*Zones* try to separate rooms by global location. In our example we would separate the forest into two parts - the magical and the non-magical part. Each have a *Meadow* and rooms belonging to each part should be easy to retrieve.
All objects in Evennia can hold any number of [Tags](../Components/Tags.md). Tags are short labels that you attach to objects. They make it very easy to retrieve groups of objects. An object can have any number of different tags. So let's attach the relevant tag to our forest:
The tagging or aliasing systems above don't instill any sort of functional difference between a magical forest room and a normal one - they are just arbitrary ways to mark objects for quick retrieval later. Any functional differences must be expressed using [Typeclasses](../Components/Typeclasses.md).
Of course, an alternative way to implement zones themselves is to have all rooms/objects in a zone inherit from a given typeclass parent - and then limit your searches to objects inheriting from that given parent. The effect would be similar but you'd need to expand the search functionality to