TEXT:  
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  2 
  Based on the Dying Earth Book Series by JACK VANCE 
   
  All’s Fair at Azenomei 
   
  A Cugel-Level Adventure for the Dying Earth Roleplaying Game 
  Written and Laid Out by Ian Thomson 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credits 
  Inspirational Ideas: Michael O’Brien 
  Illustrators: Ralph Horsley (cover, pp10, 18, 27), Commode Minstrels Collective (cover ink, pp8, 21, 29, 38), 
  Sarah Wroot (p2), Carrie Walters (p6), and Ian Thomson (Azenomei map) 
  Acknowledgements: “The Scaum Valley Gazetteer”, Webster & Thomas (Pelgrane Press, 2002) 
  © 
   
  Copyright 2005 Pelgrane Press Ltd. Kaiin and The Dying Earth are a trademark of 
  Pelgrane Press Ltd. All rights reserved. 
  Similarities between characters in this game and persons living or dead are coincidental. 
  The reproduction of material from this book for personal or corporate profit, by 
  photographic, electronic, or other means of storage and retrieval, is prohibited. 
  Based on the Dying Earth book series by Jack Vance. Produced and distributed by 
  agreement with Jack Vance c/o Ralph Vicinanza, Ltd. 
  E-mail questions and comments about this game to Pelgrane Press at 
  info@dyingearth.com, or write to Pelgrane Press Ltd., 9 Bromells Road, 
  London SW4 0BN, UNITED KINGDOM. 
  Visit us on the World Wide Web: http://www.dyingearth.com 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  3
  Introduction 
  What You Will Need to Run This Scenario 
  This scenario is an adjunct to the author’s Guide to Azenomei – which is available along with other free DERPG 
  scenarios and resources at the ‘Through Violet Cusps’ page. (www.dyingearth.com/violetcusps.htm) Whilst the 
  Guide is not technically ‘essential’ to run this scenario, it includes a wealth of background information on the 
  town and its inhabitants. All of this will greatly enhance the depth and detail you can convey when running the 
  scenario before you, plus can increase the gaming possibilities available - by providing the PCs with an 
  extended fantasy milieu to explore. You will need the DERPG rulebook. Access to the Scaum Valley Gazetteer is 
  helpful rather than critical. 
  The Start of an Adventure Series 
  This scenario introduces a series carrying your flawed heroes around various parts of the Dying Earth. If you 
  are interested in operating such a Cugel-Level adventure series, consider running other available local 
  adventures prior to this one. Here is the order of the house campaign ‘Footsteps of Fools’ so far (Vol. 0): 
  0.1 - The Cooks of Cuirnif (DERPG Rulebook – Pelgrane Press, 2001) 
  0.2 - Lumarth/Caravan to Aktabras (XPS Vol. 1, Dbl. Iss. 4/5 – Pelgrane Press, 20031) 
  0.3 - The High Road to Kaiin (free download at the Violet Cusps page) 
  0.4 - A Walk in the Woods (free download at the Violet Cusps page) 
  0.5 - The Exasperating Cadaver (free download at the Violet Cusps page) 
  0.6 - The Day of the Quelo (Convention module – may by now [Jan 06] or soon, be available at Violet Cusps) 
  0.7 - The Quergib Frogs (XPS Vol. 1, No. 3 – Pelgrane Press, 2001) 
  0.8 - Axomber’s Crypt (free download at the Violet Cusps page) 
  0.9 - The Kaiinese Drakeling (free download at the Violet Cusps page) 
  The series takes the view that Cugel himself does not exist – ie the PCs themselves in many ways are ‘Cugel’. 
  This is not to say that situations that Cugel faced will be replicated, but there certainly will be some crossover 
  encounters/situations. The series will begin as moderate Cugel-level and continue into advanced Cugel-level - 
  in later stages offering the PCs the opportunity to graduate into Turjan-level gaming. 
  The evolution of a continuing series is dependent on the scenario before you achieving sales of at least 
  minimal significance. Therefore, inform your friends and associates of the astounding quality of this resource, 
  and stringently resist any thoughts of illegal and immoral gratis distributions. There are some amongst you that 
  might wonder why you should pay for this scenario when others of almost equal quality and complexity are 
  free at the author’s Violet Cusps page. Consider those earlier works as tests, or free samples, if you will. 
  Despite his love of the genre, paid projects are being offered and must take preference - so that the author can 
  continue to enjoy a life of opulence and debauchery2. Thus he sadly can no longer commit the considerable 
  time required to write long role-playing adventures without any remuneration whatsoever. 
   
   
  We need hardly remind players that reading beyond this point will radically spoil enjoyment of this scenario. 
  [PRINTING  pp 1-40: Double-sided (duplex). Cover & pp 42 onwards: Single-sided] 
                                                   
  1 By the time you are reading this, if XPS 4/5 is out of print, look for this article also on the Violet Cusps page. 
  2 For ‘opulence and debauchery’ read ‘sufficient for one square meal a day and a simple life’. 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  4 
   
