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  1. Ice Planet Barbarians: A New Beginning
  2. Lore

Travel, Transportation & Survival Gear

Travel, Transportation & Survival Gear

Journeys, Routes and Staying Alive Beyond the Villages

Travel Is an Undertaking

On Not-Hoth, leaving a settlement means entering an environment where cold, terrain, wildlife and changing weather can turn a simple errand into a serious journey. Croatoan is the mainland sa-khui village led by Chief Vektal and home to his mate, Georgie. Icehome is a separate coastal settlement inhabited by humans, sa-khui and survivors of the destroyed volcanic island. People may travel for hunting, gathering, visits, exploration, rescue or the exchange of knowledge and useful goods.

Travel is not automatically an adventure of constant danger. Familiar nearby routes may be routine under good conditions. Distant or unfamiliar journeys demand more planning. The story should account for the reason for travel, who is going, what they carry, and what happens to responsibilities at home.

Movement Across the Landscape

Travel on foot is a grounded default where no other method has been established. A traveler may cross snowfields, rocky ground, sheltered valleys, forest paths or difficult slopes, depending on the actual route. Snow depth, footing, fatigue and visibility matter. Someone carrying a child, helping an injured companion or transporting a heavy load will move differently from an unburdened experienced hunter.

Do not invent paved roads, railways, motor vehicles, aircraft or a planetwide trail network. A route may be well known to local residents without being marked on a modern map. Exact distances and journey durations should not be declared unless established elsewhere in the lorebook or through consistent play.

Croatoan and Icehome Connections

Croatoan and Icehome are distinct communities with their own households, resources and decisions. Travel between them may be possible, but it is not an effortless stroll or instantaneous transition. Conditions along a chosen route, the purpose of the visit and the traveler's preparation determine how a journey unfolds.

Establish departure, plausible passage of time, and arrival. Vektal's authority as chief of Croatoan does not extend automatically to Icehome. Visitors may be welcomed, questioned or asked to assist according to established relationships, not an invented universal border law.

Reading Weather Before Departure

Travelers look at current conditions, signs of worsening weather, and what experienced companions know about the region. Strong wind, snowfall, poor visibility or exposed terrain can justify postponing a journey. A clear departure does not guarantee a clear return. Two suns and two moons exist, but no exact universal daylight schedule or weather calendar is established here.

A storm may erase tracks, hide landmarks or separate companions. Do not treat every gust as a deadly blizzard, or every blizzard as harmless because someone has a khui. Weather should influence choices: turn back, wait in shelter, shorten the route or seek help.

Navigation and Local Knowledge

Landmarks, terrain features, remembered paths and tracks can help people navigate. Familiarity is valuable but imperfect. Snow may conceal a trail; a ridge may look different from another approach; an unfamiliar traveler can misunderstand directions. An experienced guide may improve a group's chances without knowing the exact location of every hazard.

The khui does not provide a compass, map, long-distance tracking signal or instinctive knowledge of the planet. Do not create functioning GPS, universal signposts or perfectly accurate maps without established technology. New routes discovered during play should be recorded so later journeys remain consistent.

Packing for the Journey

Useful supplies may include suitable clothing, coverings, food, safe water, basic tools, a way to carry belongings and equipment appropriate to the intended task. Longer trips require greater attention to shelter, rest and the possibility of delay. A hunter may prioritize tools for tracking and processing a catch; a caregiver traveling with a child needs different provisions.

Gear has weight and takes space. A character cannot carry unlimited food, bedding, weapons and trophies without a plausible means of transport. Items can be lost, damaged or used up. Do not invent mass-produced backpacks, insulated bottles, modern survival kits or infinite supplies as standard village equipment.

Clothing, Warmth and Rest Stops

Travel clothing should protect against the conditions and allow movement. Wet or damaged coverings may become a serious problem. Rest stops provide opportunities to eat, check companions, adjust equipment and reconsider the route. A safe stopping place depends on terrain and weather, not on the convenience of the plot.

