Emory Moore's page

22 posts. Alias of Ticklemestalin.


Classes/Levels

HP:39/44 | Init:+5 | Per:+7 | Sense Motive:+7 | AC:16 | Touch:12 | Flat:15 | CMD: 20(22) | Fort/Ref/Will: 7/3/4 | Chal. remain.: 0/2

About Emory Moore

NG | Human | 5th Level | Order of the Penitent | Constable | Cavalier
The cavalier must be merciful and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers.
HP Cur/Full:44/44 | Init:+5 | Per:+7 | Sense Motive:+7
AC:16(20) | Touch/FlatFoot:12(11)/15(20)
Fort / Ref / Will: 7 / 3 / 4 | BAB:+5 | CMD:20(22)
*Standard AC is Studded Leather and buckler, Parens show AC with Banded Mail and Heavy Shield
Str: 16 (17) +3 | Dex: 12 +1 | Con: 14 +2 | Int: 10 +0 | Wis: 12 +1 | Cha: 16 +3

Attacks:
Longsword +1 | +9 / 1d8+4 19-20x2 slashing
w/ PA | +7 1d8+8
w/ 2H | +9 1d8+5
w/ Challenge | +10 / 1d8+9
w/ PA+2H | +7 1d8+11
w/ PA+Chal | +8 / 1d8+13
w/ 2H+Chal | +10 / 1d8+10
w/ PA+2H+Chal | +8 / 1d8+15

Unarmed Strike | +8 / 1d3+3 20x2 bludgeoning
w/ PA | +6 / 1d3+7
w/ Challenge | +9 / 1d8+8
w/ PA+Chal | +7 / 1d8+12

Grapple | +11 | 1d3+3

Skills:
Acrobatics +1
Appraise +0
Bluff +8
Climb +6
Diplomacy +10
Disguise +3
Escape Artist +8
Fly +1
Handle Animal +7
Heal +1
Intimidate +8
Knowledge Local +1
Knowledge Nature +1
Knowledge Planes +1
Perception +7
Perform Pennywhistle +4
Profession Sheriff +5
Ride +5
Sense Motive +7
Stealth +1
Survival +2
Swim +7

Grappling:
As a standard action, you can attempt to grapple a foe, hindering his combat options.
1d20+11 (May grapple at the end of a charge instead of attacking)
Humanoid creatures without two free hands attempting to grapple a foe take a -4 penalty on the combat maneuver roll.
1d20+7
If successful, both you and the target gain the grappled condition (see the Appendices).

Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target.

If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold.

If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds.
1d20+16

Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

1)Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
15 feet

2) Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
1d3+3

3)Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin.
If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a -10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
OoP Cavaliers do not suffer the -10 penalty to Tie Up from grapple without a pin. DC to escape the Tie Up is 34.

If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

A pinned creature can always attempt to free itself as if attempting to break or escape a grapple with a combat maneuver check or an Escape Artist check.

Game Notes:
Emory is suspicious that the portal and the incoming goods are being tampered with, he has no proof.
Emory is owed a hiking date from Clinne.
Emory has an idea about alternate record keeping using wood slates, clay tablets, etc.

Class Abilities
Challenge: 2/day swift action +5 to dmg/+2 to CMD for one target, -2 to ac from all other foes
Apprehend: Attempt Grapple instead of attack when charging, +1 to CMB for Disarm/Grapple/Trip attempts, crowds are not difficult terrain
OoP Expert Captor: Bonus to binding grappled opponents and +2 to CMD for resisting grapple escape attempts
Tactician: 2/day standard action grant teamwork feat to allies within 30' for 3 rounds
Squad Commander: Spend 1 minute explaining a plan and within 1 hour activate Tactician lasting 5 minutes
Quick Interrogator: Diplomacy check gather information in 1d6x5 minutes or Diplomacy/Intimidate check to change attitude in 5 rounds
Badge: +2 Bonus to charm, compulsion, and fear effects Saves and +1 to Attack Rolls vs challenge targets for allies within 30'

Class Abilities Descriptions:

Challenge:Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

OoP: Whenever an order of the penitent cavalier issues a challenge, he receives a +1 morale bonus to his CMD against combat maneuvers made by the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Apprehend: A constable gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check in place of the attack at the end of a charge. At 2nd level, the constable receives a +1 bonus on Perception checks and combat maneuver checks to disarm, grapple, or trip opponents. At 7th level and every 5 levels thereafter, this bonus improves by 1. At 4th level, the constable does not treat crowds as difficult terrain.