  Conventions of Presentation 
  Within the following text on many occasions we will simply indicate the suitability of a given ability in a 
  particular circumstance by inserting it within brackets with this symbol, thus: (Ψ WHEREWITHAL) or thus: (Ψ 
  PERSUASION, SEDUCTION). [NB: an indication ‘-1’ after such a skill means that it is not entirely appropriate and 
  a penalty or levy of 1 need be applied at the GM’s discretion.] Likewise we use abbreviations in place of the full 
  title of success and failure results. (HBS - Hair's-Breadth Success, DF - Dismal Failure, etc). In some cases, 
  success achievements are listed in ascending order, as a Prosaic Success (PS) expands on the information given 
  in a Hair's-Breadth Success (HBS) etc. In such cases read out the entry for the character/s with the best roll, 
  and tell any others that succeeded less well that their character knows similar but less precise detail. When 
  reading such information out, simply begin at the lowest useful success and stop when the entry for the rolled 
  success level is described. At some points within the text you will see the symbol ‘⊕’. This indicates a section 
  of linkage text that the GM should read out. Some of this information is speech from GMCs, and other parts 
  are the GM’s scene-setting remarks to the players. You will of course read out other parts of the text, or 
  summarise the information, in response to character actions or queries, but text marked ‘⊕’ requires expressing 
  at the appropriate moment - in order to explain or elaborate a situation, or link one scene to another. 
  DERPG is nothing if not flexible, especially at Cugel-Level. Therefore at many places in the following 
  text we cover merely one likely example of activities the PCs may undertake, sometimes suggesting other 
  possibilities. Each GM will need to adjust and improvise according to the whims and actions of their own PCs, 
  especially when it comes to cheating during the challenges. 
  In many instances the text descriptions that follow presume that the PCs take a particular course of 
  action. As is the nature of DERPG, they may do something utterly unexpected. Since we cannot account for 
  every eventuality, in such cases the GM must adapt the text to suit the specific actions of the PCs, using our 
  suggestions merely as guidelines.
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  5
  Scenario Overview
  The Great Fair 
  “Once every year, at the start of summer, 
  Azenomei holds its annual ‘Great Fair’, and this 
  event attracts not only traders of great renown, but 
  also royalty and other notables from as far as Kaiin. 
  This is the only time that the entire fairground is 
  filled, and the town council makes considerable 
  funds through renting out the prime positions and 
  levying a tax on all goods bought and sold beyond a 
  certain price limit. Naturally, this vast market 
  attracts professional thieves and confidence 
  tricksters in equal proportion to the genuine 
  merchants.” (From: ‘The Guide to Azenomei’) 
  Azenomei is normally a quiet town, and 
  some that are used to the cut and thrust of Kaiin 
  have even described its citizens as ‘listless’ or 
  ‘overly-restrained’. However, those who make such 
  remarks tend to be vagabonds and scallywags, 
  whose over-eager ways are frowned upon by the 
  sensible folk of Azenomei. All manner of folk can 
  be found here; for it is the most cosmopolitan 
  place in the Scaum Valley – even allowing a 
  subculture of ‘squatters’ to exist in the abandoned 
  manses of the Backs. During the monthly fair 
  (especially at the annual Great Fair) the town is 
  heaving with travellers and joyful locals alike. 
  New in Town 
  Should you be in possession of the free 
  (www.dyingearth.com/violetcusps.htm) Guide to 
  Azenomei, this section will be simplicity itself to run. 
  The PCs must obtain accommodation in this 
  overcrowded town, and also gain the chance to 
  explore its precincts. Should you already have run 
  Axomber’s Tomb, that scenario set up the idea that 
  the PCs have already dwelt in Azenomei for some 
  time – at least for a while. In such a case, merely 
  agree that the PCs have a small knowledge of 
  persons and places in town. However, explain that 
  on their previous stay they did little other than 
  lounge around in whatever level of decadence or 
  penury presented itself. Therefore the intricacies 
  and minutiae of the town passed them by. 
  The Set-Up – We here avail ourselves of a tried 
  and tested introductory technique, in which the 
  PCs take on roles originally intended for far more 
  experienced and crafty adventurers than 
  themselves. They do this for reasons of pure and 
  simple personal gain - and the way in which this 
  occurs (without appearing to be overly obvious 
  GM machination) is clearly detailed. 
  The Great Fair - Next the PCs have the chance to 
  explore the fair itself, sample its colour, take part in 
  amusements, and face various opportunities to be 
  robbed or swindled. Additionally, the PCs will all 
  take part in the challenges to become the ‘Monarch 
  of the Fair’. (Which carries with it a substantial and 
  highly attractive reward.)  This section makes up 
  the bulk of the following adventure. 
  Introduction for Players 
  ⊕ “Somewhat more than a week’s march from 
  Kaiin, the large town of Azenomei lies at the 
  junction of the Xzan and Scaum rivers. Here the 
  ancient houses stand on wide terraces on the north 
  bank of the Scaum, so while residents further from 
  the river lack in proximity to the town’s concourse 
  they gain in superb views. After Val Ombrio, the 
  town is widely regarded as the second greatest 
  settlement of Almery. Azenomei is most well 
  known for its monthly fair. This is basically an 
  expansion on the weekly market for local and 
  regional produce, but has over the centuries also 
  attracted various entertainments that turn it into an 
  event that draws people from the surrounding 
  settlements. Most attractive of all, to locals and 
  travellers alike, is the Great Fair held close to 
  Midsummer every year. Merchants travel to every 
  fair from as far as Kaiin, but the most prestigious 
  come only to the Great Fair. At this time of year 
  the town is packed to bursting, and opportunities 
  for the wily entrepreneur are almost innumerable. 
  Perhaps not totally by coincidence, you approach 
  Azenomei one day before the Great Fair is 
  officially due to commence.” 
   
  (This text immediately above can be copied and handed out 
  before the game, or merely read out loud at the start.)
   
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  6 
  Scene 1: Nearly There
  ⊕ “As you pass alongside woodlands and fields, 
  you notice many overgrown ruins long before you 
  reach signs of habitation. A few of these have been 
  rebuilt as stores or cottages for farm labourers, but 
  most would provide little if any shelter from the 
  elements. Azenomei itself is soon visible, standing 
  on all sides of the confluence of the rivers Xzan 
  and Scaum. Even from this distance, the 
  picturesque gables and gently-smoking chimney 
  stacks give a friendly feel to the place – something 
  sadly lacking in Kaiin.” 
  It is at this point that the first significant event of 
  the scenario occurs, although it should be played 
  straight (rather than filled with obvious emphasis). 
  Players may suspect its significance, but run it as if 
  it is merely occurring for additional colour: 
  ⊕ “Various folk have passed you on the road, 
  mostly locals going about their normal business. 
  But now from behind comes the sound of persons 
  riding upon steeds of quality.” 
  The GM needs to ad-lib the descriptions here, 
  dependent on the appearance and gender of the PC 
  group. This is because the riders are similar to the 
  PC party. The main differences are that these 
  newcomers are better dressed and better equipped 
  (including each of them being mounted on an 
  actual ‘horse’), and that the PCs are outnumbered 
  by 1. Do not labour the similarities, merely design 
  your description to reflect the PCs in a general 
  fashion, as this is an not a plot-critical distinction. 
  The leader of the new group will throw up his 
  hand, and that entire group will stop. The leader 
  will then address the PCs in a slightly arrogant tone. 
  “Though ragamuffins you do appear, I sense that you are 
  persons of the road perhaps with a wide knowledge of these 
  parts. Pray, tell me the directions to the manse of Iucounu 
  the so-called ‘Laughing Magician’.” If a PC is able to 
  furnish the newcomers with directions, their leader 
  flips a shiny new terce into the air from atop thumb 
  and forefinger. (Expecting the PC who answered to 
  catch it - Ψ ATHLETICS.) If the PCs are unable to 
  help, the leader will mutter “Peasants!” in a 
  marginally annoyed tone, and lead the others 
  onwards. 
  Pedantry – Iucounu 
  DF – No doubt an arrogant local dabbler. 
  QF – Perhaps a jovial and popular local prankster 
  of some minor magical capacity. 
  EF – Although I do seem to recall that his jokes are 
  of the darker variety. 
  HBS – And that his very name evokes fear in those 
  whom risk evoking his disfavour. 
  PS – In fact he has no friends at all, and few 
  enemies – few living that is. 
  IS – He lives in his manse Pergolo on a hill to the 
  east of Azenomei. 
  During this encounter the PCs may wish to engage 
  the other travellers in conversation. The travellers 
  may reveal their names (GM invents), expecting the 
  PCs to know of them (Ψ PEDANTRY) as successful 
  adventurers and treasure seekers.  They may also, if 
  engaged in an appropriate fashion, mention that 
  their business involves applying appropriate 
  revenges for wrongs done upon an associate of 
  theirs. (Most of this is beyond the scope of this 
  adventure. Suffice it to say that these superior 
  adventurers have been duped into thinking that 
  they are capable of putting Iucounu in his place, 
  and will shortly meet a sticky end.)  
  If asked whether they are planning to enter 
  the contests to become ‘Monarch of the Fair’, they 
  all burst out laughing – and the laughter appears to 
  have a sinister quality. “Some believe so,” says the 
  leader. They will not stay to say more, as they have 
  important business to attend to. 
  When this encounter is over, the PCs can 
  continue into Azenomei: 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  7
   
  ⊕ “No city walls exist, and you soon pass into the 
  roomy outer streets. Most houses are detached 
  from one another, and many have fenced vegetable 
  plots growing in the spaces between. Some places 
  are doing so well that residents are even selling 
  their excess produce from trestle tables at the edge 
  of their property.” 
  Pause – to allow any Player comments or PC incidental 
  actions 
  ⊕ “Even this far from the marketplace, the town is 
  quite busy, and the closer you get to the fair, the 
  more people there are. Fortunately, it never 
  becomes necessary to rudely force one’s way 
  through a packed throng. Nonetheless one’s 
  progress is often diverted by groups of locals or 
  travellers standing chatting or admiring 
  merchandise on display outside one of the shops. 
  Clearly the festivities have already begun.” 
   
