The time loop occurs between the 113th and 117th sunrises of the first week of the year (written respectively as 06d03s and 06d07s). If one was to roughly translate this into some sort of human calendar by squishing the timing into a 24h clock, the loop would start around “9am” and end at about “12:30pm.”
This equals to 3h 48min 10s in human units.
Even though not all versions of Timber Hearth have a sunrise every “hour,” Hearthians from all universes use the same durations for defining seconds, minutes (60 seconds), and the sunrise/hour (3600 seconds).
A Hearthian day spans over 52 eclipses. In human units, a Hearthian day lasts 25h 22min 44s.
“The first rule of cooking is to have fun and be yourself; the first rule of baking is to stay calm because the dough can sense fear. Baking is a science, cooking is an art.”
The scale ranges from “0%: Would never ever prank this person no matter the circumstances” to “100%: Would need to be physically incapacitated in order to stop pranking them”:
Feldspar | No data available | |
Gabbro | Nothing gets under their skin, they’re just not fun to prank. At least they can still be an element to the setup instead of the actual target… when they’re in the village, that is. Still, at least they do have a sense of humor. | |
Esker | The pranks are literally meant to cheer them up instead. | |
Galena | The goal is to get the hatchling to open up, not make them even more introverted. | |
Mica | Real rating should actually be much lower. The peaks at 100% corresponding to the few sunrises each day spent away from Slate’s workshop are a statistical anomaly and should not have been counted. | |
Hal | Most mean-spirited pranks are solely in order not to lose face. Thankfully Hal knows this and doesn’t take it too hard. Usually. | |
Arkose | The rating would be a lot higher if the hatchling weren’t gravitating so close to ghost matter all the time. Chances are Arkose sticks around that area specifically for that reason (nah, probably not). | |
Chert | The rating would be a lot higher if only they were on planet more often. The temptation to reorder their charts in reverse-alphabetical order the moment they’re not looking is so, so strong. | |
Riebeck | They take the jokes well, really! They’re so tense all the time, jumpscares should literally be a medical prescription to scare the pressure out of them at least twice a day. | |
Slate | Huh. That’s a surprisingly low rating for an adult full of sass who can defend themself just fine. Wonder what’s up with that. | |
Porphy | Beware: messing with the cook/apothecary too little too often has a tendency to make sap wine-related digestive challenges magically spawn inside your dinner plate. Keep it perfectly balanced, as all things should be. | |
Tephra | Hey, they take the pranks well! They’re a fast learner, too, Firn can’t wait for the time when they will have to actually watch their back around them. | |
Tuff | It’s… a guilty pleasure. Firn does feel a little bad that Tuff is ranking so high. The location of their workplace is literally making them beg for it, though! | |
Tektite | Firn will mostly hold back because of the injured leg and the fact that Tektite is often around dangerous terrain. | |
Gneiss | The stuff they work with is too fragile to prank around… but make for such perfect settings for tiny tools playing hide-and-seek. | |
Moraine | Hatchling wants to be a grown-up. They get the grown-up average rating. | |
Marl | Firn will more often team up with them for double the hijinks, instead of targeting them specifically. That being said, turning off friendly fire was never an option. | |
Spinel | The ten percents of peace are the rare cases when they got a catch and need to focus. | |
Gossan | Firn loves them, really, but… It’s also kind of personal. Firn doesn’t want to think about it. | |
Hornfels | Their angry face as they are trying to hold it together is just so funny. How can you resist? | |
Rutile | Nothing personal, they just happen to be the mayor 😔 Collateral damage. |
The fact that Gabbro almost died to ghost matter when they were young contributes to their overall attitude once adult, as they feel like they already defied death once – that they should already be dead, given the ghost matter they are certain they had to have inhaled at the time.
With this and their nihilistic belief that Hearthians are already doomed to go extinct soon, they simply stopped fearing death and decided instead to have as many different experiences as they can in their life.
