheroes have no skill in this

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sort of wilderness, they face awhole boat full of problems.

Luckily, there’s no shortageof river rats willing to sign onas guide for a measly $10. Ifthe heroes need a boat as well,they can get one for another$5. Should one of the heroesmention who—or rather what—they’re after, that priceimmediately triples!

The guide is fairlycompetent, with 3d8 in bothtrade: boatman and survival:swamps. However, as soon asthe first guts check is needed,the river rat takes the oldHeel-Toe Express outta there!

Into the SwampsFear Level 2The bayous are dark, even in

daylight. Heavy, drooping treelimbs screen out all but afraction of the sunlight.Spanish moss dangles likecobwebs from gnarled cypressand oak trees.

The brackish water makes itimpossible to see more than afew inches beneath its surface.Anything could be hiding lessthan a foot under the water.

Occasionally, a large watersnake glides across the surfaceof the water and slidesbetween the roots of anancient cypress. Off in thedistance, the sound of a heavysplashing tells the heroes thereare larger denizens in theswamp as well.

This trip through the deepbayous should put your posse’snerves on edge, Marshal, soplay it up!

Navigating the BayousThe map the heroes found is

only a very rough guide.Actually getting a boat back tothe marked destination ispretty tough.

Once the heroes leave theriver, the trip takes four hoursby boat . Every hour, theperson steering the boat has tomake an Onerous (7) trade:boatman roll or ground theboat. Once grounded, it takes10–60 minutes to free it andfind a clear route.

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If the steersman goes buston the roll, she’s holed theboat, and the heroes have tohoof it.

On foot, the trip’s muchworse. If the heroes are forcedto walk to the site, the triptakes twice as long. Themuddy ground makes walkinga chore, and the heroes areforced to weave in and aroundlarge expanses of open water.

And then there’s alwaysquicksand to worry about.

QuicksandEvery hour, each cowpoke

member on foot must make aFair (5) Cognition roll or findhimself up to his knees in thestuff and sinking fast. Gettingout takes a Fair (5) Strengthroll, but the hero has to havesomething solid to grab onto.

If a hero goes bust on theCognition roll, he gets into thedeep stuff before he realizeshis danger. The TN for theStrength roll is now Hard (9).

CrittersThe swamps are teeming

with life. It’s just not the typeof life most people prefer.Cottonmouth snakes, alligators,and biting insects hide in thedepths of the bayous. Howtough the heroes have it isentirely up to you. They have abig fight on their hands at theend of their little nature walk,so try not to go too rough onthem.

At the TreeFear Level 4Muddy, sweaty, and tired, the

heroes arrive at the locationmarked on the map. There theyfind a small rise of landtopped by a large, twisted oaktree.

Any hero examining thebase of the tree finds aparticularly gruesome voodooshrine. Numerous animals havebeen sacrificed there:songbirds, small deer, even ayoung alligator. Laborde alwaysmakes an offering when hevisits the hanging tree.

Also at the base of the treeopposite the shrine is a syruptap and pail to drain tree sapfrom the oak. If a hero opensthe tap, a thick, crimson sapbegins to pour into the pail.The sap is identical to that inthe kegs at the brewery.

Have any cowpoke lookingup into the branches of theoak make a Fair (5) Cognitionroll. Those who succeed seethe rotting remnants of ahangman’s noose danglingfrom a lower branch. This iswhere Crepin was hung. Thereis no sign of his body at all.

As soon as the posse makesany move to disturb theofferings at the shrine or thenoose, Laborde drops from thebranches and attacks. Becauseof his altered form, he’s able tohide invisibly against the treetrunk.

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A-Brewin

Marshal: 33

After three combat rounds,or as soon as Laborde is killed,whichever comes first, theground on the island begins totremble. The tree branchesshake violently, and one roundlater, the hanging tree,animated by the spirit ofCrepin, rips itself free from themuddy ground and attacks!

Henri LabordeThe man known as Henri

Laborde no longer exists. Theeffects of the corrupted treesap have altered him into anabomination that is as muchplant as human.

His skin is entirely coveredby a dark and scabrous bark-

like growth. The bark iscracked and pinkish aroundhis joints, so he can movefairly well.

Laborde’s fingers have grownlong and pointed, resemblingsmall tree branches, while hisfeet are gnarled like roots. Hisface still retains a few features,although they’re now distorted.His mouth has become ajagged scar, and his nose ismerely a pair of knotholes.

Laborde’s power isn’t limitedto mere freakishness. He’s alsogained arcane abilities fromCrepin’s influence.

Laborde was aware of theheroes’ approach and hasprepared a little surprise. Five

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Marshal: 34

Trouble

alligators lurk in the watersaround the island and attackwhen he does. See the mainRiver o’ Blood sourcebook forthe ’gator’s stats.

If the posse defeats theabomination formerly knownas Laborde, a search of histattered clothes turns up asilver pocket watch engravedsimply “Henri Laborde, 1851.”

ProfileCorporeal: D:1d4, N:3d8, S:2d10,

Q:2d8, V:4d10Fightin’: brawlin’ 4d8, sneak 2d8Mental: C:3d6, K:2d8, M:2d6,

Sm:2d8, Sp:2d10Faith: black magic (petro

voodoo) 4d10Pace: 8Terror: 9Special Abilities:

Armor: 2Damage: Claws (STR+1d6)Black Magic: Animal

mastery 4 (glowing eyes),forewarnin’ 3 (animalentrails), stun 3 (splinters)

Immunity: Laborde isimmune to Wind loss andwound modifiers.

The TreeCrepin has gathered enough

power from the ritualsconducted in the city toanimate the tree he was hungfrom. The only way to stop thetree and send Crepin’s spirit toHell is to cut the noose from itor destroy the tree itself—which is no easy task!

ProfileCorporeal: D:1d4, N:3d8,

S:4d12+6, Q:2d8, V:4d12+4Fightin’: brawlin’ 4d8Mental: C:1d4, K:2d6, M:2d6,

Sm:4d8, Sp:2d12Faith: black magic (petro

voodoo) 5d12Pace: 8Size: 20Terror: 11Special Abilities:

Armor: 3Damage: Branch swat

(STR+2d8)Immunity: The tree takes

no Wind loss from normalattacks. It can only bedestroyed by removing thenoose or just plainturning it into kindling.

AftermathAssuming the heroes

survive, they’ve still got to getout of the bayou. Once they do,a little investigation finds theeffects of Crimson Ambrosiaon its victims rapidly fading.

LaCroix honors his word andpays the heroes—but he maybe the only one. It takes somepretty fast talking to convinceanyone else—even SophieParish—that their story is true.

BountyThe posse defeats Laborde:

1 red chip.The posse destroys Crepin’s

hanging tree: 1 blue chip.

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Places of Interest1. Confederate Mint

2. Congo Square3. The French Market

4. Gallatin Street5. Giannetto’s Toys6. Jackson Square7. LaLaurie House

8. St. Louis Cathedral9. St. Louis Hotel

10. Full House11. The Old Absinthe House

12. Spanish Garrison13. Sultan’s Retreat14. Ursuline Convent15. Banks’ Arcade

16. Bayou Vermillion Railyard17. The Icehouse Skating Rink18. Johnson’s Perfume Factory

19. Leeds’ Foundry20. New Orleans Times21. Slaughterhouse Row

22. St. Louis No. 1 Cemetery

1 inch = 400 feet

1

1998 Pinnacle Entertainment Group, Inc.All Rights Reserved.

Page 197: Deadlands - River o' Blood

© 1998 Pinnacle Entertainment Group, Inc. All Rights Reserved.