recursal/Fanatic-Fandom huggingface dataset:
Root

Root was a Nomai who worked in the Black Hole Forge along with Clary and Poke to create the warp cores that power the various warps throughout the Solar System, including the towers on Ash Twin.

## The Ash Twin Project

Root was the one who proposed building the towers to connect Ash Twin to each location that was critical to the Ash Twin Project He installed the warp cores and delivered them, but initially had difficulty figuring out where each one was supposed to go. He also tested Timber Hearth ore in Hollow's Lantern to see which one survived the longest in direct heat to seal off the Ash Twin Project.

## Trivia

* Root is named after *plant roots*, which serve to anchor the plant as well as provide water and nutrients.

## References

1. ↑ CLARY: Poke, I’ll return to the forge shortly; I’m going to catch up to Root and help him deliver the first core to Ash Twin, just to make sure Yarrow receives it.
2. ↑ 2.0 2.1 ROOT: What if we used warp towers (like the one we have on the White Hole Station) to connect Ash Twin directly to each critical location? CLARY: Poke, Root, and I can begin work on this immediately in the Black Hole Forge (this will keep us busy!).
3. ↑ CLARY: Here’s our first delivery, Yarrow: one warp core, fresh from the Black Hole Forge! Root is installing this core’s sibling on Brittle Hollow as I write this.
4. ↑ ROOT: Where am I taking this first black hole core? (And where am I taking the remaining cores once they’re ready?)
5. ↑ ROOT: Friends in the Timber Hearth Mines, the last type of ore you sent us survives the longest in direct heat. ROOT: My gratitude! I imagine we’ll also have an updated estimate soon of how much ore is needed to seal off the Ash Twin Project.
Sigil

Sigil is the city at the center of the multiverse, and is inhabited by all sorts of strange creatures. The city is inside of what is essentially a hollow donut, with a gravity that allows for people to walk all the way up and around without falling.

Strix lived in Sigil as a member of the Dustmen, one of the many factions that exist in Sigil. Shemeshka the Marauder lives here as well.

The group were pulled into Sigil by a mercykiller who was trying to abduct Strix. The group killed the mercykiller and left the city immediately.

Shemeshka banished Diath to Sigil to keep him safe from an imminent explosion. Diath found himself at a party in a building with a strange clock that moved in bizarre ways.

1. ↑ Episode 69
2. ↑ Episode 80
Moon Warden (Alpha)

*This article features information from the alpha version of the game. The main game's version can be found here.*

## Moon Warden

### Location

Lunar Outpost

The **Moon Warden** is, as his name suggests, the warden of the moon. He lives in a small wooden house on the side of the Moon facing Timber Hearth and runs a rest stop for space travelers. He seems to have cobbled together a radio that picks up the music broadcasted by the other travelers. The Moon's specific name is Lunar Lookout (Alpha).

The Moon Warden went on to become Esker in the final version of the game.

If you find yourself on the Moon, try going to the warden's house where your oxygen will be replenished and have a chat with him. He will give you small pieces of advice about things to do, share his thoughts about the celestial body he is the warden of and share a secret of his with you (He will admit that he shoots probes down to the village when he is bored).

The Moon Warden will hint you with there being a 'Spectacular' view from the north-pole also telling the player there is a
'Pointy Red Marker' there. Going there will give you a better view of the planets with the telescope.

## Dialogue

### Introduction dialog

* “Welcome! It's not often I get visitors up here...you know, it being the moon and all. What can I do you for?”
	+ Question menu

### Question Menu

* **>Where's that music coming from?**
	+ “See that radio I cobbled together over there? I calibrated it to pick up the music being played by the four other travelers out exploring the Solar System.
	 If you look at other planets through your telescope, you might be able to hear them too!”
* **>Anything here worth checking out?**
	+ “Honestly, I think this place is pretty dull. I mean, look at Brittle Hollow's moon, it has VOLCANOES! Now that's a moon.
	 I suppose the view from the North Pole IS pretty spectacular though...it's the pointy red marker on your minimap.”
* **>So what is it you do here?**
	+ “I'm warden of the Lunar Lookout. The other travelers used to stop here for repairs, but I haven't seen them in ages.
	 Don't tell anyone, but I spend most of my time launching probes at the village.
	 The trick is to hold down the launch button so pressure builds up in the compression chamber. Makes 'em fly way farther!”
Bramble Island

**Bramble Island** is an island containing a massive chunk of ice floating on Giant's Deep, surrounded by enormous gnarled brambles.

## Description

### Features

The island is made of a large chunk of ice containing several frozen Jellyfish and covered with brambles originating from Dark Bramble. Many of the brambles are hollow and traversable, with pockets of ghost matter scattered throughout. A campfire, fuel tank, and logs left by Feldspar can be found upon reaching the centre of the island.

The log reveals that Feldspar managed to reach the core of Giant's Deep via an unknown method, and camped at Bramble Island before setting off for Dark Bramble.

## Texts and recordings

Crashes: 2
Boring crashes: 0 (remember to see Slate when I get back)
Ha *ha*, yeah! *Yeah*! All the way down to the core! Consider yourself conquered, Giant’s Deep — you just got *Feldsparred*.
That was one of my more dramatic feats, if I do say so myself. Can’t believe I wasn’t electrocuted! Ahhh, can’t wait to tell Hornfels and Gossan about this one — I guess brute force isn’t always the answer.
Right, so that’s one more off the list. Seems all that’s left is the big one now. Dark Bramble, here I come!