For the record, it pays well; mostly because if the client is unlucky enough to reveal that they are personally acquainted with Hal, then the price tag will increase tremendously.
This means that, for example, if an affected individual A were to swap bodies with another individual B who isn’t affected, then A’s mind in B’s body would no longer be affected by this rule, while B’s mind in A’s body would.
This means that an Original Observer cannot alter their own body in any capacity, save for triggering the chain of events leading to the Eye signal’s release (which is a terrible idea).
This also means that while an Original Observer is visiting another universe by taking over their counterpart’s body, this body will temporarily no longer be affected by rules specifically applied to it, and new rules cannot be passed on to it until the Original Observer leaves.
As the Eye can only transform matter, it cannot imbue a mind into anything it creates.
This normally happens many years after the Original Observer has returned to eternal slumber and the Eye is no longer able to sense their consciousness.
Just like the spaceship that is left behind in space after landing on the Quantum Moon, matter that is neither quantum nor in direct contact with a conscious observer (in the sense that the observer is consciously aware of this matter staying with them) will not interact with unobserved quantum objects, and may instead get clipped into them if an observer collapses the possibilities in such way that their locations would overlap.
The sensation could be best described as “feeling everything at once” – hot and cold yet also pleasant, electrifying yet calm, spiky and rough yet soft and smooth. The uncanniness of it tends to spark dread in any living being capable of sensing this kind of stimulus.
A non-quantum object set on top of a quantum object will slowly sink down through the quantum object’s matter while unobserved, but meet more and more resistance the less states the quantum object can access.
This subconscious rule by Gabbro prevents any incident related to quantum objects collapsing inside a person’s body.
Timber Hearth has a very high geological activity, demonstrated by its geysers being powerful enough to send objects into orbit. As such, old geysers being slowly closed off and new geysers erupting instead are a common occurrence on a geological scale. Seismic activity is being monitored, but Hearthians were never capable of truly predicting when and where new geysers would erupt.
In contrast with Timber Hearth: though Giant’s Deep is filled with water as well, its ocean’s exposure to open air and even to outer space through its cyclones has heavily accelerated the rate at which its ghost matter evaporated, leaving only a few small patches clinging to a few islands.
Every ghost matter incident killed off significant parts of both the wildlife and the Hearthian population, and would make various areas uninhabitable (and everything within it inaccessible and unusable) for a few decades. This also contributed to forcing Hearthians to adopt a way of life which makes it relatively easy to relocate their entire village through disassembling and reassembling cabins.
The geyser causing the newest patch of ghost matter to appear erupted very close to what was at the time the hatchlings’ cabin, their caretakers’, and multiple adults’.
The former cabins were already close to the river at the top of the crater, but not close enough to prevent almost all hatchlings from dying within minutes. The only hatchlings who survived were Porphy, Chert, and Gabbro (except in the timeline of Gabbro’s AU for the latter).
While Chert and Porphy were old enough to run to safety on their own, Gabbro soon ended up trapped indoors while the geyser erupted and the ghost matter started expanding. Tektite was barely able to carry them out while Gabbro was already starting to inhale some diluted fumes, and Tektite lost their foot in the process.
On the day when the sun goes supernova, the Hearthian population only counts 22 individuals in total, and it has been almost a decade since they last were able to find even a single egg.
Gossan’s spot pattern used to be the one shown in the museum’s photograph of the founders. However, as a result from the loss of their eye, their face sufferred from an infection just two days later; and though they recovered from it, their body’s enhanced immune response locally overexpressed their freckles gene as a defense mechanism. This overexpression led to their spot pattern changing from circles to stripes on their face and ears. Gossan considers this as one more scar to have appeared on their face as a consequence from the incident.
The rest of their body still follows their old circled pattern instead of stripes; but since they rarely ever wear clothes or uniform that show other parts of their body, other Hearthians have grown so accustomed to seeing their stripes that some start to forget that they used to not be there, and most hatchlings were not old enough to have any memory of the times before their incident.
