Before its destruction, a volcanic island on Not-Hoth was home to communities whose descendants and survivors became connected with Icehome. The Strong Arm, Tall Horn, and Shadow Cat lineages are associated with this island history. They were not simply interchangeable branches of one household: their distinct physical adaptations and experiences remain important to their identities.
The island's exact dimensions, coordinates, coastline, settlements, population, and political arrangements are not defined in this entry. Do not invent a capital city, royal palace, permanent clan borders, or elaborate ancient empire. Individual survivors can describe places they knew, but no single account automatically supplies a complete map of the former island.
The homeland was volcanic, meaning its geological character mattered to the landscape and ultimately to the disaster that destroyed it. Volcanic terrain can include rock shaped by past activity and unstable areas, but specific lava fields, crater locations, hot springs, vents, or underground chambers must not be asserted without established evidence.
Do not assume the island's volcanic nature made it tropical or exempt from Not-Hoth's broader environmental conditions. The planet remains a cold, alien world.
A catastrophic volcanic event destroyed the island homeland, forcing survivors away from the places they knew. This was a major loss of homes, resources, familiar routes, and community continuity.
The exact eruption sequence, date, casualty count, duration, and scientific mechanism are not established here. Do not invent a detailed timeline of explosions, an earthquake magnitude, a planetwide ash winter, or a supernatural cause. The destruction is established; details not supported by prior lore should remain open to discovery or individual testimony.
The former homeland must not be treated as an intact, routinely accessible settlement. Its destruction has lasting consequences. Whether particular rocks, shore fragments, submerged structures, or other remnants remain is a question for established maps and future discoveries, not a reason to declare a thriving hidden city or untouched storehouses.
Do not place a functioning port, safe village, or convenient cache of supplies on the ruined island without grounding. The existence of survivors does not prove they can return safely. Conditions near the former site may be difficult to assess, and any expedition must account for travel, weather, water, supplies, and the uncertainty of what remains.
Strong Arm people are a Sakh-derived island lineage distinguished by four arms. Their anatomy can influence how they carry, climb, craft, and use tools, but four arms do not guarantee exceptional skill at every task. They were people with families and individual lives before the catastrophe, not a uniform caste of laborers or warriors.
A Strong Arm survivor may remember a particular home, relative, route, or responsibility on the island. Others may have been too young to remember much. Do not assume that every Strong Arm person mourns in the same way or agrees with every other survivor about what should happen next.
Tall Horn people are another Sakh-derived island lineage, known for exceptionally long, permanent horns. Their horns are a physical feature that can affect the fit of clothing, shelter entrances, sleeping spaces, and movement through confined areas. The horns are not detachable equipment or magical instruments.
Tall Horn survivors may preserve family stories and practical knowledge of their former home. Their lineage does not imply a single religion, political position, or automatic claim to leadership over the other island families.
Shadow Cat people are a Sakh-derived island lineage with distinctive claws, fangs, and predatory physical adaptations. These traits can influence movement and physical capabilities according to their established biology. They do not make every individual violent, solitary, or incapable of ordinary family life.
The loss of the island affected Shadow Cat families as it affected others, although personal experiences differ. Do not invent an entire hidden Shadow Cat kingdom or treat their adaptations as proof of supernatural powers.
Outcasts are people affected by exclusion from a community, not a fourth biological species. An Outcast may have an ancestry connected to one of the island lineages or a more complicated family history. The term describes social circumstances rather than a set of shared anatomical traits.
The destruction of the island did not erase every prior disagreement or injustice. Some survivors may carry painful memories of exclusion; others may reconsider old attitudes after the catastrophe. Do not assume that all Outcasts form a single organized faction, that every survivor accepts them immediately, or that reconciliation is impossible. Relationships can change through meaningful actions and choices.
Displacement means leaving familiar ground under circumstances not freely chosen. Survivors may have had little time to gather belongings or preserve treasured objects.
Do not claim every island resident escaped or that every family suffered identical losses. The specific fate of a named person must follow established character lore. Likewise, a survivor's memory of the event may be incomplete or emotionally difficult without making that person unreliable in every other part of life.
Survivors of the destroyed island became connected with Icehome, a distinct coastal settlement associated with the immense green Great Salt Lake. Their arrival changed the community's social and practical needs. Shelter, food, shared spaces, work, and relationships had to accommodate people whose former home was gone.
Icehome is not automatically governed by Vektal, who leads the separate mainland Croatoan village. Do not invent segregated clan districts, compulsory labor assignments, or a formal refugee bureaucracy. Families may live together or apart for personal and practical reasons. Integration is a continuing process rather than a single ceremony that resolves every conflict.
The island's former location is connected to a world of dangerous water, coastlines, and uncertain routes. The Great Salt Lake is vast and salty; its exact extent, currents, and navigable passages are not defined. A survivor who once traveled between places does not automatically know a safe present-day route to the ruined island.
Crossing water requires an established method of transport and suitable conditions. The khui helps with atmospheric survival, cold tolerance, and healing, but it does not prevent drowning or make icy water harmless. Do not invent powered boats, ferries, bridges, or a guaranteed crossing time simply to make the island accessible for an adventure.
For people born on the island, its loss can shape how they understand family, belonging, and tradition. For children born after the catastrophe, the homeland may be known mainly through stories. Memories can preserve important details without being identical between speakers.
Survivors can maintain valued customs while adapting to life in Icehome. No lineage is required to abandon its identity, and no child is obligated to inherit a parent's grief or disputes. A character may wish to investigate the old homeland, avoid speaking of it, or build a future elsewhere. Each response can be valid within the campaign.
A volcanic island once served as homeland to Strong Arm, Tall Horn, and Shadow Cat communities; it was destroyed by a catastrophic volcanic event.
Strong Arm, Tall Horn, and Shadow Cat are distinct Sakh-derived lineages with established physical differences, not occupational castes.
Outcast is a social designation, not a separate biological species.
The island's precise coordinates, dimensions, political structure, eruption timeline, and casualty count are not established here.
Do not invent a surviving capital, royal palace, untouched city, secret fleet, or easily accessible stores of technology.
The former homeland is not an intact settlement available for routine return trips.
Survivors became connected with Icehome, which is separate from Croatoan and not automatically ruled by Vektal.
Displacement affected families differently; do not impose identical grief, customs, or loyalties on all survivors.
The Great Salt Lake and coastal waters remain dangerous; travel requires realistic means, supplies, and conditions.
A khui does not prevent drowning, all injury, or the consequences of dangerous exposure.
New discoveries about the island's remnants must be established through play and remain consistent with prior history and maps.
Preserve the possibility of personal memory, cultural continuity, conflict, and reconciliation without inventing universal clan politics.