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Aather Mods ([personal profile] overclocked) wrote2013-03-24 08:48 pm

World Info IV: Camelot



World Info
The view from the castle shows you snowy mountains to the north/northeast/east; nothing but whiteness to the northwest; the lake to the west; and the black forest to the southwest/south/southeast.

Outside the city walls you will find:

A Secret Passage near the wall at the base of the hill leads you to the Ring - which appears to be submerged in the lake itself; you can barely tell it is there. This passage is protected by the magic of Avalon - no darkness will harm you here - and the journey takes surprisingly little time, much less than you would have expected...

Back Through the Looking Glass - Another tunnel, just outside the city wall, deep and dark and surrounded by a smattering of checkered tile drastically out of place with the rest of the setting. However, this way seems to be closed, for now...

[More Info to be added when available]

WITHIN THE CITY
Most of what lies inside the City Wall is in ruins; it is hard to tell what the wrecked buildings could even have been and there is no way through the South-East area of the City. Cracked cobblestones wind back and forth along a wide switchback trail that leads you North-West.
Cabins
All along the snowiest, highest, eastern peak of the hill, closest to the mountains, 14 cabins have appeared, along with a winding cobblestone path switchbacking down between them. The pathway is lit by lamp-posts in a rainbow of colours, changing to match the team whose cabin is the closest!

The cabins are pretty uniformly cute, peaked buildings. It's a minute's walk or so from one to the next, and they go all down the hill on the snowy back side nearest the mountains, behind the castle. The order of the cabins matches the network sidebar order, with Coral being nearest to the castle and Kunzite being furthest down the hill.

It's too cold for gardens right now, but anything else you brought along that needs to be outside is in a snowy patch behind your cabin. Your gardens or animals that can't go out in the cold yet, you'll find shrunken in a miniature snow-globe (minus the snow) in your cabin. You can find some way to return them to normal when it's possible . . .!

Interior - The cabin layout will look approximately like {this} {alt view}

The main room is one big room (two storeys high), with two windows on either side and with the bathroom and kitchen at the back of the cabin, accessible by doors. The "main room" itself is quite large, given that it's meant to be the living/eating space for seven or more people.

Between the bathroom and kitchen is a stairway up to the loft, the chimney, and another stairway down to the basement. The loft juts out over the main room like a balcony and is a pretty basic room with a window on one end, and a peaked roof.

Your basement is the size of the kitchen/bathroom/stairs/etc combined. Basically a reasonably-sized den/living room! Assume that everything that was previously in your basement has APPEARED. Legacy doors & rooms & everything in them appear as per usual as well.

Per Gerda's Housewarming game, each team was able to design the general interior of their cabin! Please see {here} for descriptions of each team cabin, as well as their inventory and other items.

The Chapel
Near the Lake, a swell in the earth that definitely wasn't there before marks a difference in the largely flat, tree-covered landscape. It's not quite a hill—more of a mound, really.

Landmarks

*note: as of now, none of these buildings have a specific location - you don't have to worry about knowing exactly where it is. However, they do have a general location, such as "far from the cabins"; hopefully this gives ease of playability but still will help orient the space.

The Forge - The forge is a fairly small building; the floor is plain flagstone, and upon being transported to Camelot it gained basic stone walls as well. The roof is thatch-ish, being the closest equivalent that Mau could make up out of the giant grass that grew in Wonderland. The whole front wall of the building is a door, which opens outward in quarter-sections.

Along the back wall is the forge, a very substantial fireplace/furnace built from the cliff-stone from Three's Cove. It has a tall chimney to prevent lighting the roof on fire. Built into the back wall of the forge (accessible from outside the building) is a bake-oven for communal use. Near the forge, in the middle of the room, is the anvil, on a block. There's also a water trough.

The forge tools hang along the walls, but they're otherwise short on furnishing for now. Maybe at some point someone will build a workbench or install a second fire.

The forge is located nearer to the city gate, far from the cabins so that the noise pollution is not a distraction.

The Smokehouse - The smokehouse is a windowless wood-and-daub shed with a pyramidal roof and a single small vent. Inside is a wood-burning brazier and a number of racks and hooks for laying out fish and meat to smoke.

The Smokehouse is located downwind of the cabins.