  Scene 2: New in Town
   
  The Teeming Town 
  Azenomei is bustling about the concourse and the 
  fairground. Other parts remain relatively quiet, 
  especially as one moves away from the town centre. 
  Describe the hustle and bustle as PCs wander the 
  thronging sections, but remember that Azenomei is 
  spacious, so packed crowds are not the norm, and 
  only occur around the stalls, sideshows and most 
  popular shops. Gangs of men are erecting 
  barricades made of bales of straw up and down 
  several streets (see the ‘Running of the Bauk’ later). 
  At the fairground itself (if the PCs go there) teams 
  of labourers are erecting the various stalls, and the 
  poorer merchants are merely arranging with town 
  guildsmen as to which of the marked plots they can 
  rent for their tables. 
  2.1 – Finding Accommodation 
  Local Hostelries – Almost everywhere in town is 
  full, and PCs will be rudely turned away. As 
  suggested in the Guide to Azenomei, the Lorn 
  Meropidan is one possibility for accommodation, 
  and the Rampant Erb a slightly better option. 
  However, do not feed these possibilities to the PCs. 
  They will need to find and investigate them 
  through their own efforts - and wandering about 
  town should be part of the scenario. 
  Sleeping Rough - The weather is clement, and the 
  countryside relatively safe. However, what are 
  Resistances (particularly Arrogance, Gourmandism, 
  & Indolence) for if not to motivate your PCs to try 
  to their utmost to find a comfortable room for the 
  night with a good meal and a fine breakfast? Only if 
  all reasonable attempts fail (or through sheer luck a 
  PC makes at least two of the three Resistance rolls 
  mentioned above) will they settle for some meagre 
  accommodation in the camp (see below) or some 
  ruin on the edge of town. 
  The Camp - A number of people traditionally 
  make an encampment on the south bank of the 
  Xzan just north of the fair. This place has the 
  manner of a gypsy camp, with lean-to’s, tents, and 
  tarpaulins providing shelter from the weather. 
  (Though fortunately at the time of the Great Fair, 
  the worst weather is usually no more than a quick 
  shower, or a chill before dawn.) This is not 
  reputable accommodation for persons of 
  refinement, and a roll to Resist Arrogance is 
  required before one might settle for a space here. 
  (One is also expected to gather firewood, assist 
  with cooking and the digging of latrines, and other 
  ignoble pursuits, thus failure to Resist Indolence 
  might result in one’s expulsion from the 
  community.) The encampment surrounds a large 
  ruined keep, and the elders of the temporary 
  community pick the best spots within its walls. 
  A Ruined Manse - More likely as a last resort, the 
  PCs will find a ruin on the edge of town and make 
  the best of its limited hospitality. So early in the 
  piece they will not be troubled by half-men (which 
  are rarely seen this close to town). Likewise, the 
  town’s constables are too busy with other duties 
  during the fair itself to have time to bother new 
  squatters. (Though after the fair they move around 
  swiftly – seeking backdated ‘donations’ from those 
  too slack-witted to have quickly left town.) 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  8 
  Assorted Roguery - Should your PCs be destitute, 
  they may move into their well-rehearsed practices 
  of gambling, confidence scams, and petty-theft. 
  Run these as best fits your game. Remember that 
  Azenomei is currently packed with travellers, 
  including many rogues and rascals just like 
  themselves. GMs may wish to impose levies on 
  gambling successes due to the preponderance of 
  cardsharps and deputy constables in town at the 
  moment. 
   
  2.2 – Learning About the Contests 
  The Lure – From now on, the GM needs to be 
  subtly (and perhaps not so subtly) sowing in the 
  minds of each Player/PC the benefits of entering 
  and winning the contests. If any one of them were 
  to become Monarch of the Fair, this person would 
  gain the freedom on Azenomei, and a life of luxury 
  for a whole year is guaranteed. Also, by association 
  their other PC associates would gain fine 
  accommodation and access to the wealth. 
  GMs must not underestimate the power of 
  this driving force for our penniless rogues. Initial 
  Resistance rolls (Avarice/Arrogance) can be called 
  for - if any PC wishes not to dedicate themselves to 
  pursuing this possibility by any means. Anyone 
  who fails, or who chooses not to roll, becomes 
  devoted to this task. This state of affairs need not 
  be overstressed in play – merely begin casually 
  encouraging the players of such PCs at suitable 
  moments. (Emphasising the benefits that the 
  winner will accrue – compared to the less than 
  adequate life currently being ‘enjoyed’.) 
  Those who roll and do Resist are not so 
  inspired, but of course remain interested in the 
  possibility. Other Resistances can be called for later 
  when applicable. Note that until they come across 
  the information that only a few days ago Iucounu 
  was looking for several persons as entrants to the 
  Challenges they will probably: (a) presume that only 
  one of them is likely to enter, and (b) that the 
  others will be supporting this person behind the 
  scenes. It is also possible that the PCs may feel – 
  after initial investigation – that there is no chance 
  of success. Let this despondency last until they 
  overhear or uncover rumours of Iucounu. 
  Everyone in town will be talking about the 
  forthcoming challenges, wondering what manner of 
  champions will be fielded this year and what 
  challenges they will face. Bookmakers are taking 
  bets on the number of fatalities and woundings that 
  will take place in the ‘Running of the Bauk’ 
  tomorrow. (They will prepare books on the 
  contestants immediately after the registration that 
  follows the Bauk run.) The following information 
  must be gathered through appropriate 
  conversation, not fed to Players by the GM. 
  Timing – The fair starts tomorrow, with the 
  Running of the Bauk commencing at noon. 
  Registration for those suitable candidates who wish 
  to enter the Contest follows in the early evening. 
  The six challenges then take place on the 
  immediately subsequent three days, with one in the 
  morning and one in the afternoon. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  9
  Scuttlebutt/Pedantry – Monarch of the Fair 
  DF – Err? 
  QF – A contest of sorts, reputedly held in Azenomei, or 
  was it Cuirnif? 
  EF – Yes, definitely Azenomei. An annual series of 
  challenges where competitors strive to win points. 
  HBS – Each challenge measures physical or mental 
  capacity, and judges declare the results. 
  PS – The challenges vary each year, though occasionally 
  some are repeated; and the winner of each challenge 
  receives a prize – either a minor magical item or some 
  other valuable. The overall winner is crowned Monarch 
  of the Fair and given freedom of the town for a year. 
  IS – The winner’s reward amounts to a large cash 
  gratuity (5,000t), a monthly stipend of a further 1,000t, a 
  free suite of apartments with servants. Plus their 
  sponsor gains a seat on the town council. The two 
  runners-up also gain a not negligible cash reward. 
   
  Scuttlebutt – The Origins of the Challenges 
  From HBS onwards, read out connected entries, ending at 
  the best rolled result. 
  DF – The person you asked was a visitor posing as a 
  local. Whilst he pretended to compose his thoughts and 
  began glibly manufacturing confusing obfuscations, his 
  associate stole terces from your purse before spilling 
  beer over you and loudly accusing you of making 
  improper suggestions. In the following confusion both 
  thieves slipped away. 
  QF – Locals have taken a dislike to you, and each story 
  you hear is less likely than the first. Not only that but 
  you narrowly escape a beating at the hands of bullies. 
  EF – All of those that you ask are too drunk or stupid 
  to furnish you with useful information, though the 
  general consensus is that the challenges predate 
  historical records. 
  HBS – The Duchess’s grandfather, Chimlak the 
  Historian, devised the challenges after uncovering 
  ancient references to a similar festival held when 
  Azenomei was a thriving new city in the previous aeon. 
  PS – That previous event celebrated the menfolk of the 
  town as solid labourers and protectors of the 
  womenfolk, and was used as the means to elect the 
  leader of the town council for the year. Duke Chimlak 
  restructured the tradition to make the winning position 
  an honorary one, and the council membership a junior 
  position for the wealthy sponsor rather than the winner. 
  IS – It is also widely believed that although the prizes 
  were significant, the entry fees and increased business 
  (and consequent taxation) left Chimlak with a healthy 
  profit. 
  The Rules of the Challenges 
  The challenges are open only to non-magicians. 
  Spells and magical items are not permitted as part 
  of the proceedings. Young men in prime health are 
  the typical entrants, though the Duchess changed 
  the rules about fifty years ago so that a woman 
  could also enter. On several occasions since then a 
  female has managed to become a contestant. Nine 
  years ago one such woman actually won the 
  challenges, much to the delight of the Duchess. 
  It does not matter where the champion 
  comes from, as long as he (or she) has a local 
  sponsor who is fiscally solvent and a citizen of 
  Azenomei. Only one entrant is possible per 
  sponsor. Entrants must be human. (GM Note: a 
  vat-bred PC will qualify unless totally and 
  undeniably an inhuman construct.) Entrants must 
  prove bravery and suitability in the eyes of the 
  Fates, by surviving the Running of the Bauk, before 
  being able to register. 
   