Feldspar did not contact Timber Hearth before leaving for Dark Bramble. When they never came back, the searches were thus concentrated around Giant’s Deep instead, and made difficult due to the cyclones and drifting islands constantly changing the planet’s layout.
Outer Wilds Ventures knew that Feldspar tried many times to land on the Quantum Moon, without ever succeeding. Due to Hearthians’ lack of knowledge about the Quantum Moon and macroscopic quantum mechanics in general, and with the searches on Giant’s Deep being fruitless, some started to hypothesize that Feldspar found once again the Quantum Moon on their way back, tried one more time to land on it, and actually succeeded for once; only for the Quantum Moon to disappear as it always does.
Regardless of whether they assume Feldspar to have died on the spot due to the ‘teleportation’ effect being possibly lethal, to have died while stranded in space because the moon’s disappearance left them behind and too far away to make it to their ship before running out of fuel or oxygen, or to have somehow disappeared entirely and never reappeared along with the moon in its new location, Outer Wilds Ventures slowly put more and more credence in this theory and started mourning without searching any further.
No Hearthian ever tried to land on the Quantum Moon after this, as most assume that its tendency to appear and disappear randomly would be a death sentence in one way or another to any who would be standing on it.
Hearthian Time | Event |
---|---|
06d03s 00:00 | Hal wakes up with the sunrise. |
06d03s 24:12 | Hornfels finishes prepping the statue. They are satisfied with their work but disappointed that they couldn’t get the statue’s eyes to open, and start wondering if Gabbro chipping it could be the cause. |
06d03s 36:02 | Hornfels decides to radio Gabbro to ask them if they could find another statue, since they’re back on Giant’s Deep and it has been a while since they last did any field work. Gabbro is embarrassed by the fact that their ship was taken by a cyclone during the night, but keeps silent about it as they are not very willing to break down the news just yet. |
06d03s 38:24 | Gossan shows up to say hi in the middle of Hornfels and Gabbro’s conversation, prompting it to end. Gossan asks Hornfels to stay focused and make sure that Firn’s launch day goes smoothly. |
06d03s 41:51 | Before Gossan leaves, Hornfels asks them to find Hal and tell them that the statue is ready for display. |
06d03s 45:09 | Start of the time loop. |
Hearthian Time | Game Time | Event |
---|---|---|
06d03s 45:22 | 00:02 | Gabbro radioes Hornfels to discuss their request to look for another statue (Chapter 2²). This prompts Hornfels to go to the statue room. |
06d03s 46:43 | 00:11 | The OPC fires while Hal and Gossan talk. |
06d04s 24:59 | 04:36 | Hal is paired with the museum’s statue. |
06d04s 36:38 | 05:57 | Gabbro finishes hanging up their hammock, pondering what they should do since they lost their ship. |
06d04s 46:03 | 07:02 | Statue Island drifts by their beach, Gabbro takes the opportunity to cross the gap for a quick investigation after checking that no cyclone is headed their way. |
06d04s 50:24 | 07:32 | Gabbro is paired with their statue. |
06d04s 55:53 | 08:10 | Gabbro goes back to their hammock to recover. |
06d04s 57:09 | 08:19 | Firn lands on Gabbro’s Island. |
06d05s 15:42 | 10:28 | Firn and Gabbro land on Statue Island. |
06d05s 25:06 | 11:33 | Firn and Gabbro end up in orbit. |
06d06s 00:34 | 15:39 | Riebeck arrives on the OPC. |
06d06s 02:12 | 15:50 | Firn wakes up after Riebeck and Gabbro refueled their tank. |
06d06s 59:25 | 22:27 | The supernova reaches the observatory. |
06d07s 00:17 | 22:35 | The supernova reaches the OPC. |
Firn’s ship log interlude (AO3) gives more details regarding the timing of Firn’s actions after their departure from Timber Hearth.
