PIONEERS
WYATT EARP
Wyatt Earp arrived at the frozen Alaskan frontier preceded by a reputation as either a lawman or a badge-wearing killer. A tall, unreadable figure with a mustache kept neat with funeral precision, Wyatt never wastes words. Most remember his unnaturally sharp eyes, cold as winter glass, which can spot a trigger finger twitching across a noon street or find a murderer hiding in the pitch black by noticing the shadows leaned wrong. He has been a marshal, gambler, and grave-maker, believing the law is simply whoever remains standing when the smoke clears.
His primary asset is a legendary double-barreled shotgun known as Justice. This is no gentlemans firearm meant for proud posturing; it is built for close work in alleys, saloons, and desperate rooms. When Wyatt brings Justice up, arguments end quickly, and men who hear it speak seldom hear anything else.
Around camp, his quiet darkness makes others uneasy. He remains perfectly calm while wolves circle, watching everyone with the patience of someone who has seen good men turn into cowards. Hire him if you need a steady hand who can see danger in no light at all, just remember he believes the frontier can only be survived.
ABILITIES
+15% Ranged Damage +1 Defense
+2 View Range Day
Health 120 | Energy 120 | Encumbrance 120
WADE TORNSTORM
Wade Tornstrom is a former whaling captain and harpooner who looks less like a man who came ashore and more like something the tide rejected. In his late thirties with a hulking frame built from wrestling sea monsters, he survived a horrific Alaskan shipwreck that claimed his crew. Since washing ashore, Wade carries the sea with him like a curse. His boots squelch by the fire, his coat is stiff with old whale oil, and he radiates a rancid stink of rendered blubber strong enough to empty saloons. He is a stand-up fellow who keeps his word, but his humor is as black and cold as deep water, casually joking about frostbite and starvation.
Once a San Francisco city man, Wade now digs for gold with grim necessity, viewing wealth merely as passage money back to civilization. He treats the frozen earth like another beast that must be opened, swinging his pickax like a harpoon. Wade is incredibly useful because panic burned out of him long ago.
He possesses immense physical strength, legendary endurance, and total immunity to fear. Bring Wade if you need someone to carry heavy loads, fight tirelessly, and keep walking when others start praying.
Just do not expect him to tell you everything will be fine.
ABILITIES
+10% Melee Damage +1 Defense
+2 View Range Day
Health 90 | Energy 60 | Encumbrance 90
CLARA MCKINLEY
Clara is an eagle eyed sharpshooter in her early twenties who moves with the quiet tension of a rifle finding its rest. Raised on a remote ranch, she learned stillness before letters, practicing until she could lie motionless while ants crawled over her hands. Her childhood taught her that God made beasts hungry and men worse. After a black tornado wiped her family name from the earth, Clara drifted northwest, turning her grief into a cold profession.
Miners now pay her to protect claims from wolfpacks and bandits. Clara kills with religious vigor, speaking exclusively like a nineteenth century Baptist minister. She quotes Scripture not to comfort the dying, but to condemn them, viewing herself as an instrument appointed to hasten the accounting of a damned world. Her immense abilities allow her to hit targets across impossible distances, making her a perfect guardian against whatever stalks the outer dark.
Around camp, she is unsettlingly polite, calling rough men sir and calmly describing how a skull sounds when a rifle ball enters it, never noticing when others stop eating. Do not mistake her piety for softness. Clara is doing the Lords work, and when she decides judgment has come, there is no hiding from her sermon.
ABILITIES
+10% Mining Speed +15% Ranged Damage +5% Dodge
+2 Move Speed +3 Sprint Speed -1 Sleep Hours +1 Stealth
Health 80 | Energy 80 | Encumbrance 70
RUSSELL GREENEBERRY
A handsome Colorado prospector with a smile bright enough to earn your trust, and a past black enough to hang him twice. When it comes to mining, he’s worth his weight in gold. Russell can smell paydirt, spot false rock, and drive a pickaxe to bedrock faster than just about anyone alive. Plus, thanks to his custom pack, he can haul ore, tools, and borrowed luxuries farther than men half his age and twice his virtue.
But gold isn't the only thing Russell takes. His name is cursed across several states by angry husbands who returned home to find Russell’s shadow warm in the doorway, and a newborn with incredibly familiar eyes. Bounty posters dot the frontier; some offer cash, while others just promise the satisfaction of dragging him until there’s nothing handsome left.
Russell just laughs it off, claiming jealous husbands exaggerate and all babies look alike by candlelight. Still, he never sleeps with his back to a door.
Trust Russell to find the shine where other men only find blisters. Just don't trust him near your money, your horse, your wife, or anything else you plan on keeping.
ABILITIES
+10% Mining Speed +2 Sprint Speed
10% Melee Damage +2 Defense -1Sleep Hours
+5% Dodge +5%Stealth
Health 85 | Energy 90 | Encumbrance 120
BOOMSTICK BOB
Boomstick Bob is a legend in his fifties whose face is a scarred, powder-freckled map of old explosions. He is missing an eye to his own dynamite, but he smiles often, usually for the wrong reasons. A former railroad worker, Bob didn't learn to fear explosives; he learned to love them, once using unstable nitroglycerine to cook beans because it made them "come out lively."
