Name: Krieger Burgkmair.
Race: Human, Imperial Gothic.
Makes his fortune moving goods from one location to another. Imports iron tools (which the Ameyatl lack), wool and linen textiles (uncommon and valuable enough that rolls of cloth are a form of currency) and glass (a luxury good for the nobles) in exchange for Ameyatl gold which he ships overseas to the mainland.
In the interest of more easily transporting his goods, he runs a coaching company (the unimaginatively named Burgkmair Coaches). His company symbol is a yellow fort on wheels set on a green background, and his coachmen have green uniforms showing that emblem.
Another function of his is in imitation of the pochtecas in Ameyatl society... when on business and trading with the Ameyatl, he brings back news to Verre Zon. This is particularly important as his company have been the first warning the city has received for more than one Flower War. This might not generate income but makes him fairly popular with the Conclave.
Physical Appearance: A reasonably tall man, far taller than the natives, although leaning towards the heavy side. His belly is round, but his shoulders are fairly square as well, and the breadth of his arms suggest he once worked in a manual trade. Wispy folds of light blonde hair hang to neck-length. He has a wide chin, giving him a slightly blocky look, but it keeps some of his excess weight off his face.
Dresses in a combination of a straight-forward practicality and understated luxury, often with an outer coat of some sturdy and plain material (such as buff leather) lightly slashed to show a more sumptuous fabric like satin beneath. Often wears a small hat, even indoors, and if seen without it will be revealed to be balding on the top.
Personality: Welcomes others, eager to set them at ease. Uses pleasantries and greetings and appears to enjoy showing hospitality. Company for its own sake seems to be rewarding for him and he likes making guests or partners comfortable before getting down to business.
Takes his word very seriously, upholding any bargains he feels are fair and just, and prizing his reputation as he feels a good merchant should. Has no interest in cheating others, in his own words having chosen 'trade and not stealing' as a profession.
For all of this, he did not become a successful merchant by friendliness and honesty alone. Shows hardness when dealing with obstacles, which can result in a cold determination to overcome them that contrasts with his usual good cheer.
Eidetic Memory – Trained himself to remember conversations word for word if need be and repeat them verbatim, this makes him very difficult to confuse over past events and allows him to keep track of details others might lose because of not remembering clearly.
Mathematical Ability – Not only is he able to repeat a sum and get the same answer each time, that answer is very likely to be right. Able to make calculations of areas, spaces, and weights with a quick look at something unless the situation is somehow deceptive.
Self-Defence – Long experience in a fencing guild means he is able to defend himself with a sword, not to the standard of a professional soldier but definitely enough to deal with a bandit. Also knows how to use a firearm, and can shoot a pistol with reasonable accuracy, enough to hit a man-sized target in the same room without too much difficulty.
Single Minded – Concentrates extraordinarily well when he puts his mind to it. When working on lengthy tasks, is able to perform to a high standard over long periods of time, and pay close attention to detail on the project with which he is working.
Tradesman – Aside from knowing the ins and outs of the materials he does business with, being able to evaluate their quality, uses and worth in many places, he has a fair education which includes being able to read and speak multiple languages.
Overweight – Having to carry all that extra weight means he will not be outrunning people any time soon, and extended fights will tire him far more quickly than most.
Single Minded – When working on a lengthy project, or otherwise giving something his full attention, has a difficult time noticing interruptions. This means he can be easy to sneak up on or catch unawares.
Is a rich man, able to get his hands on most products at short notice if he deems the expense necessary.
When expecting trouble, normally wears a gothic plate cuirass and sallet helmet, a longsword and a snaplock pistol with ammunition.
Burgkmair Coaches can move goods or people with little difficulty, and gives him command of a few dozen reliable coachmen who are hardy folk armed with blunderbusses, swords and wearing mail shirts. Also has a few good bodyguards. All are well-paid and he knows each by name, and there is enough respect there to make them fairly difficult to bribe.
Also has a few connections in shipping, including with a particular ship captain. He does not like to exploit the connection or draw risk to it, but he does have access to a ship and the loyalty of the captain.
Is a member of a merchant league from across the ocean, while they do not give him much support over this distance, it means he does have reliable contacts he can trade with and buy from or sell to without having to pay attention to affairs overseas. This League's ships sail well-armed.
Rather than seeking his own lordship or position in the Conclave, simply owns a nice and sturdy town house in the domains of a friendly feudal lord and Conclave member, who provides protection to his home and dependants. In particular has a daughter with a native maid who now lives comfortably in his town house, is also believed to have a son elsewhere and it is assumed that part of the gold he ships overseas goes towards him.