Gabbro’s love of quantum rocks caused them to be far more common in the Hearthian solar system, and to be an alternate (fake) source of the signal that both alien civilizations tried to follow. These quantum rocks, however, are just good at mimicking the previous universe’s Eye signal, instead of sending out the real one currently dormant inside Gabbro’s chest.
Ever since the Interloper’s core ruptured, Timber Hearth has maintained large amounts of ghost matter within its underwater currents. The water’s nullifying effect and its being for the most part sealed off slows down to a significant degree the rate at which the trapped ghost matter evaporates: indeed, the only way for it to successfully dissipate is to reach the surface first, notably through geysers.
Adult Hearthians are aware that the water depths of Timber Hearth conceal a large amount of ghost matter. However, since they are unable to detect ghost matter while in its nullified state, they are powerless to stop it or efficiently prepare themselves for it; they can’t even tell just how much ghost matter truly is hiding dormant at the core of their planet.
Ironically, staying close to bodies of water remains the safest way to deal with a ghost matter crisis.
Scarves, bandannas and other easily removable pieces of clothing can be soaked in water in order to create a temporary barrier against ghost matter for a couple seconds if an outbreak starts, barely protecting a Hearthian’s face if only so they can avoid inhaling too many ghost matter fumes.
Hearthians are unfamiliar with forks and spoons. In a way, sporks are the common ancestor to both utensils.
Why would you bother with two utensils instead of one capable of both uses when you have one hand to hold the spork, and one hand to hold your bowl?
The communal life of modern day Hearthians encourages all to eat together during set meals; eating in one big circle around the campfire is one way to ensure that everyone is included and everything is shared.
On top of only providing a set and limited number of seats, tables are also made for working, not for eating. Tables are kept as clean as possible for books, notes and tools, for crafting or planning, or for playing; but their only use is for activities that specifically require them and don’t involve the entire village.
Of course tables are made for work-related business, not food business. Food business is village-wide community business: why use a table to exclude some Hearthians from it?
A few years to a few decades after each ghost matter incident, Hearthians would carefully retrieve building materials, objects and resources located within the dwindling patch of ghost matter.
Hearthians would finally be able to access and give the victims’ bodies a proper funeral (bodies which are usually are left as mere skeletons by this point).
Objects of use tend to be left in specific places away from the village and in open air, so that the lingering ghost matter can evaporate and make those items usable once more faster.
Concepts used in this headcanon: wave-particle duality (inspired from real world physics but not applied in a way that is accurate to real world physics), quantum entanglement (OW physics).
Unobserved quantum objects are in a wave state rather than particle state, justifying why they cast no shadow and appear invisible in footage or photographs. They can be clipped through while in this state, and though it is not recommended to do so, passing your hand through its matter will let a conscious observer realize that it is warm and flickery to the touch. The intensity of this perception, alongside the resistance you feel upon trying to phase through it, is directly correlated with the number of possible states the quantum object can be in. In the case of the uncollapsed Quantum Moon, which has a near infinite number of possible states (it can not only appear around six celestial bodies, but also anywhere and in any orientation around each of them), its uncollapsed states are so numerous that phasing through it (which you might do if you are launching in space and close your eyes at the correct altitude) is unnoticeable and/or has been mistaken for simply leaving or re-entering the planet’s outer atmosphere.
What matters is “conscious observation”; but “observation” is by itself a subjective term. Quantum objects react to sight when surrounded by species which favor sight as their primary means to perceive the world; however, they would react to other senses while around alien species who do not rely on sight as much (or Hearthians/Nomai who happen to be blind).
If a conscious observer’s favored sense for assessing their surroundings happens to be touch, then they cannot experience phasing through an uncollapsed quantum object, since their sense of touch will always trigger at least a partial collapse related to the area they are able to touch (either by fully collapsing the object into being in their reach, or by partially collapsing its states by making them sense that the quantum object is absent in the specified state they can observe through their sense of touch).