   
  The Other Contestants 
  Though the sponsors are known (see Appendix 
  4.2), the identities of their champions are closely 
  guarded secrets. Only upon registration will they be 
  revealed. The kind of people that enter are more 
  typically bluff well-dressed fellows than scruffy and 
  resilient adventurer types, as those local sponsors 
  who enter a ‘rogue of the road’ as their champion 
  suffer enormous social disapproval from then on. 
  (GM Note: This is all in the manner of ‘tradition’, 
  and this year will actually see tradition flouted 
  significantly, for personal gain.) If the PCs try to 
  find out the skill levels of previous contestants, 
  they will hear fine stories of strength and skill. 
  However, Resistances against Avarice and 
  Arrogance must be rolled if any Player wishes their 
  PC to realistically assess themselves as less-than-
  deserving of equally fine praise. Although sponsors 
  may field only one champion, each sponsor often 
  pays half a dozen or more a substantial stipend to 
  brave the Running of the Bauk. (Then the sponsor 
  chooses which champion they will register from 
  any that survive intact.) 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  10 
  General Knowledge: The Rewards 
  The winner of each individual challenge receives a 
  special prize, usually a valuable magical item. These 
  prizes for each individual challenge vary each year, 
  but are always significant items. Previous rewards 
  have included: a large gem that glowed constantly; a 
  golden bow that fired on its own; a small magical 
  tome; a miniature brass sheep that turned into a 
  full-sized steed on command; a set of clothes that 
  were always clean; a magical dining set that 
  produced a sumptuous meal on command; stones 
  that stored spells; a set of cusps that allowed views 
  of an idyllic world; an amulet that warned of the 
  approach of half-men; a tame pelgrane – and many 
  more according to the GM’s inventiveness. 
  The overall reward remains constant. The 
  winner is crowned Monarch of the Fair and given 
  freedom of the town for a year - which amounts to 
  a large cash gratuity (5,000t), a monthly stipend of a 
  further 1,000t, and a free suite of apartments with 
  servants. Their sponsor gains a minor seat on the 
  town council. In the past the ‘Monarch’ has 
  sometimes been a stately figure, blending into 
  society seamlessly and after his tenure remaining as 
  a respectable member of the new nobility. Other 
  times he has been more industrious, using his 
  temporary status to build up mercantile interests in 
  order to forge a sustainable future in Azenomei. 
  Other ‘monarchs’ have been less 
  commendable: taking advantage of their status to 
  house roguish acquaintances in their apartments, 
  squandering their stipend on gourmandism and 
  debauchery, and at the end of their tenure being 
  abruptly expelled from the town precincts – 
  sometimes quietly in the middle of the night with 
  strict instructions never to return. The rights and 
  restrictions of becoming Monarch of the Fair are 
  few – merely opening the monthly fairs and 
  attending a variety of prestigious social functions. 
  (All things likely to appeal to ambitious PCs.) 
  It is at this stage that the GM should slyly 
  (and without over-emphasis) reveal that not only 
  does the winner receive 10,000 terces and the title 
  and benefits of becoming Monarch of the Fair – 
  but the third place contestant receives 2500t and 
  the second place contestant 5000t. All this should  
   
  be enough to set cunning plans in motion – since 
  even if a PC does not expect to win, much is 
  available to be gained through prizes and awards 
  for competing well & being among the runners up. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Finding out About the Challenges 
  Themselves 
  Specific challenges for any year are also kept secret 
  until the last moment. The town council finally 
  decides on the exact events only a week or so 
  before the contest, although they have a list of 
  options developing over several weeks. Secrecy is 
  paramount, and magic is used to seal those 
  involved to oaths of silence. Since this adventure is 
  Cugel-Level and the PCs are new to town, they 
  have no access to those in authority that might 
  accidentally reveal any details. Should PCs pursue 
  such an option, explain that had they even a few 
  days to try and inveigle themselves into local 
  confidences this might be possible. However, since 
  the challenges start tomorrow, there is simply no 
  time. However, the structure of the challenges is 
  common knowledge, and asking around with 
  persistence and a modicum of politeness will reveal 
  much general information – see Appendix 2.
   
  
  All’s Fair at Azenomei” by Ian Thomson         . 
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  11
  Scene 3: Finding a Sponsor
  Although registration follows the Running of the 
  Bauk, it is almost immediately afterwards. Thus 
  PCs have only tonight and tomorrow morning until 
  noon to ingratiate themselves into the goodwill of a 
  local notable. This may be a good time to recall that 
  the GM needs to be regularly extolling the 
  attractions of entering the contests and becoming 
  Monarch of the Fair. Although initially the PCs 
  may think that they have little chance of being 
  sponsored, nonetheless subtly encourage their 
  determination to make their best attempt. 
  After all, they are highly deserving folk of 
  the world, surely it is their very right to take 
  advantage of this golden opportunity for social 
  greatness? They might even enter into a pact to 
  support each other – or a specific one of their 
  number – in the contests, to the detriment of the 
  other contestants. If necessary, encourage the 
  Players to discuss this in character – with each PC 
  fully aware that they totally deserve such an honour 
  as recompense for the cruel hand fate has dealt 
  them up until this point. Encourage the players to 
  believe that all PCs are at least interested (it would 
  be utterly out of character if they were not), and 
  any that actually failed their resistance rolls (see 
  earlier) are determinedly devoted to the idea – 
  certain that their dedication alone will cause 
  opportunities to manifest. 
  Questioning locals will uncover several folk known 
  to have shown an interest in fielding candidates 
  (see Appendix 4.1). However, all of these have 
  been successful in doing so some time ago. Only 
  one person is known to still have been recently 
  seeking a candidate, and has been unable (as far as 
  is known) to find one – Iucounu the Laughing 
  Magician. He was still looking for several 
  candidates, even posting a reward, but such is his 
  reputation as a powerful figure that nobody was 
  interested. 
  That is not entirely true, some local folk 
  were interested, but felt that they were perhaps 
  risking disappointing the Laughing Magician if they 
  gave a poor performance in the challenges. (NB: If 
  PCs ponder that they also might give a poor 
  performance, call for Resistance rolls against 
  Arrogance. If this roll is not successful, they 
  dismiss such a possibility out of hand. After all, are 
  they not persons of breeding and natural character, 
  and a competence born of wide experience!) 
  Anyone who speaks of Iucounu looks around 
  before doing so, and talks in guardedly respectful 
  tones. None will have a conversation of any length 
  about Iucounu, fearing his wrath if they are 
  overheard. Typical comments are: 
  “There is but one I have heard who may still seek a 
  champion, but he is someone that few dare to approach 
  uninvited.” 
  “To the east of the town, the fine manse of Pergolo stands 
  upon the side of a hill. Its owner was seeking his champion 
  as late as last week. I know of no other, but this is not an 
  option I for one would be willing to explore.” 
  “Iucounu is a pillar of the community, a magician of great 
  renown. I know of no-one who would speak ill of him.” 
  “His sense of humour is memorable, yet I would not wish to 
  trade jests with a mage of his formidable wit and resource.” 
  “It seems that he was seeking several candidates. Presumably 
  he wished to have them all run against the bauk so that he 
  could then select the best. Or perhaps he was acting on behalf 
  of others who all wished to field a champion.” 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
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  12 
  The idea is that the PCs should be tempted to seek 
  Iucounu out themselves - understanding that he is 
  an unpleasant fellow, but learning that when he 
  employs people to do a job, providing his 
  employees do their best to fulfil it he does not turn 
  into some murderous monster if they fail. Certainly 
  he has a mean temper and is thoroughly unpleasant 
  to those who cross him, but the PCs won’t know 
  what a real nasty character he is until after they 
  meet him. The PCs might be led to believe that the 
  reason he has found no candidates is simply that no 
  persons of sufficient calibre were forthcoming. 
  Players themselves might realise that there is more 
  to this than meets the eye, and may need to be 
  reminded of the difference between ‘cynical and 
  knowledgeable Players’ and ‘avaricious and 
  arrogant PCs’. 
   
