The Summer Campaign
Arkum's Living Door
A short time after getting the city per se in order, before she knew better, Special Commander Alcyon decided to send scouting parties out into the jungle. Their orders were simple: explore a perimeter roughly equal to a day’s walk. Some parties returned with description of dense jungle, others with tales of encounters with wild creatures, mainly the strange drakes that are now known to inhabit the area, a few never made it back, mostly groups that went into the jungle across the river, and finally, one group returned mad. These guards returned six days after setting out and assaulted the first people they met. Attempts to simply subdue them were unsuccessful and, in the end, all but one were killed. Strange aberrations were discovered on their bodies; eyes, fingers and other additional parts where none should have been. Inquisitives tried to question the last, but his madness prevented any sort of useful communication.
Eventually, an arcanist attempted a ritual to see in the poor man’s mind and described the whirling chaos he found there as a raging storm centered on a quivering, pulsating, pustule-ridden doorway. The man said this “living door” reminded him of something and told the Commander he would return with more information after conducting some research. When the maddened guard was found dead in his cell one morning, others were quickly dispatched to the ritualist’s home, only to find him dead also, his walls covered with a single word, repeated endlessly: Arkum.
Arkum’s Living Door is believed to be roughly 2 days north-west of Cragwar. The area is considered dangerous and off-limits even for experienced adventurers.