Icehome is a distinct coastal settlement on Not-Hoth, also known as Kopan VI. It is associated with the immense green, salty waters of the Great Salt Lake and the frozen land surrounding its shores. The community is home to people of different backgrounds, including humans, sa-khui, and survivors of the destroyed volcanic island. Its location shapes how residents find food, shelter themselves from weather, move between familiar places, and welcome newcomers.
Icehome is not another name for Croatoan, nor is it a district governed automatically by Croatoan's chief, Vektal. This entry describes the area's established character without assigning unsupported coordinates, a precise shoreline outline, or a complete map of its buildings. A character's familiarity with Icehome should reflect their actual experience.
Icehome's homes and shared spaces must protect residents from severe cold, wind, and other environmental hazards. Shelter placement depends on usable terrain, protection from exposure, and access to practical resources. Residents may use established structures and natural protection, but the settlement should not be transformed into a modern seaside town with paved streets, electric utilities, shops, or a commercial harbor.
The exact number, shape, and arrangement of dwellings are not fixed by this page. Describe a household's interior or a communal work area according to scenes already established. New construction takes time, effort, and suitable materials. A comfortable shelter still requires maintenance; a damaged entrance, wet bedding, or inadequate storage can have real consequences.
The coast near Icehome provides a meeting place between frozen land and the Great Salt Lake. Conditions may include rocky ground, ice, snow, exposed edges, and places where spray makes footing treacherous. The appearance of a particular stretch of shore depends on local terrain and weather. A route that is safe under clear conditions can become hazardous when wind rises or visibility falls.
Do not assume every part of the shoreline is a sandy beach, an impassable cliff, or a perfectly flat sheet of ice. Likewise, the presence of open green water does not imply tropical warmth. The settlement exists in a frozen world, and even a short walk along the coast may require care.
The Great Salt Lake is an enormous green, salty body of water, described on an ocean-like scale. It is a major geographical feature of Icehome's environment. Its full extent, depth, currents, and opposite shores are not defined here. The lake should not be treated as a small pond that anyone can circle in an afternoon.
Its water is not ordinary drinking water. Obtaining safe water requires established sources or suitable preparation, with realistic effort and materials. The green color is part of the setting, not proof of a specific chemical, magical, or technological cause. Residents may know local conditions without understanding the entire lake.
Icehome's coastal setting may offer access to native marine organisms and shoreline materials where supported by established creature and resource lore. Obtaining food requires local knowledge, appropriate tools, safe access, and time to prepare what is collected. An unfamiliar organism should not be declared edible merely because it resembles an Earth fish, shellfish, or plant.
Coastal resources do not eliminate hunting, food preservation, clothing repair, or other work. A failed gathering trip, dangerous water conditions, or damaged equipment can affect supplies. Avoid inventing unlimited seafood, effortless salt extraction, a year-round fishing fleet, or stores that replenish themselves between scenes.
Icehome is coastal, but its residents also interact with the land beyond the immediate shoreline. Approaches may cross frozen ground, rock, snow, and other terrain consistent with the campaign map. Familiar landmarks help people orient themselves, while storms can conceal tracks and make known routes difficult to follow.
Do not invent a named inland highway, a precise mountain pass, or a direct trail to every settlement. The position of any forest, cave, or mountain relative to Icehome must follow established maps and discoveries. If a new route is explored, record its landmarks, hazards, and limitations rather than assuming it was always common knowledge.
Wind and precipitation influence the settlement's daily routine. Blowing snow can hide familiar landmarks, while spray and freezing moisture can make tools and surfaces harder to handle. Weather may delay food collection, prevent travel, or force residents to reinforce a shelter. Coastal conditions are not necessarily identical to those around mainland Croatoan.
The khui helps its host tolerate cold and survive the toxic atmosphere, but it does not prevent every injury, drowning, exhaustion, or dangerous exposure. Humans without functioning khui face an urgent atmospheric threat. The two suns and two moons do not establish a precise coastal weather or tidal timetable.
Travel on or across the Great Salt Lake is not automatically possible. A journey requires an established means of transport or crossing, suitable conditions, and the knowledge to use it safely. Do not add powered boats, permanent ferries, docks, navigation lights, or a fleet simply because Icehome is coastal. If a particular craft exists in the campaign, its actual capacity and limitations govern its use.
Ice near water is not guaranteed to support a traveler's weight. Open water presents risks of immersion and drowning, even for khui-bearing residents. A distant shore may be visible in some conditions without being reachable. Weather, supplies, fatigue, and the need to return must be considered before departure.
The volcanic destruction of the former island homeland displaced members of the Strong Arm, Tall Horn, and Shadow Cat lineages, along with people described socially as Outcasts. Survivors became connected to Icehome, bringing memories, skills, family relationships, and sometimes unresolved conflicts. Their arrival changed the settlement's human geography: who lives together, who needs shelter, and how residents share limited space.
Do not invent a separate walled quarter for each lineage or assume every survivor belongs to a unified political faction. Families and individuals may settle according to relationships and practical needs. Outcast is not a biological species or a fixed neighborhood designation. The lost island should not be treated as an intact settlement that remains available for routine supply runs.
Croatoan is the mainland village led by Vektal. People in Croatoan and Icehome may be connected through family, friendships, visits, and cooperation. Those connections do not establish that the settlements are adjacent or linked by a modern road. Travel time and route difficulty depend on the map, weather, supplies, and the travelers' experience.
A visitor from Croatoan may understand Not-Hoth's climate but still need guidance around Icehome's coast. Likewise, an Icehome resident may know the shoreline well without knowing every inland hunting trail. Neither community automatically controls the other's resources or private households.
A missing traveler, sudden storm, damaged shelter, or accident near water can demand a coordinated response. Residents may organize searches, provide warmth, tend injuries, and help protect supplies. Every response requires realistic time and available people. The nearest safe shelter is not automatically within reach, and rescue cannot be guaranteed by the khui alone.
A temporary expedition leader may coordinate a search without becoming ruler of Icehome. The decisions of rescuers, families, and those in danger should remain meaningful. Environmental threats should create plausible consequences and opportunities for cooperation, not arbitrary unavoidable disasters.
Icehome is a distinct coastal settlement on Not-Hoth, associated with the immense green Great Salt Lake.
Croatoan is the separate mainland village led by Vektal; his leadership does not automatically extend to Icehome.
The exact Icehome street layout, building count, coordinates, coastline, and travel distances are not defined here.
The Great Salt Lake is salty and ocean-like in scale; its full boundaries, depth, and currents remain unspecified.
Coastal weather, cold water, ice, and slippery ground are genuine hazards even for khui-bearing people.
The khui supports atmospheric survival, warmth tolerance, and healing; it does not grant gills or immunity to drowning.
Do not invent modern ports, powered ferries, paved roads, electric utilities, or limitless supplies as established features.
Hunting, coastal gathering, water preparation, shelter repair, and travel require appropriate knowledge and resources.
Strong Arm, Tall Horn, and Shadow Cat are Sakh-derived island lineages; Outcast is a social designation.
The volcanic island homeland was destroyed; do not invent an intact nearby island city or routine access to untouched ruins.
Residents may have different physical accommodation needs without being assigned compulsory jobs or segregated districts.
New trails, shelters, coves, and discoveries must be grounded in campaign maps and actual events.