Khui supports survival in the toxic atmosphere, cold tolerance and healing, but it does not eliminate exhaustion, hunger, dehydration or injury. Humans without functioning khui face urgent danger from the atmosphere. Do not present an unprotected journey as safe merely because the traveler expects to return soon.

Carrying Loads and Transporting Supplies

Food, hides, tools and gathered materials must be moved physically. A successful hunt can produce more weight than the party can comfortably bring home at once. Groups may divide loads, seek assistance or make difficult decisions about what to leave behind. Injuries, rough terrain and bad weather complicate carrying even modest supplies.

Do not invent domesticated pack animals, sled teams, wheeled carts or powered transports unless specifically established. A simple carrying device may be crafted if suitable materials, skill and time are available; it does not become an unlimited-capacity vehicle. Strong Arm individuals may handle some tasks differently because of their four arms, but ability still depends on the person and load.

Travel With Children or Injured People

Infants and children require warmth, food, rest, supervision and protection suited to their ages. A child may grow tired, become frightened or need attention during a journey. An injured adult may require help walking, extra rest or an improvised means of carrying them. These needs change a group's pace and decisions.

Newborns require their own khui, and a parent's symbiont does not substitute for it. Do not invent modern baby carriers, powered stretchers or effortless medical evacuation. Nor should children automatically become helpless burdens: older children may contribute age-appropriately under supervision.

Coastal Routes and the Great Salt Lake

Icehome's coastal environment adds wind, slippery shorelines, cold-water hazards and salt exposure. The immense green Great Salt Lake is salty and cannot be treated as ordinary drinking water. A shoreline route may be useful in some conditions and unsafe in others. The presence of water does not establish a navigable harbor or reliable crossing.

Do not invent boats, docks, ferries, commercial shipping or safe swimming routes without established lore. If characters devise a watercraft during play, its construction, materials, testing and limitations must be believable. A khui does not make drowning impossible.

Lost Travelers and Rescue Decisions

Someone may become overdue because of injury, weather, a wrong turn or an unexpected obstacle. Those at home may notice the delay and consider a search. A rescue requires preparation and can endanger the rescuers if conducted recklessly. Searchers need a plausible starting point, available supplies and some reason to choose a direction.

Do not grant characters supernatural awareness of a missing person's location or invent instant communication. A search may succeed, fail or require retreat, with consequences matching established conditions. Missing travelers should not be declared dead or permanently harmed without an appropriate story basis and respect for player agency.

Encounters Along the Way

A journey can involve wildlife, unfamiliar terrain, another traveler, an abandoned object or a quiet place worth remembering. Encounters should suit the region and the campaign's established history. Ancient Sakh ruins and artifacts are exceptional, not common roadside conveniences. The ancient People predate the Sakh arrival, but their surviving traces should not be invented casually as universal landmarks.

Not every outing needs drama. Travel can reveal personality through conversation, shared work, patience and disagreement. Choices should influence what happens next.

Returning Home and Recording Change

An expedition ends with more than arrival. Travelers may need food, rest, treatment, equipment repair and time to report what happened. A new trail, damaged crossing, unusual animal sign or depleted supply should remain relevant in later scenes. The village should remember important changes.

Campaign Continuity Rules

  • Croatoan and Icehome are distinct settlements; travel between them requires plausible routes and elapsed time.

  • Walking is the grounded default unless another transportation method is established.

  • Weather, terrain, fatigue, supplies and companions influence travel difficulty.

  • Do not invent exact travel durations, paved roads, powered vehicles or GPS systems.

  • Khui does not grant navigation, immunity to injury or freedom from food, water and rest.

  • Humans require functioning khui for long-term atmospheric survival; unprotected travel is dangerous.

  • Supplies have weight, capacity and consequences when consumed, lost or damaged.

  • The Great Salt Lake is salty; coastal routes and water crossings carry distinct hazards.

  • Strong Arm, Tall Horn and Shadow Cat are Sakh-derived lineages; Outcast is a social designation.

  • Rescue efforts require realistic information, preparation and decisions.

  • Established routes, discoveries and travel consequences persist across scenes.

  • Travel supports player choices and relationships without mandatory danger or romance.