The Pottery - The pottery is a basic stone building that contains the kiln and a potter's wheel. The kiln is an insulated brick structure, heated from below by a wood and/or coal-burning fire. It's quite large; there should be plenty of room for whatever project you might want to fire.

The Greenhouse - The greenhouse is a fairly large structure; a wood frame filled in by thick panes of glass. Inside, the floor is made of wide planks of some pale hardwood, sanded smooth but otherwise untreated. There are hanging pots suspended from the ceiling; rows of wooden garden beds take up most of the space, apart from narrow walkways between them.

This is a shared garden space; several plots have already been taken over by various teams to grow vegetables and flowers, but there's probably a bit of negotiable space if you want to grow something small.

Regardless of the weather outside, the greenhouse stays warm and bright enough for plants that require a temperate environment to thrive and bear flowers and fruits. However, if you were planning a tropical conservatory, you are going to have to ask for some Persona's assistance. For the time being, water will have to be fetched from the cabins.

Feel free to comment to this comment if your team is growing anything specific in the greenhouse!

The greenhouse is located just behind the castle.

Firebird's Keyhole - Down in the city, the copper plant with its sharp leaves has reappeared, as has the white keyhole to Firebird's realm.

They're intangible right now, ghostly and shimmering. but they do give off a little bubble of real heat -- if you stop right by them, the air is noticeably warmer. the snow still falls straight through them, but it can't seem to form more than a thin layer on the ground there, no matter how high the surrounding drifts grow.

A red and copper tent stands over it, to protect it from the snow. Perhaps they'll become a little more present, in time.

The Community Building / Hotspring - While there’s not much in there yet, the walls and roof and a door are up and the inside is lit by bright, heated lanterns. There's a small bathroom tucked away in the corner with sink, toilet, and locking door!

The cellar is a largeish single room with a rounded stone floor and smooth stone walls that have seats moulded into them. Hot water continually bubbles up from a depression in the floor and drains away somewhere, keeping it fresh. The room is lit by the glow of phosphorescent water lilies floating in the water.

INSIDE THE CASTLE


*Note that anything shaded out on the map is currently locked/inaccessible | click map for larger view

Main Floor: The Great Hall

The Great Hall is, as you would expect, a hall of considerable size -- with echoing, high stone walls and arched ceiling, but with a generous spread of warm furs across the floor to keep out the chill. There are windows, shuttered with dark wood held in place by iron bars. There are large fireplaces here, for both heat and light, crackling merrily - the thick stone walls reflect and absorb this heat, keeping the room warm even as the fires grow low. There are several long, low tables with enough seating for any and all who might wish to stop and rest, chat, or take their meals here. There is even space enough for masques, dancing, music, jesters, or plays, if only we had some players...

Near the entrance to the Great Hall is a bulletin board, bright and hard to miss! There is a chalkboard with a rainbow array of chalk, as well as a corkboard for posting notices.

At the far East end of the Hall sit two thrones, side-by-side on a slightly-raised platform, though they are currently empty. Behind the platform is another door to a smaller set of rooms, where the Clinic is housed, and a stair up to the the East Wing.

Along the West wall sits a cauldron, full of... hot cocoa. The doors on this wall lead to The Kitchen, The Larder and The Buttery.

Along the North wall, to the left of the main fireplace (THE BIG CIRCLE WITH AN X ON THE MAP), there are a set of double doors! Past these doors, there is a hallway heading East. The main fireplace is visible from both sides of this wall! This hallway has three points of interest:

1. A stairwell up to the currently-forbidden WEST WING.
2. A junction to a N-S hallway that heads to STERLING and the GYM.
3. And the end of the E-W hallway leads to the LIBRARY.

Main Floor: Sterling
Behind the Great Hall fire there are a set of double-doors (which only Sterling & guests can pass) that lead to a hallway; there is a pedestal here for Beauty's Book, a single door on the left that leads to the gym (in the area between the UP stairs and the DOWN stairs on the map -- it's bigger on the inside!); and a set of double-doors that lead down to the Sterling basement. See {here} for details on Sterling's interior and specific Knight rooms!

Main Floor: The Gym
click {here} for rough layout.

The gym has the floorspace of 3-4 cabins with the floor and walls magically reinforced and take little permanent damage from skills or spells. There are wooden mats, weights, a few wooden swords, a bow and arrow set, two staffs, and several dummies. None of these items can be taken out of the gym - attempting to do so will mean they disappear from your hands and end up back inside. The dummies (pretty much straw stuffed into torso-shaped bags) are similar, but less so.

