Supporting Cast

The souls who orbit the Psi-Slinger

Every legend needs witnesses, rivals, and the occasional savior. Duncan Maddox walks alone, but the frontier is full of people who've crossed his path—some allies, some enemies, all changed by the encounter.

The Inner Circle

Clara Vey

The Witch of Rustwater • Confidant & Uneasy Ally

Background

Once a frontier apothecary, Clara was branded a witch after curing a rancher's boy with psionics. She fled into the wastelands and returned years later with a reputation: part healer, part harbinger.

Personality: Sharp-tongued, pragmatic, and mercilessly honest. She doesn't soften truths—not even for Duncan. Clara speaks with the authority of someone who's seen the Veil's underbelly and lived to catalog it.

Abilities: Her psionics are subtle—aura-reading, healing, and hexing. But unlike Duncan's raw power, hers are slow, ritual-bound, and costly. Every healing takes something from her; the shadows under her eyes grow darker with each life saved.

Relationship to Duncan

Clara knows more about what Duncan's powers are doing to him than he admits. She's one of the few who calls him by his first name without fear. They argue often, but beneath it is trust forged in fire. She tempts Duncan toward causes he'd rather avoid, pushing him to be more than just a gun for hire.

Narrative Role: Clara embodies the human price of psionics. Through her, the line between witchcraft, healing, and damnation blurs. She serves as Duncan's conscience, the voice reminding him that power always costs someone something.

"They say Clara's blood runs silver. She sees your sickness just by lookin', and she can bleed it out with a knife. But when she takes it, it stays with her. Puts shadows under her eyes."

Ezekiel Stroud

The Iron Preacher • Moral Antagonist & Zealot

Background

Former circuit-preacher turned militant crusader after his family was killed in a psionic raid. He now rides the frontier as a scourge, gathering followers who believe psionics are the devil's poison.

Personality: Charismatic, fiery, and absolutely convinced of his righteousness. Stroud speaks with the cadence of scripture but wields it like a weapon. His sermons can turn a whole town against itself in a single evening.

Abilities: Though not psionic, he's a terrifying gunfighter and tactician. Wears an iron cross fused to his chest from a failed execution—a scar he calls his "proof of God's hand." Survived hanging, multiple shootings, and a fire that should have killed him.

Relationship to Duncan

Stroud sees Duncan as the ultimate blasphemy: a man who wields "the Devil's bullets" but refuses to repent. Duncan sees Stroud as both a mirror and a reminder of what happens when conviction curdles into zealotry. They've faced each other three times. Each walked away bloodied. Each knows a fourth meeting will be the last.

Narrative Role: Stroud's crusade is a constant threat to psionics, witches, and anyone different. He forces Duncan into choices: kill the preacher and become the monster, or let him spread his fire. Stroud represents faith weaponized, conviction without compassion.

"Stroud don't die. They hung him once, shot him twice, burned him in Ash Belt flames, and still he rose. Folk say God keeps him walkin'. Others reckon it's hate."

Maeve Callahan

The Desert Siren • Complicated Love Interest & Rival Outlaw

Background

Raised by raiders in the Scorchveil, Maeve carved her legend as leader of the Dust Vultures. She leads with surgical precision, turning banditry into an art form.

Personality: Flirtatious, cunning, mercurial. She plays with lives like cards in a hand, but every gamble has purpose. Maeve respects Duncan but doesn't hesitate to cross him when her plans demand it.

Abilities: No psionics, but an unmatched marksman and horsewoman. Uses illusionists in her gang to spread her reputation of "vanishing into sand." She's survived ambushes that killed entire companies of Ironbrands.

Relationship to Duncan

Their history is tangled: sometimes lovers, sometimes enemies, always orbiting one another like twin storms. Maeve offers Duncan what he could become: powerful, free, feared, loved—at the cost of surrendering his conscience. Their encounters always end with one riding away, looking back.

Narrative Role: Maeve embodies temptation and the outlaw's path. She represents freedom without responsibility, power without restraint. Through her, Duncan confronts what he might have been if he'd chosen differently.

"She leaves no bodies. Just sand, picked clean, like the vultures themselves got fed."

Sheriff Elias Crowe

The Law with No Sleep • Hunter & Reluctant Ally

Background

Sheriff of Carrow's Ford, one of the last major trade settlements still holding order. A man of iron discipline, sworn to uphold law even as the frontier rots around him.

