### 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