Twilight Zephyrs (WIP)
Level 32 is quite the expansive level, featuring several subsections and sections. The main base of the level is an infinite dark, vibrant, stormy, blue ocean dotted with crested wavelets and waves. It has a sea floor commonly 30-100 meters deep in non-ocean sectors made from the common calcareous ooze, siliceous ooze, and red clay, but here it is primarily red clay. Dotting the seafloor are clumps of kelp and seagrass, with the kelp having vibrant hot-pink coloured seed pods, along with rock formations and rock seafloor made from slate on this higher seafloor. The day-night cycle is quite odd here, with it being always night or twilight. The sun can never be seen, except for its reflection on the water near the horizon line, which always causes a beautiful sunset/sunrise (this time is called horizon hours). It can only be seen then, and it passes behind/above the open sea over 35 hour periods, so you can only see the sunset in the northwest and southeast every 35 hours. The closer the sun figuratively gets to directly above and below the plain of the sea, the darker it gets, with the midnights, called “vertex hours” being entirely pitch black with no light except for any artificial light, which will not illuminate far, and the unwavering moon that is always prominent in the sky just down from directly up, which can be seen (so you are able to see where is up) but will not illuminate any land/sea. The sun rises in the SE and sets in the NW. The moon is a yellow-cream color and gives a calming effect when looking at it. The sky is often mostly obscured by huge, dark, billowing storm clouds, which will never completely obscure the moon. Every about 8-13 days it will lightly drizzle for 1-2 days, causing a petrichor smell to emanate across the level. There is an about 1 in 6 chance the storm will be very violent with heavy rain and thunder. Lighting strikes every minute or so and it is either single branches of scary yellow or trees of beautiful magenta-indigo lightning. In the strongest of these lightning storms, the final bolt of lightning before it all stops will be truly amazing, being the same beautiful magenta-indigo color as many other bolts, but here it is an interconnected net of branches that casts the entire sky in an ethereal glow, along with lighting up the ground as it it were a fully sunny day for a fraction of a second. Lightning will only strike water far away from anyone. It rarely rains during horizon hours, with it usually clearing up for a short while, but when it doesn’t, it creates a beautiful rainbow. The zephyrs in the level's title are quite abundant and near unwavering. The wind blows calmly most of the time, and is stronger nearing vertex hours. The wind blows calmly at around 8 kph generally (light breeze), causing a faint, soft whistling. The wind can go up to around 19 kph (gentle breeze) at the darkest of vertex hours. During light rain, the wind may reach 30 kph (fresh breeze) and prominent but not necessarily annoying whistling can be heard during this. In heavy rainstorms with lightning, wind reaches up to 43 kph (strong breeze) causing a loud, near-musical, constant whistling. Typically, this wind speed in itself would be needed, but, there are many sailboats across the level, which cause whistling from the wind on their rigging. Scarcely ever, an aurora may happen. These typically start about 4-5 hours after horizon hours, beginning as only a tiny speck. Slowly, these will burgeon into great billowing auroras that cover the sky with several layers of light. The auroras reach their peaks during the darkest of vertex hours, and will begin slowly fading from there. The auroras are always gone before 6 hours to horizon time. The auroras are always colored with a light teal or blue-green color at the bottom, which fades into a vibrant magenta towards the top before fading away into the sky. Moving on from the damn weather, and speaking of the sailboats, across the level you may see sailboats in the distance. The sailboats travel in groups of 1-3. They are unmanned yet stay in good condition and on specific yet random paths. They are made of wood and their skyscrapers are typically 1.3x as tall as the boat is long, and the boats are commonly about 9.15 to 10.6 meters. If you catch up to one, which won’t be easy as they only sail far away from people, you can use the modern steering wheel and stuff to control it. The boats are made from either yellow birch or fir wood with sails made from cotton canvas. Despite them sailing far away from people, people that have fallen in the water far from land or gotten stranded have reported the sailboats sailing erratically towards them to rescue them. Now that we are done explaining the nature of this level, it is time to finally explain the first section. The most prominent sector of the level, the one that has these aforementioned seafloors, is the Pillar Zone. Here, 32-108 meter in diameter* cylindrical pillars rise from the open sea to up to 25 meters above sea level, but they