OoP Expert Captor: At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so. When determining the DC to escape bonds secured by the cavalier, the cavalier’s Combat Maneuver Bonus increases by 1/2 his cavalier level.

Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Squad Commander: At 3rd level, a constable can spend 1 minute laying out a plan to activate the tactician ability without having it count against his number of uses per day. The ability must be triggered within 1 hour of the plan being made, and the benefits last for 1 minute per cavalier level he has. The constable can have only one plan at a time, and if a new plan is made, any old plan is lost.

Quick Interrogator: At 4th level, a constable can attempt a Diplomacy check to gather information in 1d6 × 5 minutes and attempt a Diplomacy or Intimidate check to change someone’s attitude in 5 rounds.

Badge: At 5th level, a constable’s badge becomes a powerful symbol of rules and authority. As long as he wears his badge, allies within 30 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects and a +1 morale bonus on attack rolls against targets the constable has challenged.

At 10th level and every 5 levels thereafter, the bonuses increase by 1.

Feats:
Improved Unarmed Strike
Improved Grapple
Outflank (tmwk)
Improved Initiative
Power Attack

Feat Descriptions:

Improved Unarmed Strike
You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Improved Grapple
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Outflank
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Improved Initiative
You get a +4 bonus on initiative checks.

Power Attack
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Gear:
85 GP
Ring of Protection +1
Longsword +1
Cloak of Resistance +1
Masterwork Studded Leather
Banded Mail
Masterwork Buckler
Heavy Steel Shield
Potion of Healing
Potion of Stabilize x2
Belt of Giant Strength +2

Background:

History:
Emery Moore was born in the wild, fiercely independent land of Nirmathas, where the trees grow tall, the fields grow lush, and the people grow stubborn. Raised by a family of ranchers in the small sparse-woodland village of Dun Hollow, he learned early the value of listening, patience, and cooperation.

He never sought power or prestige; only peace. He was drawn to be a constable after a border skirmish with Molthune left part of his village in ruins, Emery took up arms—not for revenge, but to protect what remained. He found his calling not in the battlefield, but in the quiet work of rebuilding: settling disputes, organizing defenses, and keeping the peace. Over time, he became a respected constable in a region that doesn’t much care for constables.

Emery became known for being incorruptible, listening to all sides before passing judgement, and freely contributing vital hard labor to his neighbors. He mediated disputes, protected the vulnerable, and earned the trust of those who lived by their own rules. But that trust was shattered when, quite by accident, he uncovered a crime committed by the heir of a prominent local family, Darian Thornhart.

Darian had orchestrated the alchemical poisoning of a local water source, targeting a stubborn farming family who refused to sell their land. The goal was simple: make the land unlivable, drive the family out, and buy it cheap. The poison made several people ill, and one elderly woman died. Emery investigated, followed the evidence, and uncovered the truth.

But when he brought his findings forward, the Thornharts, a wealthy and politically powerful family as close to nobility as Nirmathas had, moved swiftly. They denied everything, smeared Emery’s name, and used their prodigious social and economic influence to turn the village against him. Friends stayed silent. Family looked away. The people he had protected chose peace over truth.

That betrayal changed him. It didn’t break his sense of justice, but he was forced to change his relationship to his calling. He learned that anger and blame, in the long run, can only poison you. He learned that the law, even with the best of intentions when wielded without wisdom, can do more harm than good. He became more pragmatic, weighing not just what is right, but what is best for the people he serves.

When the offer came to serve as a lawkeeper in a new settlement on the Plane of Elemental Wood, he accepted. It was a chance to escape the lowered eyes and all too frequent guilt driven anger, and his own struggle to forgive. Today, Emery Moore is not your typical sheriff. He’s a man who’s lost everything but his principles, and he’s learned that sometimes, the best way to uphold the law is to bend it just enough to keep it from breaking.


Formative Moments:
The Fire at Briar Hollow (Age 15)
A Molthuni raiding party set fire to a neighboring hamlet, Briar Hollow, during a border skirmish. Emery, still a teenager, grabbed a sword and tried to join an armed party intent on crossing the Molthune border to set fires in revenge. Instead, Halden Rusk, a grizzled Nirmathi ranger talked him into helping to evacuate survivors and fight to contain the blaze. Emory helped save lives and homes with his own hands. Afterward Rusk helped him compare the real harm they'd prevented against the potential damage he might have caused had he joined the raiding party. It had a large impact on Emory that the raiding party never returned. This was Emory’s first taste of real danger and responsibility. He saw how chaos and fear can tear a community apart, and how calm leadership and cooperation can hold it together.

