#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);
}