## Notes & Trivia

* The island is heavily implied by Chert's research to be detritus of the original fifth ice planet of the solar system, which imploded to become what is now Dark Bramble, scattering ice chunks throughout the system. A further implication is made that the Jellyfish frozen within the island were the original inhabitants of the fifth planet, before becoming stranded on Giant's Deep and coming to inhabit its ocean depths instead.
Arkose

**Arkose** is a Hearthian found by the fence that surrounds ghost matter in the village outside of the entrance to the zero-g cave. They are throwing rocks over the fence and into the invisible ghost matter.

## Dialogue

### Initial Conversation

* Hi, astronaut!
 You know the patch of ghost matter inside this fence? Gossan said it used to be bigger when they were a hatchling. 'Cause ghost matter evaporates.
 It just takes a su-u-u-per long time to go away.
 I hope there's still ghost matter in the village when I'm a grown-up. Ghost matter is awesome!
	+ **>Ghost matter is super cool. It'll burn the heck out of you!**
	 (*Locks out other choices.*)
		- Yeah! I heard touching it hurts so bad it feels like your whole hand's on fire!
		 Try not to walk into any in space, okay? That sounds bad and painful.
	+ **>You shouldn't be throwing rocks in there - ghost matter is dangerous.**
	 (*Locks out other choices.*)
		- Uhhh, obviously? That's what makes it so *awesome*? Geez, I'm not dumb enough to *touch* it.
		 Ugh, you're such a grown-up.
	+ **>You know ghost matter is how Tektite lost their foot, right?**
	 (*Locks out other choices.*)
		- Whoa, really?! ...That is *so cool*!

### Followup Conversation

* It's cool that Little Scouts can detect ghost matter and all, but what would be *really* cool is if the Little Scout could, like, shoot ghost matter at stuff. All *pew pew pew*!
The Village (Alpha)

*This article features information from the alpha version of the game. The main game's version can be found here.*

The **Village** is a small establishment in one of Timber Hearth's craters. It contains most of the player's species found in the game, many wooden houses and shacks, at least two children, and at least six adults. It has the Observatory, a Zero-G training area, a lift, a pad to launch spaceships, a radio telescope, a few campfires, and most of Timber Hearth's evergreens. The game starts in the village.

## Description

The village is inhabited by the four-eyed biped species known as the Hearthians.

## Known Inhabitants

* Three people, names unknown
* Two children, names unknown. One owns a functional model ship, the other has a small signalscope.
* The Curator. Owner and curator of the Observatory. Gives the player the launch codes for the spaceship.
* The Rocket Scientist. Builds and repairs ships. Fixed the retrorockets on the player's ship.
* The Zero-G Coach. Teaches the player how to fly in zero gravity.

## Trivia

* The chimneys on top of the houses can push you up.
* The gravity is perfectly level here, even though everywhere else on the planet it curves with the planet's shape. This can cause the character to tilt alarmingly when crossing the rim of the crater.
The Wanderer (Alpha)

*This article features information from the alpha version of the game. The main game's version can be found here.*

## The Wanderer

### Location

Orbit around Sun

   **The Wanderer** is a comet on a highly elliptical orbit around the sun. It is relatively small, but is fairly easy to land on. Due to the Wanderer's lack of gravity in its interior it would be advised to explore this comet on its highest part of its orbit or you may be pulled away into the sun.

## Structure

The surface has a slit in it, which provides access to the centre. The core is made entirely of what appear to be the gravity distortion crystals. This is backed up by three pieces of information. The first is that there is no gravity, and the second is that it then explains how the aliens got their hands on the crystals to make the small distortion fields seen around their ruins. The crystals within the comet also match the distortion crystals found throughout the game. This subsequently explains the neat puncture in the surface, presumably the main entrance for miners.

## Orbit

Due to The Wanderer's irregular orbit you may encounter some odd occurrences, at the height of The Wanderer's orbit, it passes relatively close to the Deep Space Teleporter and the wormhole's strong anti-gravity may push the player off of The Wanderer.

During the last minute of the Sun's life The Wanderer passes through Dark Bramble, Where the player is likely to get knocked off of the comet by one of Dark Bramble's vines, but you won't be pulled off by gravity, because Dark Bramble has no gravity. If you are under the surface at the time, keep in mind that Dark Bramble's fog has drag and will slow you down relative to it - potentially slamming you against the Wanderer's crust and killing you. Vines may also clip through the surface and kill you via impact damage in this situation.
Ancient Statue

The **Ancient Statue**, **Quantum Statue**, or **Nomai Statue**[1] is a statue that was originally created by the Nomai. It is located in the Observatory. Originally, the statue changed every time you observed it, however this was changed in the Fig Update.

Soon before the game takes place, the statue is installed in the Observatory. Various Hearthians ask questions about the statue, particularly the one standing next to it. At first, no-one knows its meaning, however when the player begins to exit the museum, the statue turns to the player and begins to show a form of energy transfer from the statue to the player. This is implied and later proven to be linked to the time loop the player finds itself in.

The head has three eyes, which matches the other skull in the Observatory. The head also appears to be wearing a beaded cloth-like form of headgear.

