The Flower Street Harrowers are a thieves' guild located in the borough of New Town, in the city of Port Karn.
Symbol: a rose with thorns
Guildmaster
Baron Lenin Kraite
Minor noble and merchant trader by day, mob boss by night (and day too). He is a trader who deals primarily in dyes, pigments, clays, and glass making materials. He does a lot of import/export stuff, often in bulk raw materials, but also in finished glassware. ST 12, DX 11, IQ 13, HT 10 Will 12, Per 13. Age 50, Human, Greedy, Power-hungry, Ambitious, Walks with a Limp (hence the cane; old gang-related injury to his knee). Business skills 13, Mob skills 14-15, Tactics 9, Strategy 10. Weapon skills: baton (cane)-13, sword-12, knife-14. Unlike most intelligent people, he will often wear a gambeson (DR 2) vest, even in the heat.
Underboss
Unkown
Advisor
Unknown, although both his wife, Gayle, his valet Lughnar One-Ear, and his head butler, Flora, act as advisors.
Enforcing
Flynt Blackstone
Dwarven (also a member of the Harrower Enforcer team, to keep an eye on Kristof) Flynt grew up in Port Karn, near the wharves. His family moved to the south part of town when he was a boy, after an arsonist working for the Kharneth Boys (a thieves’ guild) burned their house down. He was recruited into the Flower Street Harrowers when he was 17, and has been with them ever since. He is competent at being a valet, but that’s not his main skill set. His main job is as an enforcer, and as such is also Kristof’s bodyguard, a job made necessary by Kristof’s impulsive overconfidence and general dumbassery. ST 15, DX 12, IQ 10, HT 13, Will 12, Per 11, FP 16. DR 1 (although if outside of the house he will be wearing his gambeson armor (DR 3, plus cost effective enchantments bringing his total DR up to 6-8, with a Dodge of 11; if expecting trouble, he’ll also wear his brigandine torso armor, giving another 5 DR). Cbt Ref, Hard to Subdue 2, Hard to Kill 1, Fit. Brawling-15, Wrestling-15, Knife-14, Club/Baton-15, xbow-14, other weapon skills-13-14. Servant skills-12. Shield-16.
Flogh Drackhill
Orc. He is the groundskeeper for Baron Kraite, but because he is also an actual member of the Harrowers, he acts as both a guard and a lookout. He really loves gardening, and the yard of the estate is immaculate. He is middle aged, at 45. ST 14, DX 11, IQ 8, HT 11, Will 10, Per 11, FP 14, HP 16. Tends to wear long sleeves and long pants, along with a wide brimmed hat if out during the day, but most of his gardening takes place at night. He will have a shuttered lantern with him, since IR vision doesn’t allow him to see colors. Fit, Cbt Ref, MR 3, HPT, Bad Temper (15-, gardening teaches him patience and ways to deal with frustration). Gardening-15, Farming-12, Combat skills 13-14, Hoe (as weapon)-15, Observation-14, Search-14.
Ashela Mancrusher
Orc. She is big, burly, and likely the most dangerous person in the house, from a physical standpoint. Ex-military. She is the guard that is usually the closest to Lenin. Was recruited into the Harrowers just after she got out of the military, as an enforcer and combat trainer. Got her name when she grabbed an annoying guy by the crotch and squeezed his nuts to pulp with one hand. Wears both an arming sword, and a short sword, using whichever one makes the most sense given the space she is in. She is fast, and has an extra attack. ST 16, DX 14, IQ 9, HT 12, Will 12, Per 13, DR 3, Very Fit, High Pain Threshold, Hard to Kill 2, Hard to Subdue 1, Rapid Healing, Cbt Ref, MR 3, Bad Temper, Bloodlust, Extra Attack. Sword-17, Spear-16, Staff-13, Knife-16, Brawling-16, Kicking-16, Wrestling-15, Shield-16. Dual Weapon combo (Sword and Knife)-15, Off Hand Weapon Training. She can attack 3 times per turn; it’s usually Knife/Sword/Knife, unless she can substitute one of the knife attacks for a kick, usually to a leg. If she’s in close, she’ll likely stick with two knife thrusts, although she isn’t averse to a well-timed knee to the groin. She also uses Deceptive Attack often, taking a -4 to attack in order to give the enemy a -2 on defense. She does 1d+1 th, 2d+2 sw. 1d+3 imp with sword, 2d+3 cut with sword; 1d+2 imp with knife. 1d+2 cr kicking. Do not get on her bad side, as she will fuck you up.
Penn Florentine
Human. Usually the guard roaming the grounds. He regularly checks in with Flogh, both because they get along well, and as part of his job. Flogh, for his part, usually just give an okay sign or a thumbs up when Penn goes by if he has nothing to report. If Flogh doesn’t make a sign, then Penn knows something is up. He appreciates what Flogh has done with the place, and even enjoys doing a bit of gardening himself now and again. ST 12, DX 11, IQ 10, HT 11, Will 11, Per 13 (Vision-15, Hearing-14). Cbt Ref, HPT, Fit, Hard to Subdue 2. Combat skills in the 13-16 range. Sword-16, Knife-15 (as Main Gauche). Wears gambeson with a brig vest when on duty, usually unbuckled so as to not overheat. At the first sign of trouble, though, he will buckle that shit up right quick! DR 8 mostly. Usually goes for mobility kills, rather than trying to get through any armor worn. Legs are his favorite target.
Pickpocketing
Robbery
Arkus Mennon
Human. Arkus is 49, and the older of the two coachmen. A member of the Harrowers, he primarily served as a thief, focusing on breaking and entering. ST 10, DX 11, IQ 10, HT 10, Will 11, Per 13. Greedy (although he gets paid very well as a coachman/driver). He is careful, and alert, and doesn’t drink alcohol, preferring milk, water, or fruit juice (he’s not alcoholic, he just has terrible hangovers, and stopped wanting to deal with them years ago). His thieving skills, while a bit rusty, are still pretty decent, at 12-14 levels. Animal Handling-14, Packing-12, Driving (coach)-15, Riding-13. AK (PK)-16, AK (PK Environs)-15.
Smuggling
Pachekki "Patchman" Drimani
Goblin. The other coachman. Tends to be the driver who goes a bit faster, both because he likes to, and because he’s lighter. He also occasionally gets to be a jockey in horse races, when Lenin has a horse in the race. As such, he can often be found riding horses when not on duty. Parabolic Hearing, Stealthy 2. Animal Handling-14, Riding-16, Driving (Coach)-15, Packing-11. Thieving skills range to 11-14, Combat skills 12-14. Acrobatics-12, AK (Port Karn)-15, AK (PD Environs)-14.
Protection
Loan Sharking
Jack No-Name
Human. When introduced, he will say his name is “Jack. Just Jack.” This is the guard that usually hangs out in the kitchen, watching the main hall and door, and ready to move too wherever he is needed. He shares a love of spicy food with Darshak, and will (at night, anyway) often talk about food, chilis, and hot spicy food competitions. He’s the type that eats spicy food just to see how hot he can take it. He’s a little less friendly with Aspen, although there is by no means any animosity between them. ST 13, DX 12, IQ 10, HT 10, Will 11, Per 13. Cbt Ref, Toughness (DR 1). Sword-15, Throwing-14, Throw Knife-15, Knife 13, Brawling-14, Wrestling-13. Any other appropriate skills in the 12-14 range.
Gambling
Couriers
Loansharking
Extortion
Information Collection
Fencing
Prostitution
Arson
Assault
Murder
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