Skellig Island and Elfhelm are far across the western sea. At the start of a post-Eclipse campaign, they should be distant, mythic, and mostly unknown. They are not a normal starting area unless the campaign is intentionally focused on long sea travel and future mystical developments.
Most ordinary people should not have reliable information about Elfhelm. Sailors may tell stories. Scholars may preserve fragments. Witches may know more. The Holy See may distrust such places or dismiss them as pagan legend.
Skellig is useful as a long-term hope symbol. In a dark campaign, distant places of magic and refuge can matter even if the party cannot reach them quickly. It can motivate quests for maps, sea routes, protective charms, or hidden contacts.
Do not overuse Elfhelm early. If the AI makes it easy to reach and fully explains it immediately, the setting loses mystery. Treat it as a place beyond the current horror, not an early safe hub.
Campaign use: a sailor once saw an island that vanished in mist; a witch says the western sea remembers old paths; a noble has a stolen map fragment; a spirit points toward the sea but cannot say why.