## Gallery

* The first Nomai Statue encountered in game in the Observatory.
* The Nomai statue pairing to the player.

## Alpha Gallery

* A version of Statue in the Alpha.
* A version of Statue in the Alpha.
Clem

**Clem** is a modern Nomai and a friend of Neem.

They were told the story of Escall's Vessel as a child. Clem feared that Neem and his clan were gone too, as they had not sent any messages in a while. However, it turned out that his Vessel ran into trouble during its warp, but that it was now on its way to Canna.

## Trivia

* Clem may be named after the *clematis* genus of the buttercup family.

## References

1. ↑ 1.0 1.1 CLEM: Neem, my friend! We feared you were gone!
2. ↑ CLEM: I remember hearing that story as a child! One day, Escall's Vessel simply stopped responding. The other clans searched and searched, but found no trace. It was as if their missing friends had warped out of existence.
3. ↑ CANNA: Has anyone heard from Neem? His clan was on its way to our Vessel, but they never arrived, and he hasn’t sent any messages. I’m beginning to worry.
4. ↑ NEEM: Not yet, we aren’t, but nearly. We found trouble during our warp: The triple suns of the Bright Spark star system exploded, and it was only a lucky coincidence we weren’t caught in the blast. We’ll meet you soon, Canna!
Pernicia Harpell

Pernicia Harpell is an agent of the Xanathar. She wears a soiled wedding gown and is interested in moving up the ranks in the organization. She was involved in the kidnapping of Waffles  and was taken away by the guards of Waterdeep.  The Harpell family is somewhat famous in the region.

1. ↑ Episode 102
2. ↑ Episode 103
The Vessel (Alpha)

*This article features information from the alpha version of the game. The main game's version can be found here.*
The **Vessel** is the ship in which the aliens first arrived millions of years ago. It is shaped like a torus with a small section of the ring missing, with a front facing cockpit and several similiar, hexagonal structures situated around the middle section. The torus structure is hollow and can be entered through the gap, and access to one of the hexagonal structures can be gained through it. There is also an intact lifepod situated around the ring, still sealed and with no beacon.

## Story

The ship arrived there  from another solar system, and crashed into Dark Bramble. Three pods were launched from it, each holding many cryopods. One was mangled before it escaped, now adrift in the planet. It can be found by flying towards an orange light.

## Locating The Vessel

Using the information discovered in the mangled pod, describing the source of the "corruption" (giant orange glowing things) as the ship. Find one of the "Veins" (they are attached to the vines), look at which direction the Corruption is moving, then go the opposite way. When the Vein ends, or you're blinded by fog, keep going straight and you will be teleported  to around 100 metres from the Ship.

When you check the map when in the area of the vessel, the map shows you are in the sun. By attaching a probe to The Vessel, one is able to find it 23 kilometres from Dark Bramble, far from the sun.

## Hazards

Watch out for anglerfish. Seriously. There are none near the Vessel itself, but as soon as you leave, you can very easily be found and killed. it is rather hard to get away from the Vessel. Head in any direction and you will be back in Dark Bramble, but if you so much as go backwards, you shall find yourself back at the ship's location. Avoid all white lights, keep moving forwards, and you'll make it out.
Model ship

The model ship is a small replica of the Spaceship that serves as a tutorial. This tutorial helps the player to learn the commands to pilot the ship. The model was built by Mica and Slate who says of it "it's just like the real thing, only less likely to start a fire". The model is located in the Village next to Mica, the flight instructor, and it is the first thing the player will pass by after leaving the starting campfire.

## Notes

* The Model Ship can land anywhere in the Solar System, including on The Attlerock. Doing so will grant the Achievement "From the Hearth to the Moon".
* The ship will be destroyed if flown into very hot things, like the Sun or the lava of Hollow's Lantern. Doing so will grant the Achievement "Mica's Wrath".
* It's also possible to get the scout to attach to the ship, but it isn't easy.
Skizzix

The Skizziks were a human family from Sigil that feared annihilation from their rivals. They made a pact with Asmodeus to become tieflings and they were awarded devil servants who act as their bodyguards and assistants.

At one time, Omin Dran had an infernal contract that allowed him to call forth the family's most powerful member: Strix.

The "Skizziks Khasrym" sent a mercykiller and two chronikers to Camp Vengeance to abduct Strix. The group fought back, and ended up in Sigil for a short time. They destroyed the mercykiller and saw a few tieflings nearby who may have been linked to the Skizziks. The tieflings were arguing about whether or not to intervene:

* A female, short and old.
* A male, tall and proud.

Strix asked the oracle at Orolunga about the Skizzixes. The naga said that she knew someone who looked like Strix, and that "All will be made clear when you meet yourself."

When Strix met "Ubtao", he told her that the Skizziks are a human clan who made a pact with devils that transformed them into tieflings.

She furthered learned about the Lorcatha clan, who are linked to angels.

A deal known as the Ashton Concordance kept the two families in a cease fire/non-interference pact. One of the terms of this pact is that members of the two clans can't have anything to do with each other or the multiverse might be destroyed.

Also, the Lorcatha had to give up their souls... all except one, who apparently is Diath.

