#include "path.h" inherit HERE+"bsand.c"; setup() { set_short("%^BOLD%^RED%^Isle of Belaern : Blood Sands%^RESET%^"); set_long("%^BOLD%^RED%^Isle of Belaern: Blood Sands%^RESET%^" " The seas of crimson sand seem to crash against the dark " "mountain of rock to the north. The black obsidian-like " "walls impart in you a sense of penetrating remorse, " "and awesome dread. The wind wails a piercing howl as it " "blows through the jagged outcropping, almost as in pain in " "this tortured land." "\n\n"); add_exit("east",HERE+"bsand16.c","path"); add_exit("north",HERE+"bsand12.c","path"); add_exit("south",HERE+"con04","path"); add_property("no_undead",1); 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(({"mountain","outcropping","wall","walls","rock"}), "The smooth surface of the mountain seems to hold no " "entrances, and nothing of interest. "); 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"); add_clone(NPCS+"dwight.c",1); }