#include "path.h" inherit HERE+"bsand.c"; setup() { add_property("no_undead",1); set_short("%^BOLD%^RED%^Isle of Belaern : Blood Sands%^RESET%^"); set_long("%^BOLD%^RED%^\nIsle of Belaern: Blood Sands%^RESET%^.\n" " Garish black streaks lightly dust the red dunes in this area. " "The dark color seems a terrible contrast to the red, almost " "as if one depicts life, and the other death. You see what " "looks like a large rock outcropping to the north." "\n\n"); add_exit("east", HERE+"bsand13.c", "path"); add_exit("west",HERE+"con02","path"); add_exit("south", HERE+"bsand15.c", "path"); add_exit("southeast",HERE+"bsand16.c","path"); add_item(({"sand","desert"}), "The sand here is of blood-red color, with tiny bits of " "what looks like red and black rock.\n"); add_item(({"rock","outcropping"}), "You can barely make out a large mountain of red rock in the " "distance.\n"); set_night_long("%^BOLD%^RED%^Isle of Belaern: Blood Sands%^RESET%^\n\n" " You can't see much at all, the sand is colorless now in the dark apart " "from a phosporescent green glow from something in the sand. The glow " "gets redder as the dunes recede into the distance. Never enough to " "illuminate the light is possibly worse than no light at all as " "it distorts perspective and makes everwhere the same. Distant thunder " "rumbles continually like the snoring of a giant, and as lightning " "strikes the nearby dunes, the whole area brightens, then dims again. " "\n\n"); add_sound(({"thunder"}),"\nThe thunder grumbles continually here, the sound, " "and all the near misses prevent you from resting. " "\n"); }