Suppose we want the player to be able to go after characters who are moving around the map. The trick, of course, is that once characters are gone they are no longer visible to "follow [person]", so we need "follow [any person]" to find them.
Corinth is a room. Athens is east of Corinth. Epidaurus is southeast of Corinth and east of Mycenae. Mycenae is south of Corinth. Olympia is west of Mycenae. Argos is south of Mycenae. Thebes is northwest of Athens. Pylos is south of Olympia. Sparta is east of Pylos and south of Argos. Delphi is northwest of Thebes.
We do also have to make sure that whenever we move a person from room to room, we record where they were moved from; otherwise, our clever restrictions about whom the player can pursue will not work properly.
{**}To move (pawn - a person) tidily to (target - a room):
now the last location of the pawn is the holder of the pawn;