#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%^Isle of Belaern: Blood Sands%^RESET%^\n\n" " You stand in an area of hard flat sand, there is no horizon here, only " "and indistinct heat haze in all directions. The sun beats down " "disorientating you, and the wind whips across the sands erasing " "any footprints. You can hear what seem to be voices...... whispering. " "All in all this is a depressing place to stand. " "\n\n"); add_exit("east",HERE+"con03","path"); add_exit("west", HERE+"bsand16.c", "path"); add_exit("north", HERE+"bsand14.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_sound(({"voices","whispering"}), "The voices whisper, 'Lay down, die, give up, " "you struggle and for what?'" "\n\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"); }