Personality: Stoic, grim, obsessed. He hides weariness under a stone face, but his eyes betray exhaustion. He hasn't had a full night's sleep in years, maintaining constant vigil over his town.

Abilities: Normal man, but legendary for endurance. Can ride for days, track across any terrain, and face horrors without flinching. He keeps meticulous records, as if writing truth will outlast chaos.

Relationship to Duncan

Crowe is sworn to bring Duncan in, but respects him. They've fought side by side against worse things than each other. Crowe represents the dying ideal of law in a world that no longer obeys it. Sometimes Duncan helps him, sometimes he hinders him—the line between outlaw and reluctant deputy constantly shifts.

Narrative Role: Crowe forces Duncan into confrontations with the law, blurring the line between justice and survival. He embodies order's last stand, proving that normal men can still matter in a supernatural world.

"Sheriff Crowe don't dream. They say he gave up sleep to keep the town safe. He just sits, watchin', waitin' for somethin' to break."

Liza "Hollow-Eye" Marrow

The Oracle • Prophet & Unnerving Guide

Background

A young girl who wandered out of the Fen of the Fallen one night, blind but with "eyes wide open" inside her skull. Now travels with wandering caravans, offering glimpses of the future.

Personality: Innocent in tone, eerie in presence. Speaks in riddles, sometimes cruel, sometimes kind. Doesn't always understand what she says. Her childlike demeanor makes her prophecies all the more unsettling.

Abilities: Sees possible futures as overlapping paths. Each vision costs her blood—her nose bleeds, her lips crack, her skin bruises. The more she looks, the more she pays.

Relationship to Duncan

Liza clings to Duncan like a stray, calling him her "Shadow Horseman." Duncan doesn't want her near him—yet he can't turn her away. Her visions often involve his death, described in different ways each time. She sees all the paths he might take to his end.

Narrative Role: Liza embodies the burden of prophecy. Through her, Duncan sees the inevitability of his legend—that he may not escape it no matter how he fights. She's both warning and witness to his fate.

"Don't look her way. She don't need eyes to see your death. And she'll tell it plain as sunrise."

The Extended Circle

Mercy Delacroix

The Hollowborn Preacher • Traveling Companion & Moral Thorn

Concept: A woman born Hollowborn, white-eyed and frail, who carries no gun—only a book of her own making, its pages written with charcoal and spit. She believes the Slinger's gift is both curse and calling.

Born during a ley-storm that struck the ruins of a drowned cathedral. Her village tried to drown her as a babe, but the midwife pulled her from the river. Mercy grew up among whispers, always with a book in hand. When no priest would teach her scripture, she wrote her own—The Book of Dust and Dawn, its psalms scribbled in charcoal.

Voice: Soft, deliberate, with pauses like she's waiting for revelation. Her words mix scripture with frontier grit: "The storm don't choose the good nor the wicked—it chooses the ready. And you, gunslinger, you were born ready. Don't mean you're righteous."

First Meeting

The Psi-Slinger finds her preaching to a ghost town—literally. Only Hollowborn shades linger, listening. He thinks she's mad until one of the shades nods in rhythm to her sermon. When he draws to put her out of her misery, she smiles and says: "You're late. I been waitin'."

Narrative Role: Mercy is his unwanted conscience. She doesn't condemn his killings outright, but she frames them as acts of fate, which unsettles him. She sees a holy thread where he sees only blood.

Silas Crow

The Chainbreaker • Ally of Circumstance & Rival Outlaw

Concept: Once a prisoner of Those Who Wear the Chains, he carries broken links looped through his ears and wrists. Where the Slinger fires psionic bullets, Silas wields sheer rage, his iron chain snapping like a whip.

Silas was a miner who struck iron laced with a cursed vein. Chainsmen dragged him underground, shackled him, and made him labor till his back broke. One night, during a quake, the mine collapsed. Silas survived, tearing free of his bonds. He wound the broken links around his arms and ears, making them his weapons.

Voice: Harsh, gravelly, laughter like grinding ore. Doesn't waste words. "You fight with fancy ghosts, Slinger. I fight with iron. But both cut deep."