1. ↑ Enter the Trash Witch
2. ↑ Enter the Trash Witch
3. ↑ Episode 69
4. ↑ Episode 71
5. ↑ Episode 78
Bells

**Bells** was a Nomai from Brittle Hollow who guided Nomai pilgrims on their Quantum Moon pilgrimage, helping Solanum in particular. The notes Bells left to Solanum and other pilgrims can be found throughout Brittle Hollow's Tower of Quantum Knowledge.

## References

1. ↑ BELLS: If you’re here to make your first pilgrimage to the Quantum Moon, you are almost prepared to set out on this deeply significant journey.
2. ↑ BELLS: That’s exciting! You’re almost ready, but there’s still one more rule you need to learn. Come see me at the Tower of Quantum Knowledge.
Kousa

**Kousa** was a Nomai originally from the Vessel who landed on Brittle Hollow with Escape Pod 1. In the temporary settlement on Brittle Hollow, they expressed how much they missed their partner Foli and wondered whether Foli was still alive.

## Trivia

* The *Cornus kousa* is a small tree native to Eastern Asia with many ornamental uses.

## References

1. ↑ KOUSA: We can hear the other escape pods’ distress signals, which gives me hope.
2. ↑ Foli, are you still here? I am unsure how to survive in this place without you. KOUSA: (I am unsure how to be me without you.)
Modding

*This article is a stub. You can help Outer Wilds Wiki by expanding it.*

Mods are fan coded additions to the game. They generally increase usability with the game by (for example) adding special controls, adding extra settings, or new content (including new planets, lore, etc).

These mods are available in the Outer Wilds Mods website, along with instructions on how to use them.

Along with mods for the official version of Outer Wilds, mods have been produced for the Alpha, as well. They are available only here.
Artifact

**Artifacts** are objects crucial to exploring the Stranger. They can be used at green fires across the Stranger to enter various areas of the simulation built by the Stranger's inhabitants.

## Function

The Artifacts have the ability to Conceal, which hides the central flame, and Focus, which focuses its light. When you sleep at a green fire, it will awake you inside the simulation. It is revealed in the Endless Canyon Forbidden Archives that it is the focal point of the simulation, and when you go too far from it, the simulation will unload. The fire inside the Artifact appears to be what powers it, and when it is extinguished through blowing or water, you will exit the simulation. Artifacts also work with dead individuals, which will trap them inside the simulation, unable to be woken up by normal means.

## History

In a laboratory in the Hidden Gorge, the Stranger's inhabitants performed experiments to figure out the object that was needed to connect somebody to the simulation. Individuals had to fall asleep in front of a green fire, after which a light had to appear in the object they were holding.

The first experiment was with a regular lantern, which failed to light up after the individual fell asleep. The second experiment was with a metal artifact without a focus and conceal mechanism. While this did produce a flame, the fire went out of control and killed the individual holding the artifact. The third experiment with an artifact that had a focus and conceal mechanism successfully established a connection to the simulation.
Devil's Furnace (Alpha)

*This article features information from the alpha version of the game. The main game's version can be found here.*
**Devil's Furnace (Alpha)** is a relatively small but highly volcanic moon orbiting Brittle Hollow (Alpha). The volcanoes are constantly throwing out balls of lava at Brittle Hollow. This causes parts of Brittle Hollow's crust to collapse inwards to the black hole at its center. Over the course of 22 minutes until the supernova, this causes most of the planet's surface to collapse.

Sometimes, a fireball misses the crust and enters the black hole of Brittle Hollow, causing fireballs to be found elsewhere in the solar system. Due to this, sometimes a ball of lava can be found crash-landed on a planet far from Devil's Furnace.

It has quite a fast orbit around Brittle Hollow whilst turning. Be cautious of balls of lava hitting you if you are approaching Brittle Hollow as it only takes a few to destroy your spaceship.

## Notes

* Devil's Furnace is the smallest of all the moons in the system. Due to the lethal lava and the high rotation speed, landing on this moon may prove difficult. Because of the lack of gravity, you'll be floating away once you jump.
* The lava balls remain intact in water, meaning that they can be found in Giant's Deep.
* Information regarding Devil's Furnace can be found on Brittle Hollow, inside a crashed Pod lodged in the planet's crust. It claims that the moon appeared "inactive" at the time of recording, indicating that it's volcanic activity has begun relatively recently.
* Devil's Furnace is one of the only locations with no apparent relics.
The Village

**The Village** is the only Hearthian settlement in the Solar System and where the player begins their journey. It also serves as a tutorial area to acquaint the player with various gameplay elements.

## Description

The Village resides within a large crater on Timber Hearth. It was built in an area with heavy geyser activity. As a result, the Village experiences constant geyser eruptions as water from submerged caverns is forced upwards by thermal vents.

## Features

### Campfire

The campfire is where the player starts their journey and where they wake up at the beginning of every loop. There is an opportunity to roast marshmallows and have a discussion with Slate here at the beginning of every loop.

### Launch Tower

The launch tower is where the player’s ship can be found at the beginning of every loop. Initially, the launch codes to operate the elevator must be acquired from Hornfels at the observatory before the player can reach their ship. Upon every successive loop, the player is able to use the lift immediately as they retain the launch codes from the previous loop.

### Ghost Matter Field

The ghost matter field presents an opportunity to learn about the properties of ghost matter. Namely that it is an incredibly lethal gaseous substance found throughout the Solar System that will quickly kill any individual who wanders into it, regardless if they are wearing a space suit. It also explains that while ghost matter is invisible to the naked eye, it is clearly visible through the probe camera.

