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The (mis-) adventures of the 7th Ancillary of the Altasian Army

## Events

- After making our way through Barri’s Tunnel, we finally make camp near the Bridge of Dreams.

- Sir Tern dreams of a tree on a mountain top, surrounded by dark purple water. A stream flows by me, and I hear whispering in the water. The tree bears delicious looking fruit.
  - The river is filled with insanity, the tree filled with madness. The fruit, however, may grant me wisdom and knowledge.
  - I fail considerably at all my trials, but emerge with an ability

- The remainder of the party has dreams as well. They’re just as cool, but Tern didn’t have them and I didn’t write them down. Wicked!

- Stackor teleports to Shrine Lake, summons a phantom steed, and makes to join the army.
  - On the way, he sees several heads on spikes, with signs labelling their crimes
- Syrup has sent out scouts:
  - Forest of the Verdant: Not yet returned; no signs
  - Flint: 4 men, currently sending reports back; gathering information for 4 days
    - Flint as it was:
      - Relatively large settlement actively practicing anarchy. Only armed forces of note are the marketplace guards. Only enforcement of peace is mob-justice.
      - There is a communal mine, communal tools.
    - Flint as it is:
      - Things devolved into cult worship. Promenantly, worship to the Elemental Lord of Earth. Sacrifices to him are rising.
      - Several paladins of Damerrich, the Weighted Swing, are attempting to establish order in the town.
      - A group adhering to the teachings of Arconis are attempting to restore anarchy to Flint
      - Sir Jack Flint, former leader of Baron Barri’s knights, leads a mercenary company currently paid for by Pate, the richest man in Flint.
      - Many orcs would trade with Flint. They speak of wars and demon armies, and tribes falling to madness.
    - The future of Flint is being left to Syrup.
- We have decided to investigate the Flint Pits. Given the options of going around or through Flint, we go through the town. We approach at early evening along the main road.
  - We ride by a house with the symbol of Damerrich, and a sign warning ne’er-do-wells that their crimes will be punished.
  - We ride around the market. The people scurry in fear, and the guards walk around paranoid.
  - We ride by a shack with the symbol of Arconis and The Noose. Notably, the people are impressively resourceful, reusing everything they can.
  - As we progress, I sense a lingering aura of evil, indicating that something powerful moved through the town. Where it is now is unknown.
  - We decide to head back to the Spout House, the inn where the Syrup scouts are staying. Two smelly orcs stand guard outside. A stable hand takes our mounts, and we enter. We sync up with the scouts, and then rest for the evening.
- We leave our mounts in town, and make our way towards the Pits.
  - We move pass two hanged people. They were murdered with knives, tarred (including into their mouths), and then hung. We suspect the actions of the cult of Arconis.
  - We travel, and eventually arrive at the Pits.
  - There is a small hamlet, surrounded by spires of stone. Humans are working themselves too hard, and they appear malnourished. There are several caves, and signs of a large bonfire. Chanting and smoke comes from one of the caves. Symbols drawn in mud and blood are seen on the spires. The symbols are of:
    - The Fossilized King, Ayrzul, an evil god of Earth. Prophecy and secrets are two areas of his concern; buried things of wealth.
    - Mhar, a great old one of the Dark Tapestry, an insane tortured god of pain. It inhabits a volcano, and when summoned, will erupt continually, covering the world in smoke and ash. Generally, it is considered a world-ending event. The symbol is a broken triangular rune.

## Locations

- The Bridge of Dreams, and Dreamland
- Flint
- The Flint Pits

## NPCs and Notable Characters

## Other Notes