  Pergolo 
  The PCs will ideally have no alternative but to visit 
  Iucounu’s manse ‘Pergolo’. In the preliminary (‘0’ 
  series) Footsteps of Fools campaign the majority of the 
  players were unfamiliar with the DE stories 
  (though nonetheless oddly expert at role-playing 
  Cugelesque rogues). If your players are familiar 
  with Iucounu, they may not wish their PCs to go 
  anywhere near Pergolo. Respectfully remind such 
  players that the PCs themselves know only as much 
  about Iucounu as they have learned in town. Even 
  PCs who have come to understand that a certain 
  fearful respect of Iucounu exists in town are, like 
  Cugel, more probably going to continue to act with 
  misplaced optimism. (Rather than cowering being a 
  flagon of ale concocting stories they will tell of the 
  time they failed to grasp a golden opportunity for 
  wealth and recognition.) 
  Pergolo, the magnificently-gabled manse of 
  Iucounu the Laughing Magician, is situated to the 
  north east of Azenomei and is reached by following 
  a trail out of town or another up from the river 
  near the village of riverfolk (see the Guide to 
  Azenomei). Each journey takes about an hour going 
  up and about 45 minutes coming down. The path 
  from the river community is a winding way paved 
  with dark brown tiles, and the path from the edge 
  of Azenomei itself is merely a rough trail until it 
  joins the paved path at around its mid-point. The 
  manse itself boasts twisted turrets of green glass 
  and many fanciful parapets built into its gothic 
  structure. (NB: If the PCs proceed up or down the 
  path to Pergolo during the hours of darkness, it 
  would not be inappropriate for them to encounter 
  a deodand – or another type of anthropophage 
  detailed in the Bestiary. This being has wandered 
  into the area and been drawn to Azenomei by the 
  sound and scent of so much prey.) 
  A heavy wooden door is situated at the 
  middle of the entry-keep, in easy access at the end 
  of the path. Just before the keep a 30ft wide and 
  deep ditch opens onto jagged rocks. A sturdy stone 
  bridge crosses it before the keep itself. For the agile 
  it is possible also to gain access to the manse by 
  clambering through one of several windows that 
  can be reached with relative ease at the front of the 
  keep. One can also pass around the manse (except 
  that parts that overhang the cliff) and come across 
  a number of windows through which one can peer 
  (but not reach due to the dangerous ditch). Nobody 
  and nothing will respond to any knocking on the 
  door. The PCs may scramble across parapets and 
  climb in at a window near to the door, clamber up 
  to a higher balcony and enter there, or merely open 
  the door. Whatever they do, they will wander 
  through a few intriguing rooms (see below for the 
  actual things Cugel encountered, and expand as 
  required) and then arrive at the Great Hall of 
  treasures. (If they are too nervous to actually enter, 
  then they can see much of this from outside when 
  they reach the appropriate window.) 
   
   
   
   
   
   
   
   
   
  
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  13
   
  Wonders and curiosities of Pergolo 
  A small pot with antlers, which emits clouds of 
  remarkable gasses when the prongs are tweaked; an 
  ivory horn through which sound voices from the 
  past; a small stage where costumed imps stand 
  ready to perform comic antics; an object like a 
  cluster of crystal grapes, each affording a blurred 
  view into one of the demon-worlds; a baton 
  sprouting sweetmeats of assorted flavour; an 
  ancient ring engraved with runes; a black stone 
  surrounded by nine zones of impalpable colour; 
  hundreds of jars of powders and liquids; vessels 
  containing preserved heads. Shelves stacked with 
  volumes, folios and librams - some bound in purple 
  velvet (Phandaal's characteristic colour). Folios of 
  drawings and ancient maps, and a score of small 
  metal chests, sealed with corroded bands of great 
  age; several massive engines whose purpose is not 
  immediately apparent. (TDE: pp136/7)] 
  Getting the PCs involved: Option A 
  As you can see by the list above, Pergolo is full of 
  valuables. It is possible, especially if players are 
  unfamiliar with Vance’s Dying Earth stories, that 
  PCs may abandon their wish for employment and 
  instead begin to fill their sacks with treasures. It 
  may be possible for some GMs to utilise the same 
  trap that Cugel fell foul of: 
  “Here was an alcove Cugel had not previously noted. A soft 
  light welled like water against the crystal pane, which 
  separated alcove from hall. A niche to the rear displayed a 
  complicated object of great charm. As best Cugel could 
  distinguish, it seemed a miniature carousel on which rode a 
  dozen beautiful dolls of seeming vitality. The object was 
  clearly of great value, and Cugel was pleased to find an 
  aperture in the crystal pane. He stepped through, but two feet 
  before him a second pane blocked his way, establishing an 
  avenue which evidently led to the magic whirligig. Cugel 
  proceeded confidently, only to be stopped by another pane 
  which he had not seen until he bumped into it. Cugel 
  retraced his steps and to his gratification found the 
  doubtlessly correct entrance a few feet back. But this new 
  avenue led him by several right angles to another blank pane. 
  Cugel decided to forego acquisition of the carousel and depart 
  the castle. He turned, but discovered himself to be a trifle 
  confused. He had come from his left—or was it his right?” 
  (TDE: p137) 
   
  Any PC that has already begun thieving will have to 
  Resist Avarice not to enter this room off the Great 
  Hall in an attempt to gain the complicated object. 
  Or perhaps Magic resistance is required – since it is 
  a magical trap? It is also possible that the panes in 
  fact move, and so even a trail of rope or sand 
  would be useless after a few rounds. 
  Should all, or some, of the PCs be trapped 
  here, Iucounu will return. The front door will bang 
  open, and PCs may (Ψ PERCEPTION) hear somebody 
  (Iucounu) muttering. The voice is a mixture of 
  grumbling and cackling laughter, almost as if the 
  person to whom it belongs can’t decide if they are 
  amused or angry. The PCs may try to hide (Ψ 
  CONCEALMENT) or sneak away (Ψ STEALTH), but 
  whatever they do Iucounu will find at least some of 
  them. He currently has encompassed only 
  ‘Felojun’s Second Hypnotic’ (DERPG: p107) and 
  the ‘Omnipotent Sphere’ (DERPG: p108). He also 
  knows the cantraps3: ‘Artman’s Mundane 
  Concealment’, ‘Quort’s Leaping Rapier’, 
  ‘Spontaneous Mirth’, ‘Todman’s Temporary 
  Replicant’, ‘Voodle’s Bogus Physiognomy’ and 
  ‘Voodle’s Distant Voice’. Between them, these 
  things should be enough to defend him and secure 
  the restraint of the PCs. If not, simply invent a few 
  magical items: such as rope that automatically ties 
  people up, sylphs that fly after fleeing intruders and 
  subdue them with narcotic breath, gargoyles with 
  stony unbreakable grips, even his pet Ettis may be 
  given an uncanny tracking ability. 
  The reason why Iucounu is evidencing ambivalence 
  is that only a few minutes before he arrived he 
  went to meet his chosen ‘champions’ and almost 
  fell foul of a trap designed to bring about his death. 
  Through astute and swift use of: The Charm of 
  Brachial Fortitude, The Excellent Prismatic Spray, 
  The Liberation of Warp, the Interminable Interim 
  and Edan’s Thaumaturgic Poultice (in that order) 
  he avoided this fate. But in doing so slew all (bar 
  one) of the champions he was relying on to enter 
  and win the contests for him. 
                                                   