Along the back wall are 2 doors to smaller rooms for more one-on-one lessons or quieter things.

Embedded into the wall in one corner there is an ancient-looking bronze lever with Beauty's lantern and a few indecipherable Greek-looking letters carved into the base. Next to it is a set of rules on a noteboard (phrased much more formally!)

If anyone pulls the lever, a sizeable arena or court with a low railing around the edge rises a few inches out of the floor, with all of the proper lines delineated; however, it could be easily repurposed for some other sport or further experimentation. hint hint, basketballers.

Though the main door to the Gym is in the private Sterling hallway, there is also a door for heroes or Onyx Knights in the E-W hallway; from the inside of the Gym, there appears to be only one door, but how you enter and exit will vary. How odd!

Main Floor: The Library
The look of the library is heavily embroidered seats, arched ceilings, and windows along the north wall letting in light. There is a curved loft balcony to the north, with ledges near all the windows to sit in and read. There is no fire here, but it is always warm.

There is a desk near the red front door with a ledger and feathered quill, used for signing out books. On the furthest wall from the door to the castle, there is a black door that leads directly to Onyx.

Details on the library catalogue can be found {here}

Main Floor: Onyx
Onyx is a tall, narrow tower rising from the northeast corner of the castle. It is plain grey stone with multiple windows, and it is covered with black vines with tight, dark buds instead of blossoms. There is a red door you can enter from the outside that leads into the kitchen (accessible only by Onyx and certain knights/heroes), or an entrance from the library for use by Onyx & their guests.

On the inside, Onyx remains mostly as it ever has been. See {here} for a description of the interior and personal Knight rooms.

Main Floor: The Kitchen, Larder and Buttery
Through the doors on the West side of the Hall you will find a spacious group kitchen with a massive fireplace, rows of counters, and at least two wood stoves, with a stack of split logs next to it.

Past that is the larder, and the buttery. The larder is cool and clean, with hooks hanging from the ceiling. Both are reasonably well-stocked—you can access some dried meat, wine and beer, several jars of salted fish and pickled vegetables, and several sacks of various raw grains.

Main Floor: The Clinic
The clinic is a single room which can be accessed from the Library or a small back door outside the Castle. The Clinic, like the Library, stays warm despite the lack of fire.

Inside, it has a smooth-sanded plank floor laid over packed straw laid over the castle flagstones; there are no cracks, so it's easy to keep clean. Along one wall of the clinic are about half a dozen smallish cots, separated by very plain hanging curtains.

Along the opposite wall are storage cabinets; these contain medical and cleaning supplies. Below the storage cabinets is a counter area with a deep double sink with an eyewash station in one corner. A distilling apparatus takes up about a quarter of the remaining counter space. Below the cabinets are more storage drawers and cabinets.

A few chairs take up the remaining corners, along with a tiny desk/filing cabinet thing, which somehow is always full yet always has enough room for everyone's records and instructions. It has a tendency to pinch your fingers if you try to shut it without having properly alphabetized things.

With the medical supplies in the clinic, you should be able to disinfect, bandage and suture wounds, treat burns, set and splint broken bones, remove foreign particles from your eyes, get bed rest, wrap sprains or strains and take people's temperatures. The medication available includes herbal remedies for a wide variety of minor ailments (courtesy of Apple), moderate painkillers, a small stock of poison-curing antidotes, and electrolyte replacements.

There is also a jar of free condoms, but it's possible that Yuki hid that in a drawer


*Note that anything shaded out on the map is currently locked/inaccessible | click map for larger view

Second Floor: The East Wing

The Solar and The Bower - The private quarters for the Lord, Lady and attending family. In this time of need and dubious cooperation, here you will find most of the Realm personae, housed together -- if not a bit uncomfortably. If you are in need of a respite from your team, and sleeping in the cold out-of-doors does not appeal, you may ask the Lady of the castle if you cannot shelter here, for a time. But take care to not overstay your welcome...And yes, as part of her hospitality, Guinevere does allow you access to basic bathrooms (wash basin, chamberpot, garderobe/toilet, etc)

Second Floor: The West Wing
Currently inaccessible...


