Fort Le May

A small light in the dark valley. A base of operations for your Veilstone Games.

Fort Le May sits near the center of Veilstone Valley, just south of the Rio Dorado. Its heavy granite walls were raised long before the Rangers came, back when Spain still claimed Alta California and hoped to pull one last fortune from the mountains. The Spanish called it El Castillo de la Corona de Plata, the Castle of the Silver Crown. It was not built for settlers or missions, but to guard the wealth beneath the valley. Rich lodes of gold and silver had been found in the stone foundations of Veilstone, and the Crown meant to keep that secret from American trappers, Russian traders, Mexican rebels, and any other power with eyes on California.

Between 1805 and 1810, soldiers, engineers, priests, prisoners, and forced laborers raised the largest Spanish fortification in California. The castillo was built from dark valley granite, with star-point bastions, high towers, cannon platforms, firing loops, and a massive iron-bound gate. Smaller redoubts were built into the mountain passes, while lesser forts were planted over newly discovered deposits. When the Mexican War of Independence cut the garrison off from Spain, supply ships stopped coming, pay vanished, and orders arrived late, then not at all. The officers drove the mines harder, hoping to hoard enough treasure to fund royalist armies in the south, but Spain fell before the gold could be moved.

By 1821, the garrison knew the Crown was finished. Some officers fled with what treasure they could carry. Some buried the rest beneath the fort. Some never left at all. For decades, the castillo rotted in the valley, too costly and too remote for the new Mexican government to hold. The stones cracked, the chapel darkened, and the wind moved through the arches until even sober men swore they heard voices in it. Then Captain William “Twenty Wolves” Le May arrived with the Ghostvale Rangers.

The Ghostvale Rangers

The Ghostvale Rangers are not a sanctioned army. They are territorial cavalry, Native warriors, deserters, spiritualists, ex-criminals, scouts, and hard frontier souls gathered under Captain William “Twenty Wolves” Le May. Many came from Texas, the Indian Wars, or darker roads best left unspoken. They serve the valley more than any flag, and they have seen what Veilstone can do in the hands of bankers, sorcerers, generals, vampires, priests, and kings.

The battalion numbers roughly 1,000 Rangers on paper, divided into six companies, though disease, casualties, desertion, and the valley’s endless work keep them closer to 700 souls fit for duty. At any given time, three or four companies are out across Veilstone Valley on patrol, stationed at redoubts, guarding camps, escorting supply lines, or chasing fresh horrors in the hills. The remaining two or three companies hold Fort Le May as the garrison force, resting, training, repairing gear, and waiting for the next call.

The Rangers are ragged, underfunded, and badly outnumbered for the work before them, but they are honest brokers in a valley where honesty is worth more than gold. They reward those who protect the weak, keep their word, ride against horrors, and do useful work.

Life Inside the Walls

The old Spanish buildings along the southern wall now hold the Rangers’ barracks, officers’ quarters, armory, stables, mess, and powder stores. Cannon and riflemen watch from the high towers, and the great gate is guarded day and night. At the fort’s heart stands La Capilla de Nuestra Señora de la Victoria, now called Victory Chapel, where candles burn at all hours for the faithful, the desperate, and those who only pray morning comes. Nearby, Laughing Raven Jack keeps two long pine houses, communing with spirits and guiding Le May when powder, steel, and reason fail. Around these old bones, the fort has grown into a crowded civilian settlement of plank houses, adobe rooms, canvas shelters, smithies, cookfires, trader stalls, and patched roofs. Merchants, hunters, miners, widows, fugitives, and road-weary travelers pass through every week. Those who obey the law and cause no trouble may stay. The civilians provide trade, labor, food, repairs, animals, and news. The Rangers provide protection. Inside the walls, a body can find hot food, honest pay, a dry bunk, and a rifle watching the dark.

Fort Le May in Play

Use Fort Le May as the party’s base of operations in Veilstone Valley. Behind its old Spanish walls, characters can find beds, food, work, rumors, bounties, and sanctuary. They will have to earn that safety. The Rangers are short on coin, powder, horses, and able bodies, and every day brings someone to the gate with trouble behind them, or news of some new crisis. There is no end of callers to the fort: farmers begging protection, merchants needing escort, miners trapped in the dark, widows seeking justice, priests wanting relics recovered, or Laughing Raven Jack sending hard souls into the hills after some vision no sane person would follow. PCs who prove useful can dwell at the fort as hired guns, scouts, guards, curse-breakers, or Ranger prospects. The more they prove themselves, the more the Ghostvale Rangers open their doors, stores, and secrets to them.