First Meeting

They cross paths during a raid on a Chainman caravan. Silas has already massacred half the convoy when the Psi-Slinger shows up, guns blazing. For a breath, the two mistake each other for enemies and nearly duel. The Chainmen's screams break it up. Afterward, covered in blood and steam, Silas offers him a drink. The Slinger refuses.

Narrative Role: Silas is both ally and cautionary tale. He has no restraint, no sense of collateral damage. He embodies vengeance at its most brutal, and the Slinger sees too much of himself in the man. Their alliance is brittle—always one word away from a draw. He calls the Slinger "half-ghost" for refusing to choose between martyr and monster.

Esmé Calderón

The Rail Witch of Ash • Antagonist & Reluctant Informant

Concept: Bound to the Covenant of Ash, Esmé fuels the rails with blood magic. Her veins are black with cinders, her lungs smoke when she laughs. She knows every ley-line, every weak point in the earth.

Born to a family of railworkers in the Ash Belt, Esmé was caught in a Covenant "bargain." Her bloodline was bound to fuel the ley-engines that drive the locomotives. Each child is marked with cinder veins at birth. Esmé tried to run, but the Covenant cursed her lungs to smoke whenever she laughs or sings.

Voice: Wry, sardonic, dark humor in every sentence. She never lets anyone forget she's chained, but she wears the chain like jewelry. "You think your curse is heavy, gunslinger? Mine comes with timetables and ticket stubs."

First Meeting

The Slinger derails a Covenant train carrying Hollowborn captives. Among the wreckage, Esmé staggers free, bleeding smoke. She aims her cinder-scorched hand at him but doesn't strike. Instead, she coughs out: "You're late. I was hopin' you'd show before I burned up the last of me."

Narrative Role: Esmé is temptation and tension. She despises the Covenant but needs them to survive, much like the Slinger needs his cursed bullets. She and he share a language of damned souls, half-flirting, half-threatening. She's useful—and that makes her dangerous.

The Rider Who Stays

Death's Shadow • Supernatural Foil & Nemesis

Concept: Of the Riders in Pale, one never leaves after the slaughter. He lingers, watching, silent. Folks say the Rider waits for the Slinger, claiming his life is already forfeit.

Of the Riders in Pale, most appear during massacres and vanish when the killing's done. But one doesn't leave. The Rider Who Stays lingers, silent, watching the survivors. Some say it's the oldest Rider, the one who never took a soul and waits for just one: the Psi-Slinger.

Voice: Silent. When it does speak, it's in echoes of the dead. A sheriff's last plea, a widow's prayer, a child's scream. Never its own words.

First Meeting

After a small-town slaughter, the Slinger stumbles through smoke and ash. Bodies litter the street. He sees the Rider standing still as a scarecrow, pale horse breathing steam. It doesn't move. Doesn't draw. Just watches. He fires three rounds. The Rider stays.

Narrative Role: The Rider is inevitability personified. It's not a rival nor ally—it's a clock, ticking down his soul. Every time it appears, he knows his story is nearing its end. The Rider never chases; it waits. That's worse.

Townsfolk & Travelers

Jonah "Kid Lantern" Bly

Would-Be Protégé & Tragic Seed

A boy of sixteen who idolizes the Slinger, copying his hat tilt, his draw, even the way he lights a cigarette he never smokes. Can't fire psionic rounds, but he carves runes on bullets and pretends. Duncan doesn't want a shadow, but the boy won't leave.

Everyone says Kid Lantern's fate is sealed: he'll either die young or become worse than his hero. Through Jonah, we see the myth infecting the next generation—the "next story" already blooming.

Sheriff Maeve Blackthorn

The Law of Drywater County

Scarred, no-nonsense, rifle always at hand. Daughter of cattle barons who turned her back on privilege after seeing unchecked lawlessness destroy her kin. She carved her badge from her father's coffin lid.

Convinced the Psi-Slinger is just another outlaw with fancier tricks, but forced to work with him when worse things ride into town. She keeps his legend grounded in reality—through her eyes, he's not myth, just a man with blood on his hands.

Old Pete Carver

Rustwater Barkeep

Knows every story, every rumor, every ghost that haunts the frontier. Lost an eye to a Dust Vulture raid, lost a son to the Redeemers, lost faith in everything but whiskey. He's the one who tells travelers about the Psi-Slinger, always ending with: "You're one of 'em, ain't ya?"