### Remote Control Model Ship

The remote control model ship is a remote controlled scaled replica of the spaceship and presents an opportunity to become familiar with the controls of the ship prior to liftoff. It controls the exact same way as the larger version, however poses no risk to the pilot should they crash it.

### Observatory

The Observatory is the highest point in The Village and presents an opportunity to learn about the Solar System. It contains various Nomai relics and writings as well as samples gathered from other planets in the Solar System.

### Zero-G Cave

The Zero-G Cave presents an opportunity to learn about the fundamentals of navigation in zero gravity environments. It teaches the player how to lock on to objects, movement and orientation in zero gravity and also how to repair various pieces of equipment.

### Postcards From Orbit

Postcards From Orbit is an exhibit displayed by Outer Wilds Ventures and presents an opportunity to view the various pieces of technology being utilized by the astronauts of Outer Wilds Ventures. It also lets the player assume control of an orbiting satellite's camera to take photographs of the planet from orbit.

## Citizens

The entire Hearthian population, except for some astronauts of Outer Wilds Ventures, can be found within the Village. The citizens of the Village offer both congratulations and warnings for The Protagonist prior to their first launch into space.

* The Protagonist (temporarily)
* Arkose
* Hal
* Hornfels
* Galena
* Gneiss
* Gossan
* Marl
* Mica
* Moraine
* Porphy
* Rutile
* Slate
* Spinel
* Tektite
* Tephra
* Tuff
Timber Hearth (Alpha)

*This article features information from the alpha version of the game. The main game's version can be found here.*

## Timber Hearth

### Location

2nd Planet from Sun

**Timber Hearth** is the home planet of the player's species. It has an entirely rocky composition, with no liquid water on its surface. The terrain varies little aside from large craters, one of which forms the area of the village. It has a satellite and one moon orbiting it. Sometimes, the Quantum Moon may appear to orbit Timber Hearth.

## Description

Timber Hearth is the starting world where the player initially spawns, and is the home of the Hearthians. Despite its many craters, only two of them have prominent features. One, The Village. The other; a [[

## Bugs

* If you shoot a probe at your ship or the model space ship, depending on where the probe lands on it, the probe model will be anywhere from slightly to vastly stretched and contorted, but still fully functional, as long as you are not currently piloting the model space ship.
* If you start a new expedition, but do not collect the launch codes from the Curator in the Observatory for more than 18 minutes, the sun will not explode, but the system map in the Observatory will have a glitched view where all planets and bodies are invisible, but still marked and titled, as well as the orbit paths following the camera pan, instead of staying put to match the celestial body locations. Your telescope will also refuse to be pulled out/put away if you are looking straight up, and will only function at an angle slightly under.
Marl

**Marl** is a tree keeper for the village. They seem to hold a nasty grudge against the tallest tree in the village - having fallen off of it in their youth - and many of the village people work to prevent them from cutting it down.

## Dialogue

### Initial Conversation

* "So it's launch day, huh? Hal's going to miss you.
 Speaking of launch day... I was thinking about it, and the platform those ships launch from is getting old. Isn't about time you built a new, less flammable one?
 That big tree in the village would be the perfect choice. I wouldn't mind helping out the space program. Just say the word!"
	+ **>The current launch pad is fine, thanks.**
		- "Oh. Really? Dang.
		 Well, maybe someone needs a new porch or something. A big one."
	+ **>Nice try. We all know you have it out for that tree.**
		- "What? No, I just think it's in the way and someone ought to chop it down, you know? Specifically, me.
		 ...Haha, you think this has to do with the time I fell out of it and broke my arm? That was when we were hatchlings! Who would hold a grudge for that long?"
	+ **>The launch pad is FLAMMABLE?!**
		- "Ha! You didn't realize that?
		 Don't worry, it's held up for all the launches so far. It'll definitely be fine for yours. Probably."

### If talked about the tree

* "...That tree has got it coming.
 If you swing by the moon, say hi to Esker for me."

### After going to space

* "What are you doing back? Did you forget your spacesuit or something?"
Yester Hill

Yester Hill is a grove where a number of insane druids lurk. On the hill is a giant wooden statue of Strahd and the Gulthias Tree, a massive, sentient, evil monstrosity.

## The Battle of Yester Hill

On episode 15, the waffle crew went to Yester Hill. They had a sprawling battle against druids an then took own an evil sentient tree with *fireball* spells and molotov cocktails. This is where Evelyn found Treebane.

1. ↑ Curse of Strahd page 198
Ghost Matter

**Ghost Matter** is an extremely hazardous substance found throughout the Solar System. While invisible to the naked eye, it can be detected by the camera or Little Scout. When photographed, it appears as a blue-green aura in the air. It can also be detected by the presence of blueish-silver crystals, as these Ghost Matter Crystals usually indicate the presence of Ghost Matter.

Ghost Matter will injure or kill any living being who lingers within it for more than a brief moment. However it doesn't universally appear wherever there are Ghost Matter crystals, and some patches of crystal can be crossed safely. Firing the Little Scout through patches of crystal, or taking photographs with the scout's camera can inform the player as to whether a path is safe to cross.

