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  1. Temerant
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The Amryling Conspiracy Arc 3

### Faction Dynamics

| Faction | Amyr-Aligned | Ciridae-Aligned | Exposed | Chaos |

|---------|-------------|-----------------|---------|-------|

| Amyr | Allied | Hostile | Fractured | Hunting |

| Ciridae | Hostile | Allied | Neutral | Neutral |

| Church | Suspicious | Allied | Advantage | Hunting |

| University | Neutral | Neutral | Allied | Neutral |

| Maer's Court | Neutral | Neutral | Interest | Neutral |

---

## Session Breakdown

| Session | Title | Act | Key Event |

|---------|-------|-----|-----------|

| 1-2 | The Assassination | 1 | Amyr introduction; Kieran approach |

| 3 | The Marked NPC | 1 | Marked ally dies in 1d7 days |

| 4-5 | The Hunt Begins | 2 | Track Skin Dancer to Commonwealth |

| 6-7 | Church Interference | 2 | Varnholt blocks pursuit; uneasy truce |

| 8-9 | The Final Hunt | 2 | Thin place combat; capture servant |

| 10 | Return & Planning | 2 | Amyr prepares binding ritual |

| 11 | Ritual Preparation | 3 | True Amyrling agenda revealed |

| 12 | The Marked NPC Dies | 3 | Binding ritual = torture trade-off |

| 13 | Ciridae Strikes | 3 | Anti-Amyr faction attacks |

| 14-15 | Church Inquisition | 3 | Four-way battle; chaos |

| 15 | Servant's Bargain | 3 | True name offered as escape |

| 17 | The Binding Decision | 3 | Party chooses path (4 options) |

| 18-22 | Fallout Questline | Endgame | Pursue chosen path to resolution |

| 23-24 | Council Master Revealed | Endgame | Final boss combat/negotiation |

| 25 | Resolution & New Status | Endgame | Campaign wrap; faction status sealed |

---

## Running This Arc

Pacing Notes:

- Act 1 is fast (3 sessions); establishes hook

- Act 2 is medium (7 sessions); builds pressure

- Act 3 is long (8 sessions); moral complexity, multiple endings

- Endgame is flexible (5-7 sessions); depends on party path

Tone Shifts:

- Sessions 1-3: Adventure, opportunity

- Sessions 4-10: Espionage, urgency

- Sessions 11-18: Moral dilemma, darkness

- Sessions 19-25: Consequences, political intrigue

Key Moments:

- Always play Kieran as sympathetic (he's not villain)

- Mark servant as tragic (not evil)

- Make moral choices hard (no perfect solutions)

- Reward clever thinking and roleplay

Optional Expansions:

- If party sides with Ciridae, arc continues as anti-Amyr campaign

- If party exposed conspiracy, arc transitions to politics

- If party completed binding, arc becomes escape/survival

- Each path can lead to full 10-15 session sequel