  3 The article containing these cantraps is available for free from 
  the author’s ‘Through Violet Cusps’ page. 
  
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  14 
  With all that in mind, play the chuckling Iucounu as 
  extremely sinister as he considers the fate of 
  thieves. “What shall I do with you? A number of 
  contrasting fates present themselves for consideration. Burial 
  beneath the surface of the Earth at a depth of 45 miles, 
  instant incineration, or perhaps transportation to the dismal 
  reaches of Shanglestone Strand?” Ideally the PCs will 
  beg for a chance to redeem themselves, and 
  Iucounu will hit upon the idea of using them as his 
  champions. (They may even suggest it themselves.) 
  In order to be sure that they will stand by any 
  agreement they reach (see Option B), Iucounu will 
  collect a number of squirming, pronged semi-
  corporeal Achernarians from his laboratory and 
  merge one into the viscera of each PC4. As 
  incentive, he will still allow them to keep any prizes 
  they win during the challenges, but brooks no 
  further persuasions. 
   
  Getting the PCs involved: Option B 
  This option is far less amusing, but we must give 
  the PCs a chance to ‘do the right thing’. If they 
  restrain their nefarious impulses for an hour and 
  ten minutes, Iucounu will arrive back – as 
  described above. Once again, he has narrowly 
  escaped assassination and is in a ‘mixed’ mood. He 
  will initially suspect them as being assassins, which 
  could cause some moments of tension. Whilst he 
  will not actually apologise as such for any slander 
  or attacks, he will remark that whilst genuine 
  unexpected visitors are extremely rare, thieves 
  often attempt to plunder his manse (chuckle), and 
  sometimes drastic measures (snicker) are required. 
  Thus he admits that perhaps he reacted a trifle 
  hastily. 
  He will listen to their proposal that they 
  become his champions, and will ask them why they 
  consider themselves worthy of the task. In reality, 
  so close to the deadline, he has no other choice, 
  and will grant them the position. He already paid 
  handsomely for the group of champions that was 
  sent from Kaiin, and they betrayed him. Now he 
  relishes the slim chance to claw back victory for his 
                                                   
  4 For details on the full and intricate effects of this, see ‘The Eyes 
  of the Overworld’. 
  plan to get a seat on the city council5. As reward he 
  will pay the entry fee for each PC, allow them to 
  retain any prizes that they win, and furthermore 
  give them 200t cash, plus 100 terces for every point 
  they win in the challenges. Somewhere around 
  now, a PC will likely think to ask how it is that 
  Iucounu can field more than one candidate. This 
  will cause him to laugh long and loud, but not to 
  answer the question. After his laughing has 
  subsided he will merely ask them to present 
  themselves to the starting line for the Running of the 
  Bauk tomorrow, and things will continue from 
  there. 
  They may also ask what advantages 
  Iucounu can grant them to give them an edge 
  towards possibly winning out in the contests. The 
  Laughing Magician will guffaw, and say that indeed 
  he has a few tricks up his sleeve; however, these 
  will be revealed only on a need-to-know basis as 
  they are required. He does admit that he cannot 
  enhance them with regular magic, because the 
  Duchess and her Magician detect for these (as does 
  Huzanter), and will be extra vigilant during the 
  challenges. 
   
  Getting the PCs involved: Option C 
  Being as pesky and unpredictable as they are, the 
  PCs may utterly neglect to visit Pergolo in order to 
  seek the employ of Iucounu on their own 
  motivation. If so do not press the matter 
  overmuch. Instead a shifty-looking fellow – an 
  agent of the Laughing Magician, will approach 
  them later in the evening. This man has been 
  approaching other groups of folk on Iucounu’s 
  behalf, but not revealing the identity of his 
  employer. Instead, he says only that he seeks a 
  group of resourceful and experienced adventurers 
  for a job that is totally legal according to the letter 
  of the law, yet sufficiently grey as to require 
  persons of discretion and flexibility. The others he 
  has approached have all been insufficiently flexible 
  (drunkards, even less skilled rogues, overly-
                                                   
  5 It isn’t important, likely, or even necessary, that the PCs ever 
  know the full machinations of Iucounu’s plans or motivations. 
  Although he may mutter vaguely of the opportunities for high 
  quality jokes that this will afford him, and chances for fitting 
  revenge upon certain persons. 
  
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  15
  demanding for reward etc etc.) He offers payments 
  as suggested above and lets them know that the 
  basic job will take only a few days, and when they 
  have agreed to general terms he tells them to go 
  and see Iucounu up at Pergolo. 
  Going Back to Town 
  Iucounu says that he will accompany them part way 
  back to town, though he does not say why. Shortly 
   
  before the junction of the path to town and the 
  path to the river are signs of a battle. Specifically, 
  two dead humans lie crushed beneath a large 
  boulder next to the path, the remains of a third can 
  be made out since his (or her?) ankles and feet 
  remain in their boots – the rest being spattered in a 
  wide fan behind them. A fourth person (the leader) 
  stands motionless in a lunging stance with a rapier 
  outstretched. If there was another assassin, 
  Iucounu does not know so. The PCs may choose 
  to tell him, or not. 
  Iucounu pauses here, and laughs deep and 
  loud again. “Ah yes,” he says. “Assassins. Well, I know 
  how to deal with assassins.” Then he turns to the PCs 
  and wishes them “Good Day”, clearly expecting 
  them to depart back to town. Once they are out of 
  sight, they hear him laughing again, then a human 
  shriek. In the gloom they see the man (no longer in 
  stasis) rise into the air, spinning slowly around. The 
  spinning gradually increases, and he begs for mercy. 
  This begging turns into one long wail of agony as 
  the spinning increases until he becomes just a blur. 
  Then, his body bursts asunder and parts fly 
  everywhere. In the sudden silence, the PCs can hear 
  Iucounu laughing hysterically. (Warning: squishy 
  organs may descend from the skies, as might 
  segments of human entrails.)
   
   
  Scene 4: Day One
  Even though the Bauk event doesn’t begin until 
  noon, all general shops are closed until this evening 
  (after the barricades have been dismantled). A local 
  ordnance ensures that no shopkeepers adjacent to 
  the track gain or lose profit unfairly compared to 
  those further away. The atmosphere in town is 
  nonetheless one of high festivity. 
   
  4.1 The Running of the Bauk 
  Upon joining the gathering crowds as the morning 
  progresses, the PCs can quickly learn where the 
  would-be runners need to congregate. This is at the 
  junction of Xzanside Road and Duchess Street. 
  Here is a podium, and officials will pass three large 
  garlands of flowers to anyone who wishes to make 
  the grand run. Each garland is distinctively and 
  individually (and fortunately sturdily) constructed 
  of flowers and coloured ribbons. The PCs will see 
  Iucounu here in the crowd, partially disguised 
  beneath a broad-brimmed hat, and he will nod and 
  smile at them in a conspiratorial fashion. If a PC 
  approaches him, Iucounu will be very annoyed if 
  they do so too obviously. Nonetheless, at some 
  point he will condescend to speak briefly with 
  them. (If none approach him he will signal one to 
  come over.) “My plans are progressing in a satisfactory 
  manner. Begin the run with the others, and all of you behave 
  in all ways as you normally would. My enchantments will 
  assist each of your efforts.” Moments later they will 
  notice him slipping away down the side of Duchess 
  Street (outside the barricades of course) after which 
  he will be lost in the crowds. 
   