Fort Le May Locations

  1. Gatehouse: A sturdy set of iron-bound oak doors defend the entrance to the fort, flanked on each side by whitewashed granite gatehouses. A guard of 10 Rangers is stationed here day and night. During the day, the gates are generally open, with guards managing the flow of traffic in and out. Any suspicious characters are taken aside for questioning before being allowed in. At night, the gates close, and travelers are allowed in on a case-by-case basis; otherwise, they must wait until morning.

  2. Muster Grounds: These grounds within the fort are officially reserved for drills, inspections, and addresses. Though most days, the muster grounds fill up with traveling and local merchants and vendors who are allowed to set up from wagons and carts daily.

  3. Wells: Three wells can be found within the fort. They have been renovated and sealed, accessing the water through cast-iron pitcher pumps.

  4. Victory Chapel: La Capilla de Nuestra Señora de la Victoria was built at the same time the walls of the fort were raised. This large Spanish church offers services night and day. Its doors are always open to those seeking salvation and sacraments. Monsignor Moretti and his clergy administer to the Rangers and people of Fort Le May. Priestly Aid and Convalescence can be sought here. Though not necessary, donations are greatly appreciated.

  5. Crematorium: Because of the supernatural conditions of the valley, Fort Le May and the clergy of Victory Chapel have moved away from the rite of burial for those who pass on at the fort. When someone passes on, word gets to the Rangers, who ensure no foul play is afoot, and the deceased is handed over to the undertaker. The church then presides over the funeral rites and cremates the body. The unclaimed dead are given over to the clergy, who dispense funeral rites in a humble but proper ceremony.

  6. Barracks: These original terracotta-tiled outbuildings house the majority of the enlisted Rangers. As the Rangers are always running low on numbers, there are usually several barracks set aside for travelers at the fort. A night’s stay and three square meals can be arranged with the Billet Officer for 75 cents.

  7. Mess Hall: These two buildings feed the enlisted Rangers and any paying lodgers. Meals are served for breakfast, lunch, dinner, and graveyard, midnight.

  8. Stables: The horses and wagons of the Ghostvale Rangers are housed, cared for, and seen to here in these two extensive stables, complete with a smithy and wainwright.

  9. Armory: The Rangers keep their weapons serviced, rotated, and secured in this fortified building, complete with a constant guard of five men and a sally port to enter. There are enough arms here to equip the whole battalion, or in the case of a defense of the fort, the current garrison as well as any civilian volunteers. One of the entrances to the powder stores, which are below ground, can be found here.

  10. Infirmary: This large facility services the fort’s enlisted Rangers. In times of crisis, its doors may open to the local townsfolk, though military triage and the immediate safety of the fort always take priority.

  11. Granaries: These two large adobe silos house the fort’s reserves of wheat and maize. The fort rotates this stockpile regularly, with aims to keep it fresh through the year and ensure hard winters and cut-off roads don’t leave starving Rangers. It’s under a two-man watch at all times.

  12. Officers’ Quarters: These buildings house the GVR’s officers. Each has their own quarters.

  13. The Command Pavilion: Standing proud in the officers’ quarters, this building is reserved for high ceremonies, strategic briefings, and formal galas. It features a raised stage for official addresses and a sprawling dining area where the elite of Fort Le May gather after successful campaigns. In times of diplomacy, it is here that treaties are debated and negotiated with outside factions.

  14. Officers’ Armory: This building houses the armory, blacksmith, and quartermaster store. Separate from the enlisted armory, this one allows command to make special requests directly to the battalion quartermaster, commission special equipment, and keep an armory close by to the officers’ quarters in times of emergency.

  15. The Medicine Lodge: Standing adjacent to the family quarters, this windowless, heavy-timber lodge is the spiritual heart of the Ghostvale Rangers. The air inside is thick with the scent of burning sage, sweetgrass, and cedar, used continuously to cleanse the spirits of battle-weary scouts. At its center lies a deep fire pit where Laughing Raven holds intense vision quests and rituals, seeking the hidden paths through the dark to safely guide the battalion on their treacherous campaigns. Players who form enough of a bond with the Ghostvale Rangers and have enough coin can Convalesce with Laughing Jack and his medicine people to sweat away the stain of horror and madness that tears at their minds.