When interacted with, Ghost Matter visibly flares up as it reacts with whatever has contacted it. If the player enters a patch of Ghost Matter, their screen becomes noticeably distorted and becomes a discolored blue-green color. If the player lingers for more than a few seconds, they will very quickly die. The exception is when the Ghost Matter is submerged in water, such as on Giant's Deep when an island is thrown into the sky and passes under the water temporarily when it lands. This shows that Ghost Matter is not dissolved by water, but its hazardous properties are neutralized.

## History

Ghost Matter was brought to the system within the The Interloper, a comet that had recently entered the Solar System during the Nomai civilization. The Nomai detected the comet's arrival shortly after the failure of the Sun Station. Upon investigation, the Nomai explorers Poke and Pye discovered a way below the surface of the comet and discovered within an incredibly dense, highly pressurized core of exotic matter. Their tests indicated that the core was at risk of rupturing as the comet approached the Sun, and the resulting release of exotic matter could eradicate all life in the Solar System. Before they could warn their clan of the danger, the core ruptured, killing the Nomai explorers and all Nomai in the Solar System instantly. This event ended all Nomai life within the solar system, leaving behind only the remnants of their civilization.

Hundreds of thousands of years later, the remnants of the ruptured core can be found throughout the Solar System in the form of Ghost Matter Crystals. Ghost Matter crystals can be found on most planets in the system, and they remain a deadly hazard to all living creatures. A majority of the Ghost Matter has evaporated by this time.

## Notes

* Prehistoric Hearthians existed in the water beneath the surface of Timber Hearth during the rupture. Their continued survival can be attributed to the fact that Ghost Matter's hazardous properties are nullified by water.
* The Village has a small patch of Ghost Matter Crystals that produce Ghost Matter. Arkose can be seen periodically throwing rocks into it.
* The Stranger has a few small areas containing Ghost Matter.
Projection Stones

## Description

The Projection Stones are a Nomai technology used for communication with a remote location. Each stone is linked to a single location. They allow characters to send written messages from one projection wall to the wall of the linked location, and to see that location's respective Projection Pool as if they were physically in that space.

When placed on the receptacle of a projection wall, the stones allowed the Nomai to send and receive written messages to the respective wall. When the player places a stone in a wall's receptacle, the wall will display the archive of the last messages that were sent through it to the stone's linked wall. If a same stone is used on different walls, it will display different archives, or nothing if the two locations were not used to communicate. The messages are color coded according to their origin: local messages are displayed in blue and remote messages are displayed in orange. A stone is usually found next to or very near a wall that used it on a regular basis.

When placed on the receptacle of a projection pool, the pool will form a full color 3D projection of the linked location as it is presently. These provide hints to important locations throughout the player's journey.

This technology allowed the Nomai to maintain long distance personal and work relationships once the two stranded tribes became reunited, and was crucial in the development of the Ash Twin Project.
Neem

**Neem** is a modern Nomai, and a friend of Clem.

His clan is on their way to meet up with Canna's clan in the Gloaming Galaxy. They were disrupted when the triple suns of the Bright Spark star system exploded, although they were not caught in the blast.

## Trivia

* Neem is possibly named after the *azadirachta indica*, a type of tree which is often called a neem.

## References

1. ↑ CANNA: Has anyone heard from Neem? His clan was on its way to our Vessel, but they never arrived, and he hasn’t sent any messages. I’m beginning to worry.
2. ↑ CLEM: Neem, my friend! We feared you were gone!
3. ↑ CANNA: If you can reach the Gloaming Galaxy, we’ve found that Blackrock’s suns are fairly stable, and life in this star system is (comparatively) thriving. We live in relative safety.
4. ↑ NEEM: Not yet, we aren't, but nearly. We found trouble during our warp: The triple suns of the Bright Spark star system exploded, and it was only a lucky coincidence we weren't caught in the blast. We'll meet you soon, Canna!
Tower of Quantum Trials

The **Tower of Quantum Trials** is a stationary Island on Giant's Deep housing one of the three Quantum Shards, and acting as a key step on the Nomai's Quantum Pilgrimage.

## Details

### Features

The island sits at the North Pole of Giant's Deep, hidden from normal view within a large, permanent, stationary cyclone. The cyclone winds are impassable, and the island may only be entered from above the cloud layer, or below from the ocean depths. The Tower itself contains the Island Shard, from which the Quantum Fluctuations frequency emits and can be detected on the Signalscope.

The Tower contains trials crucial for embarking on a pilgrimage to the Quantum Moon, and teaches an important quirk in quantum behaviour crucial in reaching it. The Tower is entered from the top floor, and each trial that is passed allows passage to the next floor down, with empty floors containing the Island Shard being found in between.

The trials themselves are increasingly difficult puzzles that introduce and teach the lesson of "Quantum Imaging": the rule that observing an image of an object is equivalent to observing the object itself. The puzzles revolve around this rule, requiring one to use the Scout Launcher to "lock" quantum objects in place by taking and observing photos of them.

The final room contains congratulations, and a reminder that the other Quantum Shards have their own lessons to teach.

## Texts and recordings

Be welcomed in this place. This tower shares with all who ask the knowledge needed to make his or her first quantum journey.
Enter this place without friends, however; these are lessons to learn for yourself.
 **Second trial**
Observing a quantum object; observing an image of a quantum object. These are the same.
 **Fourth trial**
This is the last one (but we made it harder).
We offer our congratulations! You’ve learned the rule of quantum imaging. Take this knowledge with you on the remainder of your quantum pilgrimage.
Remember, the other quantum shards have other lessons to teach.
Our curiosity goes with you on your journey. You walk in the footsteps of those who came before you, and your path guides those who will follow later.