  Townsfolk carouse whilst villains expire!
  
  All’s Fair at Azenomei” by Ian Thomson         . 
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  16 
  The Contestants  
  Billling Minlop 
  He is not particularly athletic, and is a little older than the rest of the contestants. He wears a thick grey woollen vest 
  and heavy blue serge trousers, and is often seen mopping his brow with a kerchief. 
  Groglan Hodger  
  He wears dark brown trousers, and a red vest. His bald head is protected from the sun by an orange kerchief. He 
  seems cheery and confident. 
  Killip Erwintranz  
  Long black hair and striped black and white trousers, with a neat brown leather jerkin. His manner is aloof. 
  Lyandros of Sfere [*] 
  Shiny black boots enhance his scarlet trousers, and his crimson cape adorns the back of a brown jerkin decorated 
  with patterns of silver threads. (As per notes in Appendix 4.2, replace him with Liane the Wayfarer if desired.)  
  Mertok of Cuirnif  
  A solid man with a bowl-shaped haircut of thick black locks. His wears tightly fitting hose about his legs and a long 
  green tunic. He seems nervous. 
  Quatto Lupworg [*] 
  A hulking brute - a full head and shoulders taller than any other contestant listed here, and equally as wide. He 
  wears leather trousers and huge boots, and his finely worked leather waistcoat hangs open to reveal his 
  magnificently muscled torso.  
   
  Rantagor of Old Romarth  
  A tall and gangling fellow, who works his nails with a small knife. He has on a blue and red underjerkin and black 
  trousers, and oddly enough goes barefoot. A single scar decorates his right cheek. 
  Satmon Teele [*] 
  An unassuming and sleight individual with a thin moustache and a nervous manner. He is certainly agile and swift, 
  but seems to lack the social graces. He wears a dark suit with a grey shirt, and pointed black shoes.  
  Terrestrand Dinx 
  He has a mop of curly ginger hair, wears a pink shirt and orange trousers. His manner seems unnaturally jovial. 
  Urdril Reenk [*] 
  A tall, muscular man who has clearly seen much hardship – much of it probably dealt out by himself. His face bears 
  various scars, and his muscles are clearly taut and rippling beneath his fashionable silk and leather garb.  
  Vampalor Planel 
  A young and energetic man, who keeps shifting from one foot to another. He has short brown hair and a mass of 
  freckles, and wears simple brown and grey farmer’s clothes. 
  Weshnir the Wary of Doolitz Water [*] 
  A short and stocky man. His clothes are heavy and of dull cloth in brown, black or grey. The single exception is a 
  blue feather tucked into his black leather skullcap.  
  Other Contestants 
  Apart from the PCs, these twelve other eager contestants wait by the entrance. The five noted [*] are ‘sponsored’ 
  and will also complete the course. (These folk are detailed fully in Appendix 4.2.) The fates of the others are 
  revealed in the following description of the race, although may possibly be influenced by PC actions. Fote (see 
  immediately below) will briefly introduce each contestant by name just before the gates open, pausing whilst the 
  eager crowd cheer each time - and the GM mentions their appearance and any obvious mannerisms as an aside.  
  The GM need include the PCs (plus unflattering descriptions) when Fote does his introductions.
  
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  17
  Waiting to Begin 
  The contestants regard each other with suspicion 
  and refrain from any small talk. GMs may wish to 
  make meaningless dice rolls during the following 
  events - as if for the GMCs in this list. (Thus 
  convincing players of the truly random nature of 
  events.) But then simply narrate their fates at the 
  appropriate moments (listed in the following text) – 
  acting as if the luck of the dice decided the results. 
  When registration and introductions are complete, 
  all contestants are handed their garlands and (see 
  below) have the rules explained to them by Zelif 
  Fote (see Appendix 4.1 for Fote’s details): 
  ⊕ “The blowing of loud horns from the grounds of the 
  Duchess’ manse will shortly signify the release of the bauk. 
  At this time we shall open this gate and you may commence 
  to run. The barricade is then secured. You must run along 
  Duchess Street yonder, then Fairview Lane and back here to 
  the entry point. Somewhere on the course you must garland 
  three bauk, something that we verify by magic since each 
  garland has a cantrap attached. Once your run is finished, 
  ordinary folk may also enter through this gate and run the 
  streets. If any of you leave the streets before garlanding three 
  bauk, or by any other means than this gate, you are 
  disqualified. Other rules are simple – no fouling other 
  contestants, no weapons, and no magic to be used. Should 
  you be incapacitated, stewards will take you immediately to 
  the healers. Again you are disqualified. Should you require 
  more garlands simply call to the stewards and they will throw 
  them to you – up to a maximum of nine. In the event that 
  insufficient of you complete the course, other contests will be 
  devised to choose more contestants for the challenges.” 
  Iucounu’s Schemes 
  Iucounu has managed to use obscure magic to 
  contact odd insubstantial overworld beings that can 
  assist the PCs. These creatures are not elementals 
  and do not register as spells. The Laughing 
  Magician is confident that the scattered judges and 
  magically competent observers along the course 
  will not detect them. To be sure, he also has 
  various magical spies that float around in near-
  invisibility and alert him to any possibility of his 
  magical interference being spotted. He also has 
  taken the precaution of wearing a sun hat of 
  common style today, so as to mingle with the 
  crowds and avoid casual observation. Not only this,  
   
  but he has an enchantment attached to this hat that 
  diverts attention from him. (Thus not only can he 
  pass through the crowd without everyone moving 
  away from him in fear, but also avoids much 
  standard magical surveillance.)  
  Guiding the Garlands 
  Whenever a PC throws a garland he/she notices a 
  wispy spirit creature attach itself to the garland. In 
  mechanical terms the pool points6 from this being 
  may be used to assist either Athletics or Q-Fingers. 
  Avoiding Injury 
  When about to be trampled, gored, or tossed, a PC 
  will attempt an Athletics roll to avoid this. In such 
  circumstances they may notice a wispy spirit 
  present about their feet and ankles. Its force will aid 
  them in moving with enhanced swiftness/agility. 
  Since observers merely note the person in a feat of 
  heroic agility, Iucounu prefers to assist ‘avoidance’ 
  rather than perform miraculous healings. 
  Healing 
  If a PC ever suffers an injury, or even more than 
  one, within moments a magical wispy creature will 
  materialise next to him/her. (Only the PC can see 
  this being.) It reaches out with its ectoplasmic limb 
  and touches the PC. Vitality begins to flow into the 
  PC, and the creature itself begins to shrivel and 
  fade, clearly in some considerable discomfort. Each 
  of these delicate and wispy beings is sacrificing its 
  life for the PC, though the PCs cannot actually be 
  ‘certain’ of this. (Not knowing the ways of magic, 
  perhaps the being merely appears to expire?)  
  Clearly this compromises the subterfuge, 
  since persons being trampled by several bauk, or 
  thrown high into the air, and repeatedly emerging 
  unscathed will draw suspicion. Nonetheless, 
  Iucounu will use this means if he has to, since he is 
  determined to increase his chances. Since sponsors 
  are as yet unknown, chances of suspicion are 
  correspondingly less acute, and the Laughing 
  Magician has far greater freedom than he will have 
  during the Challenges themselves.
                                                   
