The Great Salt Lake is an immense body of green, salty water on Not-Hoth, also called Kopan VI. Its scale makes it an ocean-like feature of the known world, despite its name. The coastal settlement of Icehome is associated with this watery environment, where shorelines, cold winds, native marine life, and difficult travel conditions shape everyday survival. The lake is a geographical feature, not a magical substance or an artificial reservoir.
Its exact dimensions, deepest point, complete shoreline, and connections to other bodies of water are not established in this campaign. Characters can know the stretches of coast they have explored without possessing a complete planetary hydrographic survey. Do not turn the lake into a small pond or claim its opposite shore is always visible.
The Great Salt Lake's green appearance is an established visual characteristic. Under different light and weather, characters may notice changing brightness, reflections, or visibility, but the underlying green water remains part of the setting. The two suns and two moons can contribute to striking views without establishing a precise astronomical effect on the water.
Do not invent a definitive chemical explanation for the color, such as a particular Earth algae species, copper contamination, radioactive waste, or mystical energy. A resident may speculate, but speculation is not confirmed scientific knowledge. Green water is not inherently safe, poisonous beyond its salinity, medicinal, or capable of powering technology.
The lake's water is salty and must not be treated as ordinary drinking water. A thirsty traveler cannot safely solve dehydration by swallowing unlimited lake water. Coastal households must rely on established potable-water sources and practical preparation methods, not an invented automatic desalination system. Any proposed method of producing drinking water requires suitable materials, effort, and time.
Salt can be a useful material where people know how to collect and handle it, but the existence of a salt lake does not imply an unlimited, effortless supply of purified table salt. Impurities, storage, labor, and environmental conditions matter. Do not assume every shoreline deposit is safe to eat or suitable for preserving food without preparation.
Icehome is a distinct settlement, separate from Croatoan's mainland village. Its coastal surroundings influence food gathering, local routes, shelter placement, and exposure to wind and spray. Residents may know safe approaches to familiar stretches of shore, but this knowledge does not extend automatically to every bay, inlet, or distant coast.
Icehome is not automatically a modern port. Do not invent permanent piers, powered boats, a shipyard, harbor lights, paved promenades, or a commercial fishing fleet. If residents use a particular craft, tool, or landing area, establish that equipment and its capabilities through existing lore or campaign events. A settlement beside water is still vulnerable to cold and scarcity.
The coast may include rocky ground, icy stretches, exposed edges, and areas where snow conceals dangerous footing. Conditions can vary over short distances. A seemingly easy path may become slippery after spray freezes, while an unfamiliar bank may be unstable or difficult to climb. A person who knows the route can warn others without being infallible.
Do not assume all beaches are sandy, all cliffs are sheer, or the entire shore is frozen solid. The exact local terrain should follow established maps and observations. If a new cove or outcrop is discovered during play, record where it lies relative to known landmarks rather than retroactively declaring it a famous location.
Immersion in extremely cold water can be dangerous even for someone with a functioning khui. The symbiont improves cold tolerance and healing, but it does not grant gills, immunity to drowning, unlimited breath-holding, or perfect protection against exhaustion. Wet clothing and exposure after leaving the water can create additional hazards.
Swimming, diving, or crossing water should require a realistic assessment of conditions and ability. Do not let a character traverse an immense lake merely because they are strong or resonated. A rescue from water may involve urgent decisions, risk to helpers, and recovery afterward. The khui does not make every accident harmless.
Coastal weather may involve strong wind, spray, reduced visibility, and changing water conditions. Snow and fog-like obscuration can make landmarks difficult to recognize. The lake's presence does not mean Icehome enjoys a mild Earth-style maritime climate. Not-Hoth remains a frozen world where storms can interrupt routine work and travel.
The exact currents, tides, wave heights, and seasonal freezing patterns are not defined by this entry. Two moons do not authorize an invented tidal timetable. A character can observe dangerous water or changing conditions locally without claiming knowledge of the entire lake's circulation.
The Great Salt Lake belongs to Not-Hoth's alien ecology. Native creatures may occupy its waters or coastal margins where supported by established creature lore. Their behavior, habitats, and usefulness should be described according to known species rather than borrowed automatically from Earth oceans. A fish-like appearance does not prove that an organism is edible or harmless.
Coastal residents may obtain useful resources from the water and shoreline when they possess the necessary knowledge and tools. Gathering or hunting marine organisms requires attention to weather, safe access, transport, cleaning, and preparation. A successful catch is not instantly converted into a meal or a limitless food supply.
Do not assume Earth fishing rods, nets, hooks, traps, or boats are present unless they have been established. Characters can develop techniques using available materials, but experimentation involves time and possible failure. Familiar-looking shellfish, seaweed, or fish must not automatically be treated as safe human food.
Following the coast may provide recognizable landmarks, but it can also expose travelers to slippery surfaces, wind, wildlife, and difficult passages. A direct line across water is not necessarily a viable route. Travelers need an established means of crossing, adequate supplies, and suitable conditions before attempting a voyage.
Do not invent exact travel times, regular ferries, a navigable passage to every known location, or a safe ice bridge. Frozen patches are not proof that the whole lake can support weight. Routes must respect the campaign's maps and what the characters have actually learned. Being able to see a destination does not guarantee reaching it.
The volcanic island homeland of the Strong Arm, Tall Horn, and Shadow Cat lineages was destroyed, displacing survivors who became connected with Icehome. Outcasts were people affected by social exclusion, not a separate biological species. The former island's location and accessibility should remain consistent with established maps and events rather than being assigned arbitrary coordinates.
The lake and coast may evoke memories of the island for individual survivors, but do not invent an intact harbor, preserved palace, or easy route to untouched ruins. The catastrophe had real consequences. Stories about the old homeland may differ according to a person's experience, and no survivor automatically knows the precise state of every remaining site.
Living near a major body of water does not eliminate the need for hunting, food preservation, shelter maintenance, and cooperation. Coastal work can be physically demanding and may require several people. Children and inexperienced visitors need instruction around hazardous edges and water. A resident unable to perform dangerous labor still contributes through other work and relationships.
The Great Salt Lake is an immense green, salty body of water associated with Icehome's coastal region.
Its complete shoreline, depth, area, currents, tides, and links to other waters are not specified here.
Green coloration is established; a definitive chemical, magical, or technological explanation is not.
Salt water is not ordinary drinking water, and obtaining potable water requires suitable sources or preparation.
Icehome is separate from Croatoan; Vektal's Croatoan leadership does not make him ruler of the entire coast.
Coastal terrain, weather, and ice can be dangerous; no shoreline is automatically safe or uniform.
The khui supports atmospheric survival, warmth tolerance, and healing but does not prevent drowning or every cold-water injury.
Two moons do not establish a precise tidal calendar or supernatural marine events.
Native marine creatures follow established species lore; do not invent a complete Earth-style ocean ecosystem.
Fishing, gathering, preservation, and travel require actual tools, knowledge, time, and supplies.
Do not invent modern ports, powered vessels, ferries, underwater cities, or unlimited seafood as existing facts.
The volcanic island homeland was destroyed; do not treat it as an intact, routinely accessible settlement.
New coves, routes, resources, and discoveries must be established through play and remain consistent with existing maps.