Mother Elaine

Bellhaven Pilgrim Keeper

Runs the waystation at Bellhaven, offering sanctuary to pilgrims and outlaws alike. Never turns anyone away, never asks questions, never forgets a face. Some say she's got a touch of the Sight, others that she's just lived long enough to know how stories end.

Marcus Kellan

Durrant Rancher

A big man gone soft around the edges, gray beard stained yellow from tobacco juice. Lost half his herd to supernatural forces—cattle that died then kept walking. Sent for Duncan when conventional solutions failed. Practical, scared, but determined to protect what's his.

Henrik the Undertaker

Brimstead's Death Merchant

Drives his wagon with hat pulled low, like he's ashamed of making a living off other men's dying. His mules know the work too—they stamp once and settle, patient as stones. Always buries bodies headfirst, says it keeps the spirits from looking back.

Packard

General Store Owner

Round as a barrel and twice as solid, beard stained yellow from his ever-present pipe. Keeps his ear to the ground, knows who's coming and going before they do. Sells supplies without judgment—bullets to lawmen, salt to witches, whiskey to everyone.

Faction Operatives

Lord Marshal Vorren Haldane

Consortium Rail Magnate

Chief rail magnate for the Orvain Consortium. Keeps a smile like a knife and a ledger where every life has a price. They say he's never missed a dividend payment, even when his trains carry corpses instead of cargo. Has a standing offer for Duncan: name your price. Duncan has never named one.

Mistress Kirelle Dorn

Consortium Spymaster

Buys secrets like cattle and sells them like diamonds. Her network of informants stretches from Orvain's parlors to the frontier's bloodiest saloons. Knows more about Duncan's movements than he'd like, but respects his refusal to be owned.

"Glass-Eye" Torvik

Dust Vultures Illusionist

The Vultures' chief illusionist, believed to have bargained with desert spirits. His false horizons have led a hundred posses to their deaths. Some say his glass eye sees through the Veil itself. Works closely with Maeve Callahan.

Sister Agnetha

Redeemer Executioner

Ex-nun who wields twin iron hatchets blessed in blood. She performs the executions Stroud orders, singing hymns as she works. They say she weeps for every soul she sends to judgment, but never stays her hand.

Elder Rhun

Circle of Ash Lorekeeper

A wandering lorekeeper who bears a thousand charms and knows a hundred rituals. Travels between covens, teaching control to those who'd otherwise burn out. Some say he's two hundred years old, kept alive by the very forces that should have killed him. Has approached Duncan three times with offers—Duncan always refuses.

Captain Garran Holt

Ironbrand Commander

Commander of the Garrison Rails. Keeps ledger and sword in equal hand—every life saved or taken is logged, priced, and billed accordingly. They say he once burned a town for defaulting on protection payments, then charged the survivors for the ammunition used. Personally offers a year's wages to any Ironbrand who brings him Duncan's guns.

Sergeant Klem Rudder

Ironbrand "The Torch"

Infamous for burning three towns "to preserve order." His philosophy is simple: fear prevents chaos. His men follow him because he wins; everyone else avoids him because he's a monster with a badge.

Marcus "Three-Finger" Webb

Consortium Enforcer

Lost two fingers to Duncan's bullet, kept the scars as reminder. Now hunts bounties for the Consortium with mechanical precision. Doesn't hate the Psi-Slinger—it's just business. The kind of man who'd shoot his mother for the right price, then attend her funeral.

Sister Catherine

Reformed Redeemer

Once rode with Stroud's crusade until she saw a child burned for showing spark. Now hides psionics in her chapel's cellar, teaching them to suppress their gifts. Lives in constant fear of discovery, knowing Stroud's justice for apostates is worse than death.

Emil "Dustmouth" Garrett

Information Broker

Sells secrets to all factions from his shop in Kessick. Missing most of his teeth from "asking the wrong questions," but his network of whispers stretches across the frontier. If something happens anywhere, Dustmouth knows about it in three days. Neutral to all, trusted by none, essential to everyone.

Character Mirrors

Each of these characters mirrors a piece of Duncan:

  • Clara → His humanity & temptation to heal
  • Stroud → His faith vs. damnation conflict
  • Maeve → His outlaw temptation & romantic danger
  • Crowe → His struggle with law & justice
  • Liza → His future & mortality

Together, they form the wheel around him. Every arc Duncan rides through should bring him into conflict with at least one of these anchors.