From oldest to youngest:
Name | Vanilla1 | Hal’s universe2 |
---|---|---|
Tektite | 72 | |
Spinel | 68 | |
Gneiss | 67 | |
Rutile | 59 | |
Esker | 48 | |
Gossan | 44 | |
Feldspar | 43(…?) | |
Slate | 43 | |
Hornfels | 42 | |
Porphy | 40 | |
Chert | 39 | |
Gabbro | 36 | |
Riebeck | 27 | |
Tuff | 26 | |
Marl | 24 | |
Hal | 19 | |
Firn | 19 | |
Arkose | 13 | |
Moraine | 12 | |
Mica | 11 | |
Galena | 9 | |
Tephra | 9 |
1: 1 Hearthian year (309 days) is equivalent to 327.31 human days.
2: 1 Hearthian year (360 days) is equivalent to ???.?? human days.
All counterparts from other universes have the same age as shown in this list at the time when the Original Observers wake up.
I’d like to write a small one-shot or comic about it at some point, so I won’t give too many details… But this ties in with exactly how Gabbro came to conclude that a quantum object “exists in all possible states until it is observed” in the first place. To give a hint: Gabbro often hangs out in the Quantum Grove. Sometimes, right after a rainy day.
(Look I know how this sounds without context but please hear me out)
Note: This lore card specifically details the concept in the case of the vanilla FKNO universe (prior to Hearthians entering the Eye of the universe). Hearthians from other universes will have differences regarding the exact anatomy of both hatchlings and adults due to the different laws of physics and environments, but the general logic behind the reproduction itself remains the same.
Long story short: Hearthians have no clue what a sexual relationship is (though they do know romance), and have no clear concept of a “parent” in the biological sense or even of genealogy as a whole, because what reproduction entails is just “go to The Pond™ instead of the bathroom once a year” and a few months later they just see eggs floating in the water and some Hearthians come with their nets to pick them up. You may think of coral reproduction as an example.
For the quick rundown into the microscopic scale:
This results in an alien and rather awkward mixture between “Nobody knows who is related to who” and “But biology prevents inbreeding all by itself so it’s fine” sprinkled in with “Mutations happen so often anyway that it is a significant factor to the genetic diversity all on its own.” At least from what I was told (I asked a friend who asked geneticians and apparently the geneticians said that it wouldn’t instantly devolve into an inbreeding disaster), this could theoretically work on paper for a fictional genderless alien species.
Viable eggs look pretty much like real world frog eggs; their transparent, gelatinous shells can expand as the embryo grows and develops. Due to Hearthians’ humanoid anatomy and predator-less environment as they evolved into a civilized society, they evolved to no longer have a tadpole stage (as the connection between the skull and the spine would make them terrible swimmers if they lacked limbs to steady themselves). Therefore, hatchlings are fully formed humanoids upon hatching, and their mental capabilities are from the get-go slightly more advanced than those of a human newborn (the soft shell means that their brains have enough space to be able to develop fully before birth, unlike human babies).
Once born, hatchlings still have a very thin skin which is sensitive to both humidity and general touch (pretty much like real world frogs, with the common “Don’t touch them, they breathe through their skin” saying). For the first few weeks, newly born hatchlings are cared for with constant warm baths (recreating the conditions from underground geothermal ponds) until their skins progressively thicken and adapt to being exposed to air with a scarce atmosphere, instead of water. Hearthians don’t grow scales, but they do have thicker skin than humans — to the extent that a Hearthian forgetting their spacesuit will die of oxygen deprivation faster than they will because of their body’s exposure to the void.
The latter point does not apply to Hearthians from Hal’s universe: since the atmosphere is much denser and more humid in general, adult Hearthians do not grow to have thicker skin, and are barely more resistant to changes in humidity, temperature or air pressure than real world frogs.
All that being said, though… With the current population at the time of present FKNO being 22 individuals, the genetic diversity has become too scarce for any egg to make it to the macroscopic scale, let alone to the point of hatching. Some are still hoping for a miracle, but more and more Hearthians are slowly coming to the realization that, even without yet another catastrophy such as a supernova or a Dark Bramble seed, their species is already doomed.