THE LAKE // AVALON
Just outside the city, accessible by secret tunnel, there is a majestic lake. There is a slight rise in the center, on which a towering old oak tree grows. On this island the weather is pleasantly warm and spring-like, and there are flowers growing. You can travel around the edges of the lake, and even explore a little ways into the forest there-- However, go too far, and you'll find yourself facing an invisible barrier that thrums with ancient magic, and be forced to step back.

The Ring is in the center of the lake. Or at least . . . we think it's there? It's probably there. Under ...everything. Every time someone arrives in the Ring (from hiatus, or as a new character!) BELLS SOUND throughout the city (except inside your cabin) to alert everyone of the new arrival. It's not a long trip from the castle/city down to the Ring—the underground passage is a much quicker trip than it ought to be. Why, sometimes you don't even realize how you got there! (This is to say, play with the distance however suits you. If you want your character passing by the Ring when they otherwise might not heed the bell calls, magic is a perfectly acceptable solution.)

To get from the island to the mainland, there is a tree sapling on both shores with a bell attached to it, its mirror image visible in the water; when the wind blows, you can hear both bells. Touch the bell, and you are magically transported across the water!

THE FOREST
Outside the City Wall to the West and South there is an impenetrable forest of huge, dark trees; mostly pine and fir trees, but some enormous oak and alder trees tower up among them, their branches black and bare.

There is no sign of life, but there is something . . . lurking out there, in the woods. You'll hear howling and scratching, scrabbling and hooting at any time of day, and see gleaming eyes through the darkness. There are also barely-visible statues, half-hidden by a wall of thorny, ice-encrusted undergrowth; however, it is impossible to fight your way through the wall of thorny, ice-encrusted undergrowth to reach them.

THE MOUNTAINS

The Plateau
Up the mountain slope to the northeast, above the cabins, sits a empty, snow-covered plateau overlooking the city, that marks where the Snow Queen's realm juts up against Camelot. There are several narrow, rocky pathways extending back from the wide open main area to take you further back into the mountains. A good place to go to be alone—in fact, it feels . . . particularly isolated, and somehow even colder than down below.

Past that, there are sheer cliff faces, frozen solid with ice; there is a gap in the cliffs that goes back a hundred feet or so, though it is mostly slippery, icy rock.

At the very back, near a sheer cliff face, there appears to be the frozen remains of what used to be a waterfall. A narrow cave has opened up past the frozen waterfall, a dark crack in the rocks, no more than a few feet deep...

If you climb up quite high, there are some rounder, gentler slopes, with what look to be curving, looping tracks for—toboggans? Snowboards? A lot of slipping and sliding has been done by something. Surely you could participate if you were so inclined. At the very top, there is another frozen over waterfall, with nothing accessible past there.

The Cave
The cave is completely sheltered from the wind and snow, and very, very quiet—uncomfortably silent, really. If you stay in there for too long, you start to hear barely intelligible whispers . . . ? Somehow you find yourself back outside again, and it seems some time has passed—no matter how recently you've eaten, you feel quite hungry.

Inside the cave, a grove of pines has grown amongst the rocky, snowy mountain cliffs. For the time being, you can only go two or three metres into the trees, at most. There is also a wooden signpost just outside the grove, likely some sort of directional marker, but the snow is heavy overtop of it, masking the words. Perhaps if someone knocked off the snow . . .?



Uniforms and Keys

UNIFORMS
Heroes will arrive in the new realm wearing their new uniforms (~magically~). Their old uniforms/other clothes will be found in their new cabins. You may swap out pieces (or combine the two variations) as you please! You will not revert/change clothes when you are called to the Ring, but your outerwear can appear if desired.

The new realm will also encourage further uniform design & customization, but this should be done by hand rather than by quest. See the below linked doc for more details.

You can also assume that every team has several basic sets of socks & underclothes (of their choice) in their team colours, as well as a pair of shorts and a camisole, and a set of solid team-colored flannel pajamas.

{Spring Uniforms}
{Winter Uniforms
}

KEYS

Team keys - Your Team Key is palm-sized and appears to have been carved or crafted from the stone your team takes its name from. They hang around your neck on a braided leather cord, secure enough and not likely to take unpleasant chill like a metal chain would.

Sterling and Onyx's keys are metal - Sterling, obviously silver, and Onyx's blackened and tarnished.

