Sunday, April 14, 2019

The Knights of Solomon

This post details the Knights of Solomon, a power group that can serve as allies, rivals or enemies for PCs in the Sixth Gun campaign setting.

-Nate




Introduction
The organization known as the Knights of Solomon is dedicated to acquiring magical artifacts and lore from around the world and then using to pursue more of the same. Many believe that it is connected to the old Order of the Templars, founded in 1117, ostensibly to protect Christians pilgrims who made the journey to the Holy Land. Provided with a headquarters on the Mount of Moriah in Jerusalem, some speculate that they were secretly excavating the ancient Temple of Solomon. Whatever the case, the order became very wealthy by making loans to various nobles. They also fought in numerous battles during the various Crusades. 

In 1307 the Templars were disbanded by a declaration of Pope Clement IV, and King Phillip V of Spain ordered for their arrest. Many were apprehended, accused of various crimes ranging from heresy to all manner of debauchery. Some were tortured into confessing, and even executed for those crimes. Others managed to escape, however, possibly by ship, and with the order's treasure, to find refuge in other lands. Legend has it that some sailed with explorers dispatched by Henry the Navigator, while others fought on behalf of the Scottish in the Battle of Bannockburn. The organization known as the Freemasons—which included among its number many of the founding fathers of United States—borrowed much symbolism from the Templars, implying some kind of connection.

More recently, it is known that the Knights of Solomon allied themselves with the Pinkerton Detective Agency. While some of them acted as scouts and spies for the Union Army, it is said that others served officers of the Confederacy—especially Olivander Bedford Hume. This raises the question of whether they might have provided false intelligence to one side or the other, in order to prolong the conflict and thus increase their opportunities for plunder. Tales are also told about a soldier, Drake Sinclair, who betrayed Hume and struck out on his own in search of powerful relics that could reshape the very fabric of the universe.

Campaign Continuity
Depending on the nature of the campaign, a GM might incorporate events from The Sixth Gun comics, including the following possibilites.
  • Numerous Pinkertons assist Missy Hume, Olivander's widow, while he is dead, in trying to track down Drake Sinclair and the Sixth Gun, which is in the possession of Becky Montcrief.
  • The Knights of Solomon suffered a major setback when Montcrief staged a one-woman raid on their stronghold outside of Penance, NV.
  • They were also a part of some business in San Francisco involving a god of death named Yum Kamil that was trying to be reborn in this world.
  • Finally, the Knights committed themselves—and lost—in an attempt to regain control of the Sixth Gun in the otherworldly realm known as Boot Hill. 

Stronghold
Refer to the map above for the following location descriptions.

1. Main Gate
Entrance to the stronghold is provided via two massive, iron-bound wooden doors. These can be barred from the inside in case of an incursion (treat them as a Heavy Door per the Savage Worlds rules).

2. Towers
The stronghold is built in the shape of an octagon; at each corner there is a tower rising to forty feet in height. In addition to housing lookouts who watch for approaching dangers, the towers act as platforms for snipers to fire on intruders.

3. Privies
Four of these structures are located throughout the stronghold.

4. Cistern
In the middle of everything is this hole, with steps leading down into the ground, providing a water source. It is covered by a roof supported by eight pillars, and descends forty feet into the ground.

5. Inquisitors' Barracks
This building is two stories in height and descends for a third level underground. The two upper floors are furnished with beds and footlockers for the Inquisitors; the bottom floor is lined with bookshelves, and has desks and tables and chairs for research. Most of the lore collected by the Knights of Solomon can be found in this library, with the exception of those items which are so precious that they're stored in the vault (see below).

6. Knights' Barracks
The upper two stories of this building are furnished much like the Inquisitors' barracks, above; the lower level is kept open, except for a few chairs, however, to provide room for sparring practice. These shelves, for that reason, are filled with all kinds of weapons.

7. Reception Hall
Two rows of eight chairs face each other in the center of this room; between them are two larger and more ornate thrones for the Inquisitor and Master who command the stronghold. Spiral staircases lead down to the level below.

