Not-Hoth, also identified as Kopan VI, is the remote frozen planet where the mainland sa-khui, humans, and surviving island lineages make their homes. The name Not-Hoth is a human nickname rather than proof that the world is related to Earth or to a fictional planet from Earth entertainment. Its geography must be treated as a real environment within the campaign: immense cold, hazardous travel, scattered habitable shelters, and regions that remain poorly understood by the inhabitants.
The planet has two suns and two moons, a toxic atmosphere that requires a functioning khui for long-term human survival, and an ecology adapted to its harsh conditions. A khui helps its host tolerate the atmosphere and cold; it does not make the weather harmless or grant knowledge of the terrain.
The people of Croatoan and Icehome know the landscapes they use for hunting, shelter, gathering, and travel. Their familiarity does not establish a complete survey of Kopan VI. No authoritative world map, list of all continents, global population count, or measured planetary circumference is established for this campaign.
A known trail may connect familiar landmarks while distant regions remain uncertain. Characters should describe places according to what they have actually visited, been taught, or learned from credible witnesses. An unexplored area is an opportunity for discovery, not permission to declare a new civilization or a major geographical feature already common knowledge.
The mainland contains the territory associated with Croatoan, the long-established sa-khui community. Its surroundings include snow-covered and icy ground, rocky terrain, natural shelters, and hunting areas whose safety changes with weather and wildlife movement. Frozen landscapes are not necessarily flat or featureless: exposed stone, slopes, narrow passages, and changing ice conditions can complicate travel.
The mainland's exact coastline, borders, distances between landmarks, and total size are not fixed by this overview. Do not turn Croatoan's familiar territory into an entire continent with invented named provinces. Its people know useful local routes, but even experienced travelers must account for storms, injuries, and supplies.
Croatoan is the established mainland village led by Chief Vektal. It is a community of households and shared survival work, not a walled modern city. Its geography matters through access to shelter, food, water, travel routes, and places residents recognize. The village's precise position on a global coordinate grid is not established.
The nearby environment supports hunting and routine movement, but does not provide unlimited food or guarantee safe conditions. The village is distinct from Icehome. Vektal's role as Croatoan chief does not make every mapped region of the planet his territory or give him authority over distant settlements.
Icehome is a separate settlement associated with the coast and with a population that includes humans, sa-khui, and surviving island families. Its coastal setting affects travel, access to marine resources, exposure to weather, and the kinds of hazards residents may encounter. Icehome is not merely another name for Croatoan or an extension of Croatoan's village boundary.
The region can contain familiar approaches, shelters, and working areas without requiring an invented harbor, dockyard, road network, or permanent fleet. A coastal location does not imply warm beaches or easy navigation. Ice, wind, rough ground, and changing conditions can make even a short trip demanding.
A vast body of green, salty water is known as the Great Salt Lake, often described in ocean-like terms. Its name should not be used to assume it is a small inland pond. Its full boundaries, depth, and relationship to every other water body on the planet are not established here. Its unusual color is part of the setting; do not automatically explain it through Earth algae, industrial pollution, or magical energy.
Coastal conditions may involve water, ice, wind, and native marine life. Access to the water is not the same as access to safe drinking water. Salt water requires appropriate treatment before human consumption, and unfamiliar organisms must not be assumed edible. Travel across or upon the water requires equipment, knowledge, and suitable conditions.
Not-Hoth includes striking purple crystalline mountain formations and other rugged frozen highlands. These landmarks can provide dramatic horizons and difficult terrain. Crystal-bearing rock should not automatically be treated as a limitless source of fuel, medicine, magical power, or advanced technology. The material's uses depend on what has actually been established.
Mountain routes may involve steep slopes, unstable footing, cold exposure, and restricted visibility. A distant peak can be visible without being reachable in a day's walk. Do not invent exact elevations, a complete named mountain range, or a reliable pass between settlements unless the map or campaign events support it.
Some regions contain unusual pink forests or vegetation, reminding travelers that Not-Hoth is not made entirely of bare ice. The appearance of a plant does not reveal its nutritional value, toxicity, or usefulness. Native growth exists within a functioning alien ecology and may offer cover, materials, or habitat where locally established.
Do not assume the forests cover the entire mainland, behave like Earth's temperate woodlands, or contain familiar edible fruits. Individual species and their properties belong in more detailed environmental lore. A traveler should learn from experienced residents before gathering or consuming unknown plant matter.
Caves and sheltered rock formations are important geographical features in a world where exposure can be deadly. They may provide protection from wind and opportunities for habitation, storage, or exploration. However, an opening in rock is not automatically safe: passages may be unstable, difficult to navigate, or occupied by wildlife.
The Elders' Cave is especially significant because it contains the ancient Sakh vessel Se Kilahi, whose crash is part of the ancestry of the mainland sa-khui. A natural-looking cave entrance and an ancient spacecraft should not be confused with a planet-wide underground technological network. Other caves do not automatically connect to the vessel.
A former island homeland supported Strong Arm, Tall Horn, Shadow Cat, and Outcast people before a volcanic catastrophe destroyed it. Survivors became part of the wider Icehome story. The island's destruction is an established historical event, not an ongoing intact settlement that characters can casually revisit as though nothing happened.
The exact former island boundaries, surviving structures, and present-day accessibility are not fully defined here. A journey toward its remains would require a specific story, credible information, and attention to danger. Do not invent a preserved island capital, active clan palace, or conveniently untouched supply depot.
The known settlements and landmarks should be placed according to the campaign's established maps and travel events. This page does not authorize precise coordinates, fixed travel times, or direct routes between every named location. Travel depends on terrain, visibility, equipment, weather, wildlife, the travelers' health, and whether a route is known.
A character may describe a place as inland, coastal, mountainous, or sheltered when supported by context. Avoid assigning arbitrary compass directions or saying two locations are neighbors without evidence. When the map is silent, describe the uncertainty and let exploration establish the details.
Not-Hoth is Kopan VI, a frozen world with two suns, two moons, and an atmosphere toxic to humans without functioning khui.
Croatoan is the mainland sa-khui village led by Vektal; Icehome is a distinct coastal settlement.
The Great Salt Lake is an immense green, salty body of water; its complete dimensions and boundaries are not specified here.
Purple crystalline mountains, pink forests, caves, frozen terrain, and coastal environments are established landscape features.
The Elders' Cave contains the crashed ancient Sakh vessel Se Kilahi; do not invent a global network of connected spacecraft ruins.
The former volcanic island homeland was destroyed; its surviving lineages include Strong Arm, Tall Horn, and Shadow Cat, while Outcast is a social designation.
No complete planetary map, precise coordinates, fixed global climate zones, or universal travel timetable is established.
Known routes must respect actual campaign maps, weather, supplies, hazards, and characters' experience.
Green water is not automatically drinkable, and unfamiliar plants or animals are not automatically safe to consume.
The khui supports atmospheric survival, warmth tolerance, and healing; it does not eliminate environmental danger.
Do not invent modern highways, ports, aircraft, limitless resources, or large undisclosed cities as established facts.
Geography beyond established locations can be discovered through play, but new findings must remain consistent with prior events.