Name
Freri Nenmor
Age
25
Race
Human
Gender
Woman
H.A.R.T.
Layman
Job
Head of the Blen Merchants' Guild chapter
Place of residence and/or work
Blen's local Merchants' Guild guildhall
Strengths
+ High social intelligence and charisma
+ Knowledgeable in business, politics, and trade
+ Rich; has a lot of money
Weaknesses
- No combat prowess
- No innate magical abilities
- Not extremely physically strong
Weapon of Choice
None
Personality
Freri is hardworking and determined, but she's not afraid of comfort or luxury. When she's not tending to her administrative duties, she can often be found reading or enjoying some freshly brewed tea. Filled with ambition, she's always looking for more power. If you owe the Guild something, she will not give up until she gets it.
However, she's not without morality. She prefers not to get anyone killed, and she honestly believes that whatever is best for her is also best for the village. Kind and considerate in personal matters, she is well-liked by those who've stayed on her good side.
Backstory
The Nenmor family may not be nobles or royalty, but they have been rich for the past several generations and are only getting richer. Freri's great grandfather, Varil Nenmor, founded the original Merchants' Guild in Vallure's capitol city, and now it has guildhalls in almost every city, town, and village on the continent. The Merchant's Guild has integrated itself into the legal system of Vallure. All merchants must register with the Guild and give the Guild it's share. Those who go against the Guild's rules are subject to hefty fines or imprisonment.
Freri is the pride of her family, and she lives up to it's prestigious name. Blen may be small and have only a few merchants, but Freri decided to run the local Merchants' Guild chapter herself. Many valuable artifacts pass through there, so there's much opportunity for an increase in wealth. The mayor is a pushover, so she has an easy time getting her way.
~ OFFICIAL CHARTER OF THE VALLURE MERCHANTS' GUILD ~
I. Trade in goods not produced by the seller of said goods is subject to a 30% tax by the Guild. As a rule of thumb, you owe the Merchants' Guild 30% of the profit if you did not make what you're selling. If you repeatedly dodge the Guild tax, you will be fined. If you cannot pay the fine, you may be imprisoned or put to work to pay off your debt.
II. Artisans, craftsman/craftswomen, brewers, smiths, weavers, fishermen/fisherwomen, gardeners, farmers, and others who produce goods for a living are usually exempt from this tax. If you are a fisherman and you sell someone a fish you didn't catch, you are exempt from the Guild tax because fishing is your trade. If you are a blacksmith and you sell a sword you didn't make, you also don't have to pay because metalwork is your trade. However, if a fisherman sells a sword or a blacksmith sells a fish, they must pay the 30% tax because A) they did not produce it and B) it is not their trade.
III. If you are a merchant for a living, you should join the Merchants' Guild. Guild members only have to pay a 5% tax, and the Guild will protect you from thieves.