The Hobgoblin in the Smokehouse (Age 16)
During a sudden hobgoblin raid on Dun Hollow, Emory was ordered to shelter with the children and elders in the old smokehouse. He hated being sidelined, but he kept calm, helping the younger kids stay quiet while the chaos raged outside.

When a lone hobgoblin forced its way into the building, panic erupted—except from Emory. Unarmed but not unprepared, he stepped forward, feinting an escape through the door, forcing it to back up to block his path. He taunted the raider, drawing it away from the others, bluffing like he had backup just outside.

He didn’t have a weapon—just a length of rope, a sharp eye, and years of ranch work behind him. He darted low, using the smokehouse's hanging chains and meat hooks to stay out of reach. The hobgoblin was armed and armored, but not expecting resistance. Emory used his smaller size to his advantage, slipping behind the raider, tangling its legs, and dragging it to the ground in a flurry of limbs and grit. He wrestled like he was breaking a wild calf, using long experience as the child of ranchers, as much as his burgeoning strength. When the hobgoblin tried to rise, Emory looped the rope around its arms and cinched it tight, binding the creature with knots practiced until they were lightning fast.

By the time the village defenders arrived, the smokehouse was quiet again. The children were safe. The hobgoblin was trussed like a prize hog, and Emory was sitting on a barrel, catching his breath. No one called him a child after that. Emory gained a reputation as a deceptive and unconventional fighter, striking with fists as hard as clubs, and wrestling like a greased boa constrictor.

The Dispute at Splitroot Creek (Age 18)
A long-simmering feud between two neighboring farming families, the Vellens and the Corvans, nearly erupted into violence. Emory, newly appointed as a junior constable, was dispatched to arrest Tomas Corvan, a hot-headed veteran of countless skirmishes with Molthune raiders, orcs, and hobgoblins, after he instigated a brawl with laborers hired by the Vellens. Instead of rushing to make an arrest, Emory sought the counsel of Maris Kesslin, the town’s unofficial historian, genealogist, and gossip-monger. Maris advised him to speak with Tomas Corvan and Mira Vellen separately and uncover the deeper roots of the conflict.

What Emory discovered was a tangle of pride and wounded feelings. Mira, the proud and sharp-tongued matriarch of the Vellen family, had insulted Tomas at a recent gathering, prompting him to revoke an old, informal agreement that allowed the Vellens to draw water from Corvan land. The insult, it turned out, was retaliation; Tomas had gotten drunk at the Vellen’s harvest party and made a crude remark to Mira’s eldest daughter.

Rather than escalate the situation, Emory proposed a solution. He recruited Tomas and a few others serving time for minor offenses and offered them early release in exchange for labor: expanding the irrigation system on Corvan land so that it would feed both Corvan and Vellen fields. The new system was designed so that cutting off water to one would cut it off to all, tying their fates together. When he presented the plan to Tomas and Mira, he told them plainly: "You don’t have to like each other. But your futures are bound now. Best make something of it." Through Maris’s guidance and his own willingness to listen, Emory learned that even the most entrenched conflicts could be resolved with patience, empathy, and hard work. It was the first time he saw how justice could be built, not just enforced.

The Thornhart Gala (Age 20)
The midsummer gala at the Thornhart estate was the kind of event Emory Moore had never expected to attend. As a junior constable from a ranching family, he wasn’t accustomed to velvet drapes, crystal chandeliers, or using more than one fork. But the invitation had come, and he accepted, partly out of duty, and partly out of curiosity.

He brought Lysa Brenwick, a childhood friend and the town’s schoolteacher. Lysa was sharp, observant, and unflappable, qualities Emory knew he’d need at his side. She helped him navigate the social terrain with quiet grace, offering whispered insights and lampooning the nearby notables with a devastating wit, helping to keep him grounded.

Early in the evening, Emory was approached by Elira Thornhart, Darian’s aunt and the family’s quiet strategist. She offered him a glass of spiced wine and a few minutes of her time—an unexpected courtesy. Their conversation was brief but memorable. With a knowing smile, she said: “You’ve got a good head on your shoulders, Constable. And a good heart. That’s rare. But rare things are fragile. If you ever find yourself needing... perspective, I’d be happy to offer it.” It wasn’t a threat. It wasn’t even a bribe. It was an invitation; a subtle offer to be part of the machinery that kept Dun Hollow running, if only he were willing to be a little more flexible.

