#include "path.h"
inherit HERE+"bsand.c";
setup() {
add_property("no_undead",1);
set_long("%^BOLD%^RED%^Isle of Belaern: Blood Sands%^RESET%^\n\n"
" The sand here appears to have been tossed around as though "
"something or somethings were fighting here. Whatever it was has left "
"black slime trails through the sand. "
"\n\n");
add_item(({"slime","black slime"}),
"\nThe slime looks disgusting, and appears to be composed of clotted blood "
"bone chips and well.... slime. "
"\n");
set_short("%^BOLD%^RED%^Isle of Belaern : Blood Sands%^RESET%^");
add_exit("northwest", HERE+"bsand12.c", "path");
add_exit("east",HERE+"bsand17.c", "path");
add_exit("west", HERE+"bsand15.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");
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");
}