Now, he drifts between camps carrying a custom backpack full of sweating dynamite, blasting caps, and things no sane man would strap to their spine. It smells heavily of chemicals, creaks when he walks, and occasionally ticks. A backwoods eccentric, Bob speaks in a manic drawl, muttering to explosives he has named like pets, fondly patting Sweet Molly or Judgment before battle.
As a demolitionist, Bob is peerless. He can effortlessly erase bandit camps, clear frozen earth, and turn charging enemies into a red memory on the snow. He opens paths where none should exist and moves mountains with ease. The trouble is that Bob does not always stop at what needs clearing. He sometimes hears insults in stone or sees bad luck hiding inside tree stumps, blowing things up just to break the silence.
Take Bob if you need a gold seam opened, but don’t stand close, and never ask what’s leaking from his pack.
ABILITIES
+15% Mining Speed +10% Chopping Speed +1 Sprint Speed
-2 Sleep Hours +2 Defense
Health 90 | Energy 75 | Encumbrance 120
SKOOKUM JOE MASON
Skookum Joe Mason is a terrifying, muscle bound figure built like a creature from a darker age. His long black hair is tangled with pine needles, and his thick moustache is the only civilized habit clinging to a soul long lost. Wanted dead or alive by the Canadian Mounties, Joe is a former bandit who leaves no witnesses. Most bounty hunters avoid him entirely because a reward is worth nothing to a man whose hands have been detached from his wrists.
Joe’s unnaturally large hands are legendary for strangling trappers, soldiers, and one unlucky preacher who mistook silence for repentance. Rumor has it he once strangled a wolf just to stare into its dying eyes as if waiting for a confession. He is a predator who watches people like he is deciding if the effort is worth the meat.
As a scout and killer, Joe is a master of stealth. He can move through brush without stirring birds and once buried himself alive for days to evade hounds, only to dig himself out and hunt down the dog handler. He can slip into enemy camps silently and break a neck before a gun clears leather. He watches the dark like it owes him money. Take Joe if you need a remorseless killer, but never mistake his silence for loyalty.
Take him if you need a killer who will not hesitate.
ABILITIES
+10% Mining Speed +15% Melee Damage +10% Dodge
+1 Move Speed +2 Defense -1 Sleep Hours +2 Stealth
Health 100 | Energy 90 | Encumbrance 100
JANE ‘SPLINTER’ HOLLOWAY
Twenty-four-year-old Jane Splinter Holloway is a former lumberjack who swings an axe as if punishing the forest for standing upright. Beneath her captivating dark looks lies dense muscle and unnatural strength. She can fell massive trees faster than any man, splitting trunks with a cold rhythm that kills conversation. To Jane, Nature is a pitiless deity of rot and blood, and men are fools pretending they are not already inside its mouth.
After marauders slaughtered her village and her female lover, Jane buried her softness and took up the trail. She now stalks the killers through the Alaskan interior with the patience of winter. Jane views vengeance as standard labor, an extension of her god returning things to the soil. Around camp, she openly mocks men for their fragile pride and soft bellies, inviting fools to try lifting what she carries.
Jane is an expert woodsman who can build shelter in sleet and turn the forest against enemies. In battle, she closes distance like a falling tree, impossible to stop and ruinous when she lands. Bones and men are just timber when her blade comes down.
Take Jane if you need a path cleared or a murderer tracked, provided you can endure her contempt.
ABILITIES
+20% Chopping Speed +2 Move Speed +2 Sprint Speed
+1 Defense +5% Dodge -1 Sleep Hours +1 Stealth
-1 View Range Day +10% Ranged Damage
Health 90 | Energy 100 | Encumbrance 100
COMING SOON: NELLIE CASHMAN
Nellie Cashman arrived from Dublin with blazing red hair, sharp cheekbones, and a tongue quicker than most triggers. Raised poor enough to understand hunger, she learned early that polite society was merely paint over a rotten door. She carries herself like a woman who has buried adversity and outlived every man who mistook her kindness for weakness. Alongside her is Finnegan, a powerful Husky with old intelligence in his eyes, who protects her fiercely.
Nellie came north because gold does not care about privilege, and she respects that the earth keeps its own counsel. Her abilities are vast. She possesses a healers hands, a gamblers nerve, and a survivors instinct for impending danger. Her humor is razor sharp, mocking vanity, English manners, and men who confuse volume with authority.
While her compassion is genuine, it has teeth. She will feed a starving stranger, stitch a wound, and pray beside the dying, but she will also put a bullet in the man responsible, and sleep soundly afterward.
Take Nellie if you need courage with a Dublin accent, mercy with a hidden blade, and someone who can find gold, tend wounds, and shame fools. Just never mistake her laughter for innocence or insult her dog.
ABILITIES
Coming soon!
Animal Companion* Huskey
*Animal companions assist pioneers in their survival in the frontier.