Later, while Lysa distracted a curious merchant with a story about her students, Emory wandered into a side room and caught a glimpse of an open ledger on a desk. It listed payments to several town officials, including names he had long suspected of being compromised. He didn’t take the ledger, doing so would have been too risky, but he memorized a few key entries and began keeping a coded journal of political dealings from that night forward.

The final blow came near the end of the evening. Emory overheard Darian Thornhart speaking in hushed tones with a pair of land agents. The conversation was brief, but clear enough: Darian was orchestrating a plan to acquire land through coercive means, using economic pressure and legal loopholes to force a local family to sell. It wasn’t illegal, but it was wrong.

That night, Emory left the gala with a new understanding: Truth alone wasn’t enough. Power moved in shadows, and if he wanted to protect his town, he’d need more than a badge and a good heart. He’d need to be smart. And careful. And ready.

The Poisoning at Willowmere Farm (Age 22)
Maris Kesslin’s death left a hollow place in Emory’s life. She had been more than a mentor—she was a grounding force, a voice of reason, and one of the few people who could challenge his thinking without diminishing him. Her absence was a silence that echoed. Jorah, her son, was consumed by grief and fury. He didn’t want comfort. He didn’t want understanding. He wanted justice; swift, public, and absolute.

Emory added Jorah’s pain to his own. He pursued the investigation with a single-mindedness that surprised even those closest to him. When the trail led to Darian Thornhart, as he had known it would, he didn’t hesitate. He brought the evidence forward, expecting the town to rise with an outrage that matched his own. But the town hesitated. Tomas Corvan urged him to think of the town’s stability. Mira Vellen warned him not to tear open old wounds. Even Lysa Brenwick, who had always stood beside him, asked if there might be another way.

The Thornharts denied everything. Publicly, they closed ranks, but in the days that followed whenever Emory encountered Darian, he saw something unexpected in Darian’s eyes. Not defiance, but guilt. Darian had meant to wither crops, not take a life, and the death had shaken him. It was clear even then that he would learn a hard lesson from the accident, though the family would never admit it aloud.

In the end, Emory stood alone. He had done what he believed was right, but in doing so, he had become a symbol of the town’s failure to act. His presence was a reminder of the choice they had made to preserve peace over justice, and a reminder to himself of how deeply that choice had wounded him. He left Dun Hollow not just because he was disillusioned, but because he knew he couldn’t heal while walking among those who had turned away. He carried with him the memory of Maris’s voice, Jorah’s grief, and the bitter understanding that justice pursued in anger is still justice, but it is rarely wise.

He left still feeling anger and grief, but already aware that he had been too single-minded. He needed distance. He needed time. And he needed space for wisdom to grow.

Calling Out Darian Thornhart (Age 23)
The town square of Dun Hollow had never been silent, not truly. Even in the middle of the night, in a town where the people worked until they slept like the dead, the wind still whispered through the trees, and the creek babbled its comforting nonsense. But today, as Emery Moore stepped onto the worn stone platform outside the meeting hall, eyes on the crowd that stood before him, total silence fell like a curtain.

He held a battered ledger in one hand, its pages marked with careful notes, witness statements, and the damning alchemical analysis. In the other, he held Maris Kesslin's scarf. The finely woven cotten fabric a faded green, still faintly scented with lavender and the spice of her pipeweed.

The townsfolk had gathered that day slowly, uncertainly. Reluctantly. They came not out of curiosity, but out of obligation. They had heard the rumors. They had seen the strangers come, outsiders that he'd called to examine their town's tragedy. Outsiders who didn't know them or their ways, who scrutinized their private pain with cold, unsympathetic intellect. They had seen the signs. And it seemed that they had hoped, quietly, that Emery would let it go. He didn't.

"Dun Hollow," Emery began, his voice steady but low, and yet carrying to every ear in that unnatural silence, "I stand before you not just as a deputy of our town, but as your neighbor. As a man who has buried a friend. His teacher. As a man who has watched a good family suffer."

He looked out over the crowd. Mira Vellen avoided his gaze. Tomas Corvan stood with arms crossed, jaw tight. Lysa Brenwick, her eyes rimmed red, gave him the smallest of nods.

"I have evidence," he continued, lifting the ledger, "that the poisoning of Willowmere Farm was no accident. That it was orchestrated. That it was meant to drive the Kesslins from their land."