…They have yet to tell the hatchlings, though. Most of them don’t even know how much bigger the Hearthian population used to be even just a few decades ago.
First Name | Middle Name | Last Name |
---|---|---|
Gossan | TBA | Gallium |
Firn | Zircon | |
Hornfels | TBA | Copper |
Hal(ite) | Halide | |
Slate | TBA | Nitrogen |
Feldspar | TBA | |
Mica | TBA | |
Larimar | TBA | Tungsten |
Moraine | TBA | |
Gabbro | TBA | Astatine |
Porphy | TBA | Argon |
Esker | TBA | Selenium |
Chert | TBA | Cesium |
Riebeck | TBA | Gold |
Gneiss | TBA | Silver |
Syenite | TBA | Nickel |
Apatite | Chlorapa | Tin |
Grouan | TBA | Azote |
Peat | (None) | Namari (鉛) |
Stein | TBA | Wolfram |
Scoria | TBA | |
Marl | TBA | TBA |
Rutile | TBA | TBA |
Tuff | TBA | TBA |
Tektite | TBA | TBA |
Spinel | TBA | TBA |
Arkose | TBA | TBA |
Tephra | TBA | TBA |
Galena | TBA | TBA |
Mohs | TBA | TBA |
Hearthian Time | Game Time | Event |
---|---|---|
06d03s 45:21 | 00:01 | Hal and Gabbro freeze in place as the ATP sends their memories back. |
06d03s 47:02 | 00:13 | The OPC fires, Hal and Gabbro “wake up.” |
06d03s 52:17 | 00:49 | Hal & Gossan go to the observatory. |
06d03s 55:04 | 01:09 | Hal & Gossan arrive at the statue room. |
06d03s 56:51 | 01:21 | Gabbro walks down to the beach and notices that their hammock is gone. |
06d04s 00:19 | 01:45 | Marl and Rutile arrive. |
06d04s 00:42 | 01:48 | Gabbro’s hammock is set up. |
06d04s 01:03 | 01:50 | Rutile leaves. |
06d04s 02:11 | 01:58 | Hal leaves to see Hornfels. |
06d04s 07:35 | 02:36 | “Hey Hal! Hornfels,” Firn saluted with a cheerful wave and a polite nod. “Don’t mind me, I’m just here for the launch codes.” |
06d04s 14:20 | 03:22 | Firn and Marl leave the observatory. |
06d04s 21:04 | 04:09 | Hornfels, Gossan and Hal (+ Gabbro through Hornfels’ portable radio) go down to the statue room. |
06d04s 24:31 | 04:33 | Gossan leaves to meet Hornfels in the quantum shard room. |
06d04s 45:21 | 06:57 | Firn arrives at Esker’s camp. |
06d05s [02:35] | : | Gossan goes back to find Hal and Gabbro in the statue room. |
Hearthian time is conventionally written as --d--s --:--
where the four empty slots indicate from left to right the day number in the week, the sunrise number in the day, the number of minutes, and finally the number of seconds. If you click on Hearthian time → In-game time, then all four values are required.
The time loop occurs between 06d03s 45:09
(in-game equivalent being 00:00) and 06d07s 01:18
(in-game equivalent being 22:40). No error will be raised if you input a timestamp that does not fall between those boundaries, but the output result may be incorrect (specifically if you provide a timestamp earlier than the start of the loop).
If you click on Human Circadian Rhythm Equivalent, then the day number may be omitted (submitting --s --:--
or --:--:--
or even -- -- --
is just as valid as submitting --d--s --:--
).
The recommended input format is either --:--:--
(hours, minutes, seconds) or --:--
. In the latter case, the two numbers will be interpreted either as minutes and seconds (if you click on In-game time → Hearthian time, which expects a number within or soon after the confines of the time loop) or as hours and minutes (if you click on Hearthian Circadian Rhythm Equivalent). Human times used here expect a 24-hour clock format rather than a 12-hour format.