Keys are the manifestation of the magic that binds you to your team (or your patron, if you're a knight) and keep you safe from the Darkness. Functionally, the key lets you into your cabin, and also acts, at times, as an indicator or warning system to protect you from Darkness and keep you connected to your team. The keys are unbreakable, but you can lose them—it's just very strongly not recommended . . .

Removing your key for an extended period of time (longer than, say, bathing, sleeping, changing clothes, etc), will result in you starting to feel significantly unwell. The Darkness will sense that you're vulnerable and try to move in, sending nightmares, hallucinations, and severe discomfort. OOCly if this happens for an extended period (several days or more), please contact a mod!

You cannot use someone else's key to access their cabin (either heroes or knights).

Glass keys and soapstone keys are given to heroes from knights. The soapstone keys are temporary, and can be requested from Maleficent or Beauty for a low price, but they are one-use only. The glass keys allow heroes to access Sterling or Onyx at any time so long as the knight that gave them the key is currently in the building as well.

Heroes Favors are essentially a reverse idea of the glass keys, which let knights access hero cabins a little more freely. It also encourages a closer connection between teams & knights and gives a small, team-oriented boost as a benefit. For more info, see here

Flora, Fauna and Other Supplies
Camelot is a Realm under siege and as such resources are scarce, both in the sense of readily-available food and supplies and in the magic to quest for such things.

QUESTING
For a general overview of quest parameters, see {here} as below, all suggested quest levels should get a +1 to difficulty for the new realm.

Food: Food quests are 80% unsuccessful: the food is often inedible (freezerburned . . .), if you are able to quest for anything. The 20% exception is to allow for not blocking OOC fun! If you REALLY WANT your character to be able to make an apple pie, then it's their lucky day, and their apple quest works, so long as they'd be willing to give it a shot. Quests from food-oriented Personae have a higher success rate within their area of speciality. Of course, there will be food supplemented (see below).

Items: Anything that you (or somebody else) could make by hand, a quest will return the pieces necessary to make it, but not have it already assembled. For example: a quest for a bookshelf would get you nails, a hammer, and some planks of wood. A quest for a jacket would get you fabric, needle, and thread. Barter and learn skills to get things done! All other quests should be considered to have a +1 in difficulty! "Struggle more."

Knights: Since knights will no longer have their unending fridges, they are in the same boat food-and-quest wise. It is possible for knights to get items for themselves in various ways: (a) get someone to quest for it from them, then make a trade/deal/have them give it to you because you're cute; (b) quest from a Persona; or (c) quest from another knight!

Of course, all of this is intended to make play more fun and engaging, with more for characters to do with their own two hands. If you, the player, think this is zero fun and you want absolutely none of it, you are absolutely able to leave this out of your daily play and make concessions where necessary!

FOOD STORES AND OTHER AVAILABILITY

The Camelot Personae are able to provide small amounts in the Great Hall, but this food is not particularly exciting -- bread, cured meats, beer and wine. However, you may now have some luck hunting or growing things of your own...

Two sizeable chicken coops and a falcons' mews now stand against the outer castle wall. Inside, all is unnaturally neat and clean . . . but laid in straw, under the roosts, there are warm, fresh eggs. As you'd expect, the chicken coops mostly contain smooth, brown or white chicken's eggs, but there are a few larger duck eggs, and the ones in the mews are mostly small, pointed and speckled

There are also icicles all over, wherever icicles may form! They're clear, but if you're the adventurous sort, you may find that if you lick them, they're either cool spearmint or tart lemonade! Mmmm how refreshing~

Care Packages: All teams & knights will receive care packages from previous realms from our happy-ended heroes during [morning] each even-numbered-day. These will appear on your doorstep in the morning, or for knights, in the kitchen.

For more info on Care Packages and what you can expect to find in them, see {this page}.

Castle Larder & Buttery
(see Inside the Castle section: Main Floor)

The larder now contains a few shallow barrels of class-inappropriate fresh fruits! Apricots, currants, pomegranates, dates... even a some nice ripe red raspberries!

There are also baskets of fresh eggs.

FLORA

• A fair number Scots Pine trees,have popped up by the side of the road between the cabins and the wall. There are cones and needles in the branches, and the trunks are sticky with patches of resin. A few trees have also interspersed themselves between the cabins.