## Gallery

* Island Shard in the Tower of Quantum Trials
Rutile

**Rutile** is the mayor of the village. They are also on a constant state of worry of the space program burning down the village and of working to keep Marl from cutting down the tallest tree in the crater.

## Dialogue

### Initial Conversation

* “You're actually blasting off in that thing, huh?”
	+ **>They really don't explode as often anymore.**
		- “All I know is between the space program and Mica's model rockets, things seem to burn to the ground around here more than they used to.”
	+ **>I'm told my odds of survival are statistically quite high.**
		- “Yeah, the space program's certainly come a long way. I should probably thank you for causing fewer flash fires than your predecessors.
		 By the way, good luck with those retro rockets.”

### Followup Conversation

* “Hey, what can I do for you?
	+ **(If talked about Marl) >Marl is plotting to cut down that big tree. Again.**
		- “Sigh... I suppose it's my duty as mayor to stop them. Again.
		 When Marl fell out of that tree and broke their arm, I suspect they might have also hit their head on the way down.”
	+ **>Are you going to watch the launch?**
		- “Of course!
		 I'll be watching from a safe distance, obviously, and mostly to make sure nothing catches fire. But watching nonetheless.”
	+ **>Do you really worry that the space program will burn the village down?**
		- “Only constantly. You learn to live with it.
		 You also learn to sleep with a bucket of water next to your bed, just in case.”
	+ **>I'm good.**
		- “Glad to hear it.”

### After going to space

* “You’re back already? Is everything OK?”
Gneiss

**Gneiss** is a Hearthian found playing a banjo in a rocking chair outside of their home. They are responsible for having created all of the instruments used by the various travelers in game.

## Dialogue

### Initial Conversation

* “Hello there, space cadet!
 I hear you're leaving the crater today.
 If you meet any of the other travelers up there, remind them to take proper care of their instruments, won't you?”
	+ **>Tell me about the travelers' instruments.**
		- Instruments
	+ **>Where's the observatory?**
		- Observatory
	+ **>Just saying hi before I leave.**
		- “Take care of yourself up in space!”

### Followup Conversation

* “Trouble is, every time a Hearthian leaves for outer space, that's one less musician in our orchestra.
 So! Did you need something?”
	+ **>Tell me about the travelers' instruments.**
		- Instruments
	+ **>Where's the observatory?**
		- Observatory
	+ **>Nah, I’m good.**
		- “Take care of yourself up in space!”

### After going to Space

* “Everything okay? Seems kind of early for you to be back from space.
Did you need something from me?”
	+ **>Tell me about the travelers' instruments.**
		- Instruments
	+ **>I’m good,actually.**
		- “Alright. Take care, now.”

### Instruments

* “Oh, sure! I made all of their instruments, you know. Let me see... There's Chert's drums, Riebeck's banjo, and Gabbro's flute.
 And Feldspar's harmonica, of course, though Feldspar's been missing for a long time. Sometimes it feels like just yesterday they were playing their harmonica around the campfire...
 Anyway, you hear music in space, that'll be one of the space program's other travelers. If you feel like company, you can always pull out your Signalscope and track them down.”

### Observatory

* “It's questions like that what make us worried about you going up into space on your own, you know.
 The observatory is up the path behind the waterfall. There are a couple of signs marking the way, but really, you just keep going up and then hook a right when you get to the zero-g cave.”
Loading Screens

**Loading Screens** are cosmetic items in Realm Royale that allow players to customize the background image used during the loading time before joining a game.

## Loading Screens

* Default
* Primal Warrior
* The Realm
* Raptors
* Marksman
* Arcane Acolyte
* Craftsman
* Freefall
* Wolf Pack
* Full Throttle
* Mekka Mage
* Rarin' for a Fight
* R0B0K Rally
* Gangs All Here
* The Eternal Conflict
* Rough Riders
* Ride or Die
* Flood and Bound
* Guntown Angel
* Desecrated Succubus

 Release Date:
Zen Guy (Alpha)

*This article features information from the alpha version of the game. The main game's version can be found here.*

## Zen Guy

### Planet

Giant's Deep

The **Zen Guy** is a member of the Hearthian space program. They are lying down next to their campfire on Giant's Deep.

The Zen Guy went on to become Gabbro in the final version of the game.

## Dialogue

* “You've come a long way friend. Come, warm yourself by the fire. It's a little windy out today...I wonder where the current will take us?
 There used to be an ancient satellite in orbit around this planet, but not too long ago it shot something into space and then fell out of the sky and sank to the center of the ocean.
 I wonder what it was?”
Abandoned Temple

The **Abandoned Temple** is a building on the Stranger that is located near the Hidden Gorge.

## Description

### Features

The Abandoned Temple can be seen from one of the canyons near the Reservoir. However, the bridge leading up to it has rotted away. It can only be accessed from a passage in the Hidden Gorge. This passage is marked with the image of a burning slide reel. Ghost Matter is present in certain parts of this passage.

