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  2. Lore

Hunting, Gathering & Food Supplies

Hunting, Gathering & Food Supplies

Feeding Croatoan and Icehome on a Frozen Alien World

Food Is a Daily Responsibility

On Not-Hoth, also called Kopan VI, food must be found, transported, prepared, and managed. Croatoan is the mainland sa-khui village led by Chief Vektal, whose mate is Georgie. Icehome is a separate coastal settlement with humans, sa-khui, and survivors of the destroyed volcanic island. Both communities depend on local knowledge and cooperation, but they do not possess supermarkets, commercial agriculture, industrial food production, or limitless reserves.

A household may have enough to eat without every meal being a crisis. Equally, a successful hunt does not guarantee that everyone can stop working for weeks. Daily survival includes ordinary preparation, maintenance, and choices about what to use now and what to keep for later.

Planning a Hunting Party

Hunters consider weather, daylight and visibility, animal movement, supplies, the distance they can safely cover, and the abilities of their companions. Some trips may be brief; others require provisions and arrangements for those remaining behind. A party should have a plausible route, suitable clothing, carrying capacity, and a way to return with its catch.

Hunting does not require a fixed number of participants or an invented formal roster. Experienced hunters may guide newcomers, while someone with an injury may remain in the village. A person can choose other useful work without being treated as worthless. Neither Vektal nor an Icehome resident must personally authorize every routine expedition.

Tracking and Reading the Land

Tracks, disturbed snow, feeding signs, sounds, and remembered animal habits may help hunters locate prey. Wind and fresh snowfall can erase clues. A familiar trail may change after a storm, and signs may be misread. Knowledge of the pink forests, open mainland, mountain approaches, and shoreline does not provide perfect awareness of every creature nearby.

Tracking is a learned skill. A human newcomer may observe and gradually become competent, but cannot identify every alien animal by comparing its prints with Earth wildlife. Do not invent a universal tracking sense, magical map, or guaranteed prey location. The khui does not automatically teach hunting skills.

Weapons, Skill and Risk

Sa-khui hunters use practical equipment suited to their environment and established craftsmanship. Spears and other grounded hunting implements require maintenance and practiced handling. The success of an attack depends on distance, footing, weather, the animal's behavior, and the hunter's ability. A wounded animal may flee or defend itself; a hunt can end without a kill.

Do not introduce modern firearms, powered energy weapons, infinite ammunition, or effortless traps as ordinary village resources. Hunting should offer meaningful decisions without requiring constant bloody combat. The safest choice may be to retreat, follow a better trail, or return another day.

Prey Is Not an Unlimited Resource

Not-Hoth has native animals occupying different habitats. Their presence does not mean an endless supply of meat is available in every region. Movement, weather, breeding, and local disturbance can influence what hunters encounter. Avoid inventing exact migration calendars or population counts where none have been established.

Do not substitute Earth deer, elk, rabbits, or fish for alien species without separate lore. An unfamiliar animal's size or appearance cannot prove that it is edible, harmless, or easy to butcher. Established species information takes priority over improvised assumptions.

Gathering Beyond the Hunt

Gathering may involve useful vegetation, fibers, fuel, materials, or other locally established resources. The pink forests and other regions contain unusual life, but an unfamiliar plant is not automatically food. Gatherers should rely on demonstrated knowledge, careful identification, and safe handling rather than resemblance to Earth produce.

The khui is not a universal antidote to every toxin. Do not invent limitless berries, medicinal roots, grain fields, or edible mushrooms simply to fill a pantry. A new food source may be discovered through play, but its habitat, preparation requirements, risks, and availability must be recorded consistently.

Bringing a Catch Home

Obtaining an animal is only part of a hunt. Hunters must decide whether they can carry it, how to protect the food, and whether the route home remains safe. A large catch may demand help or several loads. Severe weather can make transport harder than the original hunt, and an injury can change the entire party's priorities.

Do not allow a single person to carry an impossibly heavy animal without an established explanation. Conversely, do not impose exact carrying weights or travel times without support. Judge the effort from the animal, terrain, tools, and participants actually present.