  16. Laughing Raven Jack’s Lodge: This long plank wooden structure serves as the private residence for Laughing Raven Jack and his band. The interior is a warm, bustling communal space filled with the scents of woodsmoke, tanned hides, and home-cooked meals shared by his brothers and sisters. While the exterior is adorned with carvings and symbols of power and good medicine, the inside is richly decorated with traditional woven blankets, family heirlooms, and personal keepsakes from the diverse tribespeople who follow the medicine man.

  17. Headquarters House: This large building functions as Ghostvale Rangers Battalion HQ, the administrative heart of the fort, and the official residence of Captain “Twenty Wolves” Le May. The upper floors provide secure billets and private offices for the captain and his immediate command staff. The ground floor is the administrative hub, including the Adjutant’s Office, Orderly Room, and Quartermaster’s desk, bustling with activity as clerks manage the personnel records, patrol schedules, and logistics for the entire Ghostvale Rangers battalion.

  18. Ballard’s Livery Stable: Sadie Ballard, a hard-nosed and salty-mouthed character, runs the fort’s most prominent stable. For 50 cents a day or 3 dollars a week, she will house your horse, make sure it’s fed, watered, and turned out in the corral several times per week. She’s gruff and claims she’s got no time for chat with people, but seems to beam with joy when talking to horses. Given time, she may warm up to a customer, but woe to those who fail to pay her fees. You’re not gonna get your horse back until you can rub more than two quarters together.

  19. Silver Crown Smithy: Young Pete Broken Toe inherited the smithy from Bill Trussel, who found him wandering the road alone when he was a small child. A man of few words, Pete does good work at honest prices and can shoe a horse, fix a wagon, and even repair or rifle an iron.

  20. Fort Town Wagons: A humble wainwright shop run by two brothers, Zeke and Ephraim Ammon. They deal fair in costs for repair. If you are looking to buy a wagon, they do not keep stock, but do have enough spare parts and components, which they buy for good prices. They can build you a wagon, though it will take some time, as they pride themselves on good craftsmanship over speed.

  21. Lantern Light Taproom and Hostelry: The Lantern Light is Fort Le May’s premier watering hole, gambling den, and hostelry. One dollar for a room or 25 cents for a musty bedroll in the flop house. The taproom offers drinks and quality fare from sunup to curfew, though private rooms can be reserved for the night, allowing service throughout.

  22. Fort Town Trading Post and Gunsmithy: This large emporium carries a wide range of general goods, equipment, mining supplies, as well as a fine selection of firearms. Broken weapons can be repaired at fair prices, with advertised discounts to Rangers. The shop is run by Bob, “The original Humbug Bob!” by his account.

  23. Bledsoe’s Notary Public & Press: Winston Bledsoe, a short and gaunt man hailing from Virginia, runs this small office with several assistants. A lawyer by trade, he offers his services to any at scaling rates. He is also the local notary and will formalize any paperwork or draw up deeds and contracts for a small fee. He is also fascinated by the art of printing and has several presses, which he uses to make wanted bills and news sheets, which he freely distributes throughout town and throughout the town’s establishments. A wonderful source for gossip, he can often be seen plying travelers for news of recent events at any of the town’s taprooms. If the PCs begin to make a name for themselves and call Fort Le May home, or just pass through now and then, he will seek them out and ply them for details of their exploits, which he will gladly print in his news sheets, the Ghostvale Prospect.

  24. Heart of the Valley Saloon: This saloon and cardhall provide drink and fare at average prices. Games of faro, roulette, and craps are run here, but the proprietors, Missy Fontaine and her partner João Francisco, like to keep a clean house and will sic their very large and sturdy bouncers on any guests who become sloppy, argumentative, or act suspiciously at the tables. For some reason, Marshal Condor keeps a wary eye on the establishment.

  25. Cantina Mijares: The large log and adobe building is one of the first to greet travelers coming into the fort. The Mijares family has been in the fort as long as any can remember, serving cold beers and spirits, with their complimentary frijoles and fresh tortillas being a favorite of travelers fresh off the road. The cantina serves breakfast, lunch, and dinner, has a welcoming atmosphere, and has open bunks, 10¢, and private bunks, 50¢, for rent, along with hot baths for 15¢.

