“Know you this: Rary, Emperor of the Bright Lands, makes this solemn promise to the crowned heads of the Flanaess - the Bright Desert will bloom once more. When white becomes green, let this be a sign that the Great War for the fate of the Flanaess is close at hand.”
Eliazir Razeem Azam’ut of the Muddled Tongue to a band of adventurers in CY 593
Envoy of the Arcane Court of His Percipient Magnificence, the Archmage Rary, Emperor and
Monarch of the Bright Lands
The Bright Lands squat like a fell cancer almost at the very center of the Flanaess and have long been a place of discord and conflict. For centuries the parched flanks of the Abbor-Alz have confined the warring inhabitants to their sun-blasted home. The rise of the traitorous archmage Rary however has thrust the region back into the thoughts of the great and the good of the Flanaess. What fell goal does he now work towards and what does this herald for the rest of the Flanaess?
Not since the fall of ancient Sulm has one man wielded such control over the region and not since the fall of Sulm has that individual’s name been so synonymous with treachery and deceit.
Blight on Bright Sands is the new core plotline for Living Greyhawk and runs throughout CY 595 and 596. It consists of nine core adventures and two core special adventures (which both premier at Origins and be available for home play shortly after). To participate in the plot arc, players need a Living Greyhawk character. Participants should download and read the Blight on Bright Sands Sourcebook, as several new rule items are introduced, if they plan to make up new characters to play these adventures Alternatively, a range of fast play characters are available for use with Blight on Bright Sands. Of course, you can also use your current Living Greyhawk character.
The 596 CY schedule will be announced towards the end of 2005. The 595 CY release schedule looks like this:
- March: COR5-06 Blood on Bright Sands
- June: COR5-09 Gateway to the Bright Sands
- June: CORS5-02 Mines of Father Eye
- August: COR5-11 Dark Deceit on Bright Sands
- November: COR5-17 Time’s Tide on Bright Sands
- January: COR5-20 Phantoms on Bright Sands*
*This module premiers at Gen Con So Cal.
COR5-06 Blood on Bright Sands by Creighton Broadhurst
War rages across the Bright Sands. Scouting the wastes at the behest of the paladin Karistyne the PCs are caught up in a battle between forces loyal to Rary and nomads yet free from his insidious influence. They must win free to reach their goal, the mysterious and dragon-infested pinnacle of Dagger Rock.
A one-round core adventure set in the Bright Desert for APL 2. Part One of the Blight on Bright Sands.
COR5-09 Gateway to the Bright Sands by Theron Martin
Hardby, City of the Scorned, was for centuries a bastion of independence and female rule, but that changed when it fell under Greyhawk’s control in 582 CY. Now the word is out that Despotrix Ilena, the city’s nominal leader, is dying. Many factions – both within and without – have begun to vie for the right to fill her influential position. Surely a city so fraught with intrigue is a fertile ground for adventure. . .
A one-round core adventure set in the city of Hardby for APLs 2-8. Part Two of the Blight on Bright Sands.
CORS5-02 Mines of the Eye by Creighton Broadhurst and Paul Looby
Deep below the Abbor-Alz the duergar are stirring. Rumours of a fell compact between the duergar's mysterious leader, a being known only as "Father Eye" and the perfidious Rary, monarch of the Bright Lands are rife. What evil purpose is served by this alliance is unknown, but assuredly it serves some goal in Rary's greater design. The paladin Karistyne has determined that Rary's scheme must be stymied and so the call has gone out for doughty adventurers to eradicate this growing threat.
A one-round core special adventure set under the Abbor-Alz for APLs 2-16. Part Three of Blight on Bright Sands.
COR5-11 Dark Deceit on Bright Sands by Chris Chesher
At the behest of Lady Karistyne, you are needed to travel into the Bright Desert. There are rumors of dragons afoot and some things just don't add up. Some claim to have slain, others claim to have allied, whiles others still just scratch their heads. The only fact that is for certain is that the sinister sands have something to hide.
A one-round core adventure set in the Bright Desert for APL 2-8. Part Four of Blight on Bright Sands.
COR5-17 Time’s Tide on Bright Sands by Bruce Paris
Time is running out, and gathering what you need to change the future ... may only be found by looking to the past.
A one-round core adventure set in the Bright Desert for APL 2-16. Part Five of Blight on Bright Sands.
COR5-20 Phantoms on Bright Sands by Tom Kee
The legacy of Clan Highforge is once again sought. Dark forces move in the desert, searching for the knowledge to reclaim the lost star metal of Azak-Zil. The lady Karistyne, fears that the metal is vital to Rary's dark schemes and so has called for brave adventurers to thwart the Traitor's dark plans.
A one-round core adventure set in the Bright Desert for APL 2-16. Part Six of Blight on Bright Sands.
Order of Play
The order in which a PC plays the adventures that make up Blight on Bright Sands will impact on a player’s understanding and enjoyment of the series. For 595 CY the optimum order in which to play the adventures is:
- COR5-06 Blood on Bright Sands*
- COR5-08 Gateway to the Bright Sands *
- COR5-11 Dark Deceit on Bright Sands
- COR5-17 Time’s Tide on Bright Sands
- COR5-20 Phantoms on Bright Sands
*Both these adventures are designed as a starting point to the series. If a player does not wish to start a new character to participate in the arc then he can start play with COR5-08 Gateway to the Bright Sands. If players start new characters, they can play both events starting with COR5-06 Blood on Bright Sands.
CORS5-02 Mines of Father Eye is the 2005 Origin’s special event and will be released for home play shortly after that convention. While it is linked with the main plot line it can be played at any time before playing next year’s Origin’s special event (which will also be released for home play).
Additionally the modules COR5-17 Time’s Tide on Bright Sands and COR5-20 Phantoms on Bright Sands can be played in any order. COR5-20 Phantoms on Bright Sands should be played before a character plays next year’s Origin’s special event.