• What appear to be rose bushes have sprouted up in the undergrowth in the forest near the lake bearing bright orange-red rose hips.

• Juniper trees, interspersed amongst the trees surrounding the lake, as well up the side of the craggy mountains and lining the pathway between the cabins, helping to shield it from the worst of the falling snow.. A single tree stands alone near the plateau overlooking Camelot. Juniper berries are edible and make a good sauce for fowl and similar meats.

• Inside the cave at the back of the waterfall, a grove of pines has grown amongst the rocky, snowy mountain cliffs.

• Just past the cabins, before the mountains begin to get steeper, you'll find several tiny clusters of green around the base of several lampposts. The leaves are soft and new, and taste quite nutty.

• Along the road up to the castle, snowflake-topped dandelion clocks sprout up through the snow. Blowing the snowflakes away leaves you with a pale green, slightly bitter stem; it has the properties of a mild painkiller and anti-inflammatory.

• Some sort of parasitic plant with distinctive leaves and white berries growing in the branches of the pines right above the BEWARE sign on the plateau above Camelot. (It does not cause any kind of kissing compulsion, but maybe you can fake it?) A few holly bushes grow between the trees as well.

• What looks like it might turn to clinging ivy on some of the stone faces of buildings and the cliff walls.

• On the bare trees at the edges of the forest, there appear to be chestnuts growing.

• Brightly-colored bunches hanging from the pine trees; upon closer inspection, these are, in fact, fruit-flavored snow cones.

• Nimue's island in the middle of the lake is completely devoid of snow and carpeted with thick grass and tiny, brightly-colored flowers

• Dense reeds on the wooded shore of the lake.

• Fiddlehead ferns are beginning to uncoil under the trees,

• A few clusters of garlic scapes here and there in the woods.

• Dark morels in the shadier areas of the woods.

• Paintbrush flowers, Up in the city, poking up amidst the tumbled stones of the ruins.

FAUNA

• Small, perfectly normal white rabbits, among the trees around the ring. They're fast, and clever, so good luck.

• Snow buntings, inside the city walls; they're a bit too small to hunt, unless you're a cat...

• Perfectly normal (we hope) owls, perhaps here to control the rabbit population.

• Snow seals, literally made of snow, have appeared up on the plateau.

• Just past the cabins, before the mountains begin to get steeper, you'll note these appear to be—white bees? Only a handful of them, but that's odd.

• Pine martins, darting amongst the trees.

• Both wooded areas are now home to a fairly healthy population of grey partridges.

• a single bear, up near the BEWARE sign on the cliffs.

• sparrows

• quail

• fish, in the slowly-thawing lake around the ring.

• some fluffy yellow chicks and a few grown chickens

• a single duckling!

• Nightingales

• Bitterns

• fat redfin perch in the lake



Time of Day, Weather & Monsters

TIME
It is the middle of winter! Camelot currently has 8 hours of daylight and 14 hours of complete darkness each day, with an hour of Dawn (the first dim, perceptible light appears around 7am and the sun rises by 8am) and an hour of Twilight (sunset is at 4pm, with dark coming on at around 5pm). There are long shadows even during many of the daylight hours.

The day can be broken up as follows:

Sunrise/Early Morning: 7am-9am
Late Morning: 9am-12pm
Midday: 12pm-2pm
Afternoon: 2pm-4pm
Sunset/Early Evening: 4pm-6pm

Late Evening: 6pm-8pm
Early Night: 8pm-11pm
Late Night: 11pm-2pm
The Wee Hours: 2am-5am
Predawn: 5am-7am

Most public indoor areas have lighting, although if you're planning to work after the sun has set in the Pottery and the Forge, you should probably bring a lamp.

WEATHER
It's cold. The outdoor temperature ranges anywhere between -5º to -30º C (23º to -23º F) during the day, dropping as low as -45º C (-49º F) most nights.

Luckily, there are many still, overcast days, or days with only a light wind and a sprinkling of dry snow. There is even the occasional bright, sunny day! But there are also white-out days with howling winds, and always, always, the wind wails around the cabins at night.

MONSTERS
Monsters roam the woods at all hours, but so far have not appeared within the City Walls. If you would like to form a raiding party out into the forest, please see this post for guidelines and what to expect!



Other
{Unlocks by Day} - Setting unlocks will be folded into the world info descriptions above; this list will provide unlocks in chronological order.