  26. Ghostvale General and Sundry: A well-provisioned general store run by Leun Hueng and his family. His prices are fair, but a rivalry with Humbug Bob’s will often lead to him offering a lower price than Bob if customers are unhappy with his prices.

  27. Silver Crown Assay & Claim: Señor Romero, a gentle, silver-haired man, runs this small office where he analyzes ore samples, weighs dust, looks over claim propositions, and advises miners on the legality of deeds, boundaries, and sales for a small price, of course. He used to run his business out of Caleveras, but found it a very dangerous place to operate.

  28. Provost Marshal: Condor Phillips, a grizzled Ghostvale veteran and hard-boiled head cracker, polices the settlement with an iron fist. Beneath him, ten hand-picked Ranger deputies serve as the diplomatic grease in the gears. This small contingent patrols the muddy thoroughfares, ensuring five hundred garrisoned Rangers mind their manners off-duty while keeping the peace between rowdy frontier transients and weary townies. With a full battalion just a bugle call away, Condor holds the ultimate trump card against any real trouble. He tolerates consensual fistfights and treats standard whiskey sots to a quiet night in the clink, provided all irons stay securely holstered. But the old man abides no racket past the eleventh hour. Local townies will warn you to take your vice indoors before the clock strikes, lest you ruffle the old Condor’s feathers, though his silver-tongued deputies are far more likely to give a man a second chance.

  29. Rio Dorado Express & Freight: One of many offices across the valley, this chain runs a tight ship. Couriers come and go daily. The company will ship anything from letters to wagonloads of goods for a price. Though company couriers are seasoned travelers and well-armed, there is often opportunity for PCs, as many shipments of high value require added security, for which the company pays hired irons very well.

  30. Keseberg’s Shaving Parlour and Surgery: A rail-thin, prim man runs this exceptionally clean establishment. For an honest fee, Keseberg provides a sharp trim, extracts stray bullets, or removes unsightly growths. He is obsessively sanitary, constantly boiling his blades and experimenting with modern tool sterilization techniques. In dire times, he aids the local stables, helping farriers or assisting Sadie Ballard with a new foal. Dark whispers claim Keseberg survived the Donner Party by eating human flesh. He carries himself with a stiff, unsettling posture, but Sadie likes him, and she hates everyone. So, there ya go.

  31. The High Horn Society: Off the main drag, this wide, squat lodge serves as the hall for the High Horn Society, a fraternal order of hunters, trappers, scouts, hired guns, and frontier hardcases. Most folk figure it for little more than a drinking club. For dues of $1 a month or $10 a year, members gain access to cheap beer, bad coffee, warm chow, low-stakes poker and faro, a few musty bunks, road gossip. and the great job board nailed to the back wall. Ranger notices, bounty bills, escort work, missing persons, claim disputes, monster sightings, and private contracts are pinned there by parties with enough coin to hire irons. The hall is kept by retired trapper Elias “Mule-Eye” Prentiss, who lost one eye to a mountain lion and the other, he claims, “to something that looked like one.” The Rangers tolerate the place because it keeps freelancers where they can be seen. PCs can find steady work here as hired guns, scouts, guards, curse-breakers, bounty hunters, and monster killers. Those who take Ranger-stamped jobs and return alive begin to earn trust, and the more useful they prove, the more the Ghostvale Rangers welcome them into Fort Le May’s inner life.

  32. Mercy Apothecary and Undertaker: Mercy Wales, a dark-haired woman with a thick accent no one can nail down, runs this shadowy shop. She provides unguents, tinctures, talismans, and, for those who deal with her correctly, spells for sale. For a price, she can brew potions and heal wounds and maladies. This is also a location where PCs may Convalesce. Aside from her apothecary work, she has taken on the role of the town undertaker. When folk die within the fort’s walls, she usually turns up before the clergy do and is willing to prepare the dead for funerary rites. Though cremation is standard in town, those with enough money usually hold wakes within a day and require the dead dressed, anointed, and presented in simple pine coffins, which Mercy also makes.

  33. Civilian Lots: These are clusters of civilian homes, small workshops, wash houses, sheds, storage lean-tos, and minor businesses packed into open corners of the fort. Some are tidy plank houses or adobe rooms, others are canvas-roofed shacks, trade stalls, or work yards. Laundresses, cobblers, coopers, seamstresses, tinkers, laborers, widows, families, and small-time merchants live and work here under the protection of the Rangers.

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Playtest Rules: Fear, Trauma, and Convalescence