have been reported to shift up and down slowly during vertex hours. *Everyone will start in the same place on this level, which is a structure nearly 214 meters in diameter. There is one other unusually random-sized structure, clocking in at 149 meters, this is the entrance to another sector. These are the largest two pillars found in the level. On the larger of the pillars (71-108m) there are perfectly circular holes ranging anywhere from 4-19.2 meters in diameter. These can intersect to form larger, irregular, holes. The smaller they are, the more there are. There are typically a maximum of 6 holes per structure except for a few more on the sector platform and entrance platform. There is an 87m diameter hole near-centered on the sector platform and 3 73-76-meter ones and 2 56-57 meter ones, one of which intersects with a large 75-meter hole. The 73-meter hole intersects with the outer hole. The holes themselves stay the exact same diameter (for the most part, one exception) all the way down. The holes reach down to the seafloor and have water levels higher or at the same level as the open sea. If they are higher than the common sea level, they may have drainage pipes that lead to the sea. These will constantly be flowing, as the water level in the holes never decreases because the bottom layer of the platforms are extremely porous and water will be able to pass through it. The structures themselves are made from tuff of varying darkness that has repeating intricate patterns carved into them in separate layers. The structures are solid tuff except for 1.32 meter down of soil, with a barrier of about the same length of stone around the outside of the structure. The aforementioned soil is visually dark, loamy, slightly acidic, and has about a 24cm layer of organic materials. Patches of sphagnum moss dot the soil, typically surrounding or covering small rock formations. The soil is absolutely covered with fraser fir trees, which are randomly aligned in the soil in patches that allow for movement between the groves of trees. The trees are mostly a tad young, with their needles still a vibrant light green. The branches and trunks of the firs along with the rock formations are often covered by lichen that glows ever so softly during the night. Between the groves, there are vague paths of soil that appear more trodden and sandy compared to the surrounding soil. These trees do have a life cycle, and you may find a dead log or stump of one surrounded by tufts of glittering wood moss. The soil is also dotted with small tufts of reddish-yellow gradient grasses, but these are a bit rare and frequently grow by the bases of the fir trees. There are also many small pebbles, sticks, and pine needles that liven up the soil. The expanses of forested ground are broken up by slightly worn cobblestone brick paths that wind and intersect. They are from about 2 to about 5 meters, with larger paths more common on larger pillar structures. The paths will always go to a hole on the side of a pillar if there is one, and at that place there will be a large plaza-like area (again, scales with pillar) of the same flat cobble path. There may be stacks of goods like warped fir wood planks, rolled up cotton canvas sails, or boxes of tuff bricks. So yeah, the items that make up this level. The goods are held together and down by ropes that connect to small metal hooks drilled into holes in the cobbles. Lining or in a grid pattern across the cobblestone paths or plazas are old metal streetlights. The lights are steel and painted black, yet slightly corroded so the paint has started to chip off. The main “stem” of the lights is merely a 45-cm diameter hollow pole about 7m tall (above surface) stuck about 2/3m into the ground. At the top sits the lamp, with the base being a small metal square with 45 cm side length. Four connected upside-down glass trapezoids sit along each edge of the square, with the same 4 right-side-up on top of those. There is no top to the lamp. The trapezoids are all glass yet there are frames with thin bezels made from the same steel that connect the panes. There is a bit of water with lots of minerals in it that pools there from the rain. If the water level in the lamp gets too high, it will drain from small slits in the glass. The water inside supplies nutrients and, well, water to help grow the glowing lichen inside the lamps. The lichen here glows a tad lighter, in a bluish-yellowish hue. There is also a presence of bioluminescent algae in the water, which emits an ethereal blue glow when the wind blows on the water. These structures appear quite old, and the lichen is often growing out of the top of the lamps and even rarely onto the surrounding cobblestone ground. It is likely that this algae has escaped, as clouds of it can be seen in the water and sometimes the rain (cool). It is seen in the water especially when there are large waves (typically caused by large gusts of wind). The majority of the dark, well-saturated
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