8. Refectory
In the center of this room is a long table and chairs for taking meals; around the outside walls there are preparations tables, storage cupboards and even a hearth for preparing food.

9. Inquisitor's Quarters
This room is furnished with a larger, more comfortable bed, along with a chest and a wardrobe. This is, of course, where the Inquisitor is quartered.

10. Master's Quarters
Furnished just like the Inquisitor's quarters, above, this is where the Master resides.

11. Vault
This is where the order keeps the most precious of its texts and relics.


Personnel
Detailed below are stats for some the figures who can typically be found in the stronghold.

Squire (Novice)
These new recruits, while still wet behind the ears, are still devoted to the cause. They spend much of their time training under and learning from the more experienced knights, until such time as they are deemed ready for more dangerous assignments.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Shooting d6, Swimming d6, Throwing d6
Charisma: --, Pace: 6”, Parry: 5, Toughness: 5
Edges: Hard to Kill
Hindrances: Vow
Gear: Colt Dragoon (Range 12/24/48, Damage 2d6+1, RoF 1), sword (Damage Str+d8).

Knight (Seasoned)
Those knights who've proven themselves through training are inducted in the order in a ceremony; they are then able to head out on missions on behalf of the order.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Shooting d8, Swimming d6, Throwing d6
Charisma: --, Pace: 6”, Parry: 5, Toughness: 5
Edges: Block, Hard to Kill, No Mercy
Hindrances: Vow
Gear: Colt Dragoon (Range 12/24/48, Damage 2d6+1, RoF 1), sword (Damage Str+d8).

Knight Commander (Veteran)
Knights who demonstrate their skills in the field are promoted to positions of command over their fellows, leading squads both in the stronghold and on missions.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d10, Shooting d8, Swimming d6, Throwing d6
Charisma: --, Pace: 6”, Parry: 5, Toughness: 5
Edges: Block, Command, Fervor, Hard to Kill, Harder to Kill, No Mercy
Hindrances: Vow
Gear: Colt Dragoon (Range 12/24/48, Damage 2d6+1, RoF 1), sword (Damage Str+d8).

Master (Heroic)
Masters of the Order are high-ranking members with the authority to lead major campaigns and to found new strongholds on its behalf.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d10, Shooting d8, Swimming d6, Throwing d6
Charisma: --, Pace: 6”, Parry: 5, Toughness: 5
Edges: Block, Command, Command Presence, Fervor, Hard to Kill, Hold the Line!, Inspire, Luck, No Mercy, Rich
Hindrances: Vow
Gear: Colt Dragoon (Range 12/24/48, Damage 2d6+1, RoF 1), sword (Damage Str+d8).

Grand Master (Legendary)
The absolute head of the Order is this powerful and influential individual, whose current whereabouts are currently unknown.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d10, Shooting d8, Swimming d6, Throwing d6
Charisma: --, Pace: 6”, Parry: 5, Toughness: 5
Edges: Block, Command, Command Presence, Fervor, Filthy Rich, Hard to Kill, Harder to Kill, Hold the Line!, Inspire, Leader of Men, Luck, Natural Leader, No Mercy, Rich
Hindrances: Vow
Gear: Colt Dragoon (Range 12/24/48, Damage 2d6+1, RoF 1), sword (Damage Str+d8).

Novice (Novice)
Occult specialists recruited by the order might have limited powers, but they make up for them with a zeal for unlocking the secrets of the world around them.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d6, Knowledge d6, Knowledge (Language) d6, Notice d6, Spellcasting d6
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery)
Hindrances: Curious
Special Abilities
Power Points: 10; Powers: Detect/conceal arcana, grave speak, light/obscure.
Gear: Books and writing materials, magical trappings.