A murmur rippled through the crowd. Emery turned, slowly, to face the Thornharts who were gathered in their finery, forming a protective ring around their scion. "Darian," he said, voice rising, but still as steady as a rock and showing none of the rage he felt, "I name you."

There were gasps, but not many. Darian Thornhart, dressed in his fine riding coat, the family's crest emblazened in golden thread on the breast, stood still as stone. His father, Alric, stepped forward, his face a fine example of wounded rightousness. "This is slander," he spat. "You have no right-"

"I have every right," Emery cut in, his voice like iron. "I have the residue from the well. I have the merchant's ledger showing the purchase of the compound. I have the testimony of the courier who delivered it. Ordered under a false name, but to your estate." He turned back to Darian. "You didn’t mean to kill her. I know that. But you did. And you tried to hide it."

For a moment, Darian's fragile mask cracked. His lips parted. His eyes, wide and vulnerable, met Emery's In them, Emery saw not defiance, but shame.

But Alric stepped in again, voice a hair too practiced. "People of Dun Hollow, this is a witch hunt! You're grieving, Deputy Moore, and you're lashing out."

He held up a sheaf of papers, crisp and official-looking, much neater than the well worn ledger that Emory held. "We have already submitted our own investigation to the council. These documents include sworn statements from our staff, records of our estate's purchases, and a report from an independent alchemist, one not affiliated with our family, who found no trace of the compound you claim."

In the depths of his shock, Emory almost missed the man in the crowd, one of the Thornhart's tenants, nodding solemnly. Another, a merchant who owed the family a great deal of coin, stepped forward although Emory couldn't hear him over the roaring in his ears. Emery's jaw tightened. He knew the faces. He knew the debts. He saw the fear behind their eyes. "You paid for these lies," Emery said, voice beginning to tremble with the strain. "Or you threatened them into silence."

Alric's smile was thin. He was a man going about a necessary task that he did not relish. "We are all grieving with you, Deputy Moore, and I will not hold your words against you. But I urge you to consider the damage you are doing. To your reputation. To the peace of this town. To the memory of Maris Kesslin, who would not have wanted her death to become a weapon."

That last line struck like a blow. Emery’s fingers curled around the edge of the ledger.

Darian, silent until now, finally spoke. His voice was quiet, almost pleading. "I didn’t do this, Emery. I swear it."

But Emery saw the truth in his eyes. The guilt. The fear. The knowledge that he had crossed a line he couldn't uncross. "You didn't mean to kill her," Emery repeated. "But you did. And now you're hiding behind your father's gold and your family's name."

The crowd shifted. Some looked away. Others stared at the ground. No one stepped forward.

Alric gave a final nod. "Then we are done here."

And just like that, the moment passed. The truth had been spoken, heard, and deliberately ignored. Emery stepped down from the platform, and strode through a crowd that parted hastily before him.

Parting at the Crossroads (Age 23)
Only one person, Tomas Corvan, showed up to see him off at the crossroads. The town was out of sight around the hill, and a man he'd once arrested had walked with him down the road in silence, each man thinking their thoughts, though Emory's had been full of the cold practicality of extricating himself from the only place he's ever known. Eventually they'd stopped. The branching road before them led to the merchant docks and was the furthest he's ever been from home. Tomas had handed him his wood deputy's star, no doubt the man had stolen it from where Emory had left it on the surface of his shockingly clear desk. There was something complex in Tomas's eyes, when Emory had been able to look up from the star that he was holding, shocked to a momentary blankness of emotion. "Right don't always win." Then Tomas had turned and walked back to town while Emory watched and struggled not to call out to the man.

Quirks:
Emory is known for growing his own teas, and enjoying his own blends. He relaxes by experimenting with different mixtures, and sharing a cup that is well above what most have tasted in the past.

When he's frustrated or stuck on a problem, he talks to his tea plants. They don't often answer, but pouring his heart out to them helps him work through his troubles and gain some peace and objectivity.

He sees alcohol as a social lubricant. Meetings, introductions, and special occasions all go better when sharing a drink.

He has an endless supply of folksy Nirmathan metaphors that really don't translate, and that he might be intentionally butchering to confuse listeners, and satisfy his own twisted sense of humor.

He recognizes that he's not the most educated man, but he is a good judge of people. He is skilled at delegating problems to those who are best suited to handle them, and coordinating the efforts of many toward the largest challenges.