The temple's entry room contains a symbol of the Eye of the Universe lying on the ground. Stairs lead to the upper floor of the temple, where there is an interface with symbols that can be lined up in a sequence. The code to this sequence is found in the Symbol Room in the Island Tower. Entering the correct sequence opens up an elevator that goes down. On the right side of the elevator is a passage that leads to the slide reel theater in the Hidden Gorge.

### Secret room

The elevator leads to a secret room beneath the temple. This room contains projections indicating the locations of the Slide Burning Rooms in the River Lowlands, the Cinder Isles, and the Hidden Gorge. There is also a slide reel that shows the Stranger's inhabitants burning slide reels and specific slides of certain reels.

## History

The Abandoned Temple was built on the Stranger before its inhabitants arrived at the Eye of the Universe. They received the signal from the Eye while on their home moon. Desperate to visit, they stripped their homeworld of all its resources to build a spacecraft capable of reaching the Eye.

After arriving at the Eye of the Universe on the Stranger, the inhabitants analyzed the Eye. However, they found out that the Eye was capable of ending the universe. Horrified by this discovery and furious at the Eye's deception, they burned their Eye temple in the Cinder Isles. The temple closer to the Reservoir was abandoned, its metal Eye symbol pulled off the wall.

Later on, the Abandoned Temple was re-used when the Prisoner was locked up. The inhabitants of the Stranger decided to burn most of their slide reels and specific slides of a few of them. They also uploaded all their slide reels into their simulation. Slide Burning Rooms across the Stranger were used for these purposes. The lower room of the Abandoned Temple was used to store projections showing the locations of these rooms.
Launch codes

The **launch codes** are necessary to access the elevator to the spaceship's landing pad. They are acquired from Hornfels, located up at the Observatory.

After the first death, the player retains knowledge of the codes. The first time the player dies in the loop, Slate will remind the player to the codes, then assume they have been inhaling too many fumes when the player says they already have them.

The codes, when translated from morse code spell M D N .
Vasilka

Vasilka is a flesh golem created by the Abbot in the hopes that she could be the bride of Strahd, and that this would make Strahd happy.

Diath possessed her body for a short time and gave a very convincing speech. It became very clear that the Abbot was attracted to his creation.

When the group returned to Barovia, Paultin was supposed to marry Vasilka. The group saw that she had a new head. It was Ireena's. Mordenkainen may have destroyed her with *Bigby's crushing hand*.

1. ↑ Episode 10
2. ↑ Episode 54
3. ↑ Episode 55
Mitis

**Mitis** was a Nomai from Brittle Hollow who lived in the Hanging City. They became involved in a discussion on how to obtain an advanced warp core for the Ash Twin Project. When Spire argued that abandoning the Vessel's warp core would mean losing valuable knowledge, Mitis proposed that it would be best to relearn how to make an advanced warp core as there was little hope of recovering this knowledge.

## Trivia

* The *crayota mitis*, or fishtail palm, is a palm native to Tropical Asia.

## References

1. ↑ SPIRE: Abandoning the Vessel’s warp core and its casing means losing valuable knowledge. MITIS: This is true; however, it’s knowledge we have little hope of recovering. It would be best to relearn, I think.
Rhus

**Rhus** was a Nomai originally from the Vessel who landed on Ember Twin with Escape Pod 2. While searching for a location to build the Sunless City, Rhus found a passage that only contains rocks.

## Trivia

*Rhus* is a genus of flowering plants commonly known as sumac.

## References

1. ↑ RHUS: Our escape pod’s passengers are afraid, but physically well, Annona; everyone survived the crash.
2. ↑ RHUS: Keep moving, friends: There is nothing of interest at the end of this passage but rocks. RHUS: And while these rocks are interesting, they can wait until a less urgent time.
Travelers

**The travelers** is the name given to those who walk among the stars. Those being the Hearthian astronauts, Solanum, the last Nomai of her clan, and the Prisoner, an inhabitant of the Stranger who let the signal of the Eye transmit for the last time. Each of the travelers plays a music instrument.

## Travelers

* The Protagonist
* Chert
* Esker
* Feldspar
* Gabbro
* Riebeck
* Solanum
* The Prisoner
White Hole Station

**White Hole Station** is a space station positioned near the White Hole that is paired with Brittle Hollow's Black Hole. It is a warp station designed to transport people who have fallen into the black hole back to the surface of Brittle Hollow.

The station itself is comprised of two levels - the warp portal, and the control room that activates and guides the rotation of the station. As the station rotates, when the warp tower is aligned with Brittle Hollow, the player is instantly teleported to the warp receiver on the planet's Northern Glacier, and adjacent to the exit of the Black Hole Forge. Unfortunately, the surface entrance to the Forge is broken.

It is partially encased in ice, due to it being suspended in space, unused for millennia.

The station serves as an introduction to Nomai warp mechanics, and a quick way back to Brittle Hollow should one stumble into the planet's black hole by mistake. The station acted as the Nomai's first foray into black hole warp technology, and provided the basis of the network of warp towers on Ash Twin.

## Texts and recordings

POKE: Every warp tower is tuned to a specific astral body. A tower's warp can only be used during the brief window when the tower is aligned with its corresponding astral body (in this case, Brittle Hollow).
POKE: If you look up while the station is rotating, you can see the alignment happens when the astral body is directly overhead.

## Gallery

* The white hole near the station
* White Hole station alignment timer and warp platform
* Control room that allows the station to rotate