Initiate (Seasoned)
Those occultists who've been formally initiated as part of the Order start to learn how not only to seek knowledge from themselves, but also to hinder the efforts of their enemies.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d8, Knowledge d6, Knowledge (Language) d6, Notice d6, Spellcasting d8
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), New Power, Power Points
Hindrances: Curious
Special Abilities
Power Points: 15; Powers: Detect/conceal arcana, dispel, grave speak, light/obscure.
Gear: Books and writing materials, magical trappings.

Brother or Sister (Veteran)
Initiates who've proven themselves are next tasked with helping to train newer members of the Order, and usually serve inside its strongholds.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d8, Knowledge d8, Knowledge (Language) d8, Notice d6, Spellcasting d10
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), New Power, Power Points, Scholar
Hindrances: Curious
Special Abilities
Power Points: 15; Powers: Detect/conceal arcana, dispel, grave speak, light/obscure.
Gear: Books and writing materials, magical trappings.

Inquisitor (Heroic)
Description
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d8, Knowledge d8, Knowledge (Language) d8, Notice d6, Spellcasting d12
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), New Power x3, Power Points x2, Scholar
Hindrances: Curious
Special Abilities
Power Points: 15; Powers: Deflection, detect/conceal arcana, dispel, grave speak, light/obscure, speak language.
Gear: Books and writing materials, magical trappings.

High Inquisitor (Legendary)
The most powerful occultist who serves the Knights of Solomon generally travels with the Grand Master of the Order, acting as advisor to that person. One can only imagine the depth of secret knowledge that he or she possesses.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d8, Knowledge d8, Knowledge (Language) d8, Notice d6, Spellcasting d12+2
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), New Power x4, Power Points x2, Power Surge, Scholar, Wizard
Hindrances: Curious
Special Abilities
Power Points: 15; Powers: Deflection, detect/conceal arcana, dispel, grave speak, invisibility, light/obscure, speak language.
Gear: Books and writing materials, magical trappings.


Plot Hooks
The Knights of Solomon can work their way into adventures in The Sixth Gun setting in numerous ways, including the following possibilities.
  • The Knights could, of course, be rivals to the PCs in the pursuit of some relic, either in the United States or around the world; refer to the sidebar for some possible items.
  • Another possibility is that a member of the Order who is cut off from his or her fellows could hire them to aid with an expedition.
  • The PCs might be called upon to rescue a treasure hunter who ran afoul of the Order and is being held prisoner in their stronghold.
  • In a similar vein, they might be tasked with stealing a particular relic or text from the Order's collection.
  • Alternately, they might themselves be captured and need to stage a breakout of their own, perhaps by winning the trust of a member.
  • Finally, as the PCs slowly make names for themselves and develop some history with the order, they could find themselves engaged in a large-scale battle—either against the Order itself, or perhaps aiding them against some other, more dangerous foe.


Relics and Lore to Pursue
The Sixth Gun campaign setting guide, along with other material from this blog, provide all manner of magical item and material that the Knights of Solomon (as well as the PCs) can pursue; here are just a few options.
  • Refer to pages 38-46 of the Sixth Gun rules to find all sorts of “Relics Both Sacred and Arcane.”
  • Ill-Gotten Gains” details the lair of a powerful bokor and the undead who do his bidding—along with the spoils they acquired during the border skirmishes of the Civil War.
  • Bad Medicine” presents a western town under the control of a sorceress who uses poppets to keep the local population submissive.
  • The Dead Man's Hand” provides background story for that impressive relic known as the Hand of Glory.
  • Buried But Not Dead” is an adventure into the American southwest involving an old ruined mission and a vault containing the fabled Clavicula Salmonis, a grimoire believed to have been written by King Solomon himself.
  • Restless Spirits” details an exhibition of Native American relics which the Order—and the Indians who once owned them—would be eager to acquire.
  • Diablerie” describes a theater run by women with magical power, ones whom the Order might decide to interrogate.
  • South of the Border” presents an old Mayan temple and an onyx mirror believed to let people see faraway places.
  • Beyond the Veil” details a small part of the Winding Way, that realm lying between different places, times and possibilities, which the Knights would be eager to explore.


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