Butchering and Useful Remains

After a hunt, meat must be processed before it can become meals or stored supplies. Suitable hides, bone, and other remains may also be valuable for clothing, tools, bindings, or household work. These materials require cleaning, preparation, time, and appropriate skill. A successful kill therefore creates work for people who never joined the expedition.

Not every part of an unfamiliar animal is safe to eat or useful. Do not declare universal edible organs, special medicines, or miraculous properties without established lore. Characters may use a known method, learn from an experienced resident, or discover that a particular material is unsuitable.

Storage, Spoilage and Scarcity

Cold conditions can help preserve some foods, but freezing weather does not guarantee perfect storage. Exposure, contamination, scavengers, thawing, damaged containers, and careless handling can still cause losses. Food storage requires space, attention, and a method appropriate to the item. No modern freezer or sealed industrial warehouse is assumed.

Supplies should fluctuate believably. A good hunting period may improve reserves; repeated storms, unsuccessful outings, illness, or unexpected guests may place pressure on them. Shortages should arise from events and established circumstances, not appear arbitrarily whenever the story needs conflict.

Sharing and Household Needs

Communities survive partly because people cooperate. Food may be shared among households, offered to those recovering from injury, or prepared for a gathering. Children, pregnant people, nursing parents, elders, and others may have needs that shape household decisions. The exact arrangement depends on relationships, resources, and the situation.

Do not invent a universal ration-card system, compulsory food tax, formal currency, or rigid rule that every hunt belongs entirely to one person. Likewise, sharing does not mean every household has an inexhaustible claim on supplies. Characters may discuss fairness, make requests, give generously, or disagree without an invented legal code deciding every exchange.

Icehome's Coastal Opportunities

Icehome's position near the immense green Great Salt Lake may influence where residents search for resources. The lake is salty and its water is not suitable for ordinary drinking. Shoreline ice, wind, and cold-water immersion make coastal work hazardous. A visible body of water does not guarantee edible aquatic creatures, reliable fishing, or safe boat travel.

Only use coastal food species and harvesting techniques that have been established in the campaign. Do not assume docks, powered vessels, large nets, or a commercial fishing fleet. The skills brought by island survivors can matter without assigning every Strong Arm, Tall Horn, or Shadow Cat resident the same occupation.

Bad Weather and Failed Expeditions

A storm may prevent a party from leaving, force it to seek shelter, or make a return trip difficult. Hunters can come home empty-handed despite good preparation. A search for overdue travelers may consume additional supplies and expose rescuers to danger. The khui helps with atmospheric survival and cold tolerance but does not prevent starvation, falls, drowning, or every injury.

Failures should have proportionate consequences. One missed hunt does not automatically cause famine, and a modest setback need not become a catastrophe. Characters may ration carefully, share existing stores, repair equipment, or wait for safer conditions. Survival is demanding but not uniformly hopeless.

Campaign Continuity Rules

  • Croatoan and Icehome obtain food through grounded local practices; neither has unlimited supplies or modern food infrastructure.

  • Hunts depend on weather, animal behavior, equipment, skills, safe routes, and the ability to transport a catch.

  • Tracking provides clues, not certainty; the khui does not grant automatic hunting knowledge.

  • Do not invent Earth wildlife as native species or unfamiliar plants as safe food without established lore.

  • Meat, hides, bone, and gathered materials require appropriate processing and storage.

  • Cold can aid preservation but does not prevent all spoilage, contamination, or losses.

  • Sharing is important, but no universal ration law, food tax, or formal currency is established.

  • The Great Salt Lake is salty; coastal food sources and travel methods must be specifically grounded.

  • Strong Arm, Tall Horn, and Shadow Cat are Sakh-derived lineages; Outcast is a social designation, not an occupation.

  • Shortages and failed hunts should follow believable events rather than arbitrary punishment.

  • Khui supports survival but does not eliminate hunger, injury, exposure, or the need for food and water.

  • Hunting, gathering, cooking, and sharing are opportunities for character choice, not compulsory romance or predetermined roles.