  6 GM decides on the appropriate rating pool total that the entity 
  has, dependent on the average rating levels of the PCs. This also 
  applies to any other assistances Iucounu’s entities supply. Or the 
  GM may prefer to apply a +1 or +2 bonus or boon. 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
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  Mechanics and Details of the Bauk Run 
   
  The Running Start  
  The other contestants all run down Duchess Street 
  as fast as they can, the general idea being to cover 
  as much of the course as possible before being 
  threatened by the bauk. (This is a calculated risk, as 
  the bauk may run towards them from the Duchess’ 
  manse as easily as be approaching from behind.)  
  The track itself is not uniform, but winds 
  somewhat due to uneven erection of the barricade, 
  therefore it is possible to find places to duck aside 
  from the bauk, although a bauk might simply 
  decide to stop and gouge you anyhow. In some 
  parts bales of straw protrude from the rudimentary 
  wall and could be used as springboards to leap 
  through the air, or as points to try and duck behind 
  if a bauk was about to crash into you. Improvise 
  according to the wishes of Players for their PCs. 
  Bauk Encounter 1 
  The contestants run for a few minutes and are 
  about a third of the way up Fairview Lane when 
  they hear the crowd roaring up ahead, and spot 
  about eight balk running their way. These poor 
  beasts are clearly terrified by the screams and 
  clashing of metal objects from amongst the crowd. 
  No wonder they are stampeding in such a frenzy! 
  In a few moments the contestants will have their 
  first opportunity to garland a bauk, and also their 
  first opportunity to be tossed high into the air by a 
  vicious set of horns or trampled to death – or both. 
  The PCs have the opportunity to race 
  boldly ahead or to hang back and see what tactics 
  the other contestants use. If they hang back they 
  will find themselves in the company of Billing 
  Minlop, Lyandros (or Liane) and Weshnir. The 
  others charge on, howling for glory. However, 
  when the group comes closer to the bauk, Killip, 
  Satmon and Rantagor suddenly dash and/or leap 
  for cover at the sides of the course. Thus, Groglan, 
  Mertok, Quatto, Terrestrand, Urdril and Vampalor 
  meet the rushing beasts head on. (Much to the 
  roaring crowd’s approval.) All of these men attempt 
  to leap and dart between or around the beasts, 
  casting their garlands as they do so. PCs will see 
  from their safe distance two bodies thrown high 
  into the air - and the beasts charge on. They ignore 
  the GMCs that took cover, all of whom attempt to 
  garland a beast as it passes. As the creatures pass, 
  the PCs will see that three have been garlanded. 
  Garlanding the Bauk 
  PCs have three clear options when attempting to 
  garland a bauk: (1) Lurk beside the path in some 
  piece of cover then spring out and throw the 
  garland; (2) Wait in the path of the bauk, throw the 
  garland and then leap into cover; (3) bravely dodge 
  between the bauk, throw the garland at close range. 
  Option 1 – If the PC makes a PS/IS with 
  Concealment this gives a +1 bonus to their throw. 
  On a QF no throw may be attempted, as the hiding 
  place proves inadequate in some way, or the PC has 
  to duck back as a bauk runs too close. On a DF a 
  bauk singles the PC out for a goring charge. 
  Option 2 - The PC gets an automatic +1 bonus to 
  their throw, then must use Athletics to gain cover. 
  On an IS/PS they do so easily. On an HBS they do 
  so in an ignominious scrambling, shrieking lunge of 
  terror, ending up lying upside down or wedged 
  between bails. On an EF a horn gouges them and 
  they must make a Health roll, but nonetheless they 
  leap clear. On a QF a bauk butts them aside for an 
  injury, but fortunately they are not trampled. On a 
  DF the PC is butted to the ground and then trampled 
  underhoof, taking two injuries. 
  Option 3 – The PC gets an automatic +1 bonus on 
  two throws - or a +2 bonus on one throw – PC’s 
  choice. Then must use Athletics twice (as Option 2) 
  to avoid injury. 
  NB: For simplicity the bauk have been described as always 
  running in small groups. This can be considered a species 
  trait. Individual GMs are of course free to improvise ratings 
  and details of interactions with individual bauk that are 
  separated from, or stragglers from, a pack. 
  Riding the Bauk 
  Certain heroic PCs may attempt this, but must 
  make a Wherewithal success to do so. Without 
  Iucounu’s magic it would be tantamount to suicide, 
  but with this special aid, they may survive the 
  inevitable violent dismounting – and may even 
  garland a couple of bauk in the meantime. 
   
  
  All’s Fair at Azenomei” by Ian Thomson         . 
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  Aftermath of the First Bauk Encounter 
  The crumpled bloodied bodies of Groglan, 
  Terrestrand and Vampalor lie in the middle of the 
  course. Stewards are lowered over the barrier and 
  run with stretchers to collect their remains. By 
  some freak chance Terrestrand has survived and 
  the stewards that confirm this race away with him 
  towards the nearest healing station. Mertok was 
  gored but claims to be sufficiently well to continue. 
  Dead  – Groglan (tossed), Vampalor (trampled); 
  Injured/removed  – Terrestrand; Injured/struggling  
  – Mertok; Garlands  – Quatto (1), Satmon (1), Urdril (1). 
  Bauk Encounter 2 
  The group of runners reaches the end of Fairview 
  Lane, and can hear the crowd roaring from behind. 
  A pack of around 20 bauk are charging towards 
  them. Mertok is too injured to run fast and 
  immediately takes cover. Billing and Rantagor do 
  likewise a little further on. The others keep 
  running, looking for better cover. As the pack 
  passes them, these three will leap up and attempt to 
  garland a bauk or two. Mertok horribly misjudges 
  and is trampled into a pulp, Billing garlands one, 
  but then is targeted by a particularly furious male 
  straggler and – despite a desperate attempt at flight 
  – is tossed into the air and then gored. Rantagor 
  manages to garland a beast and escape unscathed. 
  The crowd roar in excitement at these 
  equally entertaining antics. As the beasts approach 
  the other runners, it is clear that attempting to 
  dance through the middle of them is suicidal 
  (unless one has magical aid). All other GMCs 
  attempt to take cover or dance along the edges near 
  shielding protrusions of bales. Lyandros (Liane), 
  Satmon, and Weshnir each garland a bauk. Urdril is 
  tossed through the air, but avoids serious injury. 
  Dead  – Mertok (trampled); Injured/removed  – Billing; 
  Garlands Total – Quatto (1), Lyandros (1), Rantagor (1) 
  Satmon (2), Urdril (1), Weshnir (1). 
  Bauk Encounter 3 
  Halfway towards the Duchess’ manse, fourteen or 
  so bauk are charging towards the contestants - 
  again spurred on by the howling crowd. Plenty of 
  time is available to take cover, and everyone 
  remaining attempts to do so. However, just before 
  the beasts arrive, Rantagor leaps out and hurls a 
  garland, barely making it back to safety. He is 
  successful. The others wait until the beasts are 
  passing, and Rantagor also attempts another throw. 
  This time he is gored and thrown to the ground. 
  He is so badly injured that stewards have to remove 
  him as he curses quietly. Quatto and Weshnir have 
  made so many misses they call the stewards for 
  replacement garlands. Despite his injury Urdril 
  bravely lands another garland. 
  Injured/removed  – Rantagor; Garlands – Killip (1) 
  Quatto (1), Lyandros (2), Satmon (2), Urdril (2), Weshnir 
  (1). 
  Bauk Encounter 4 
  Passing the Duchess’ manse, the large group of 
  bauk are returning, perhaps having even been 
  joined by a few friends! Again the contestants must 
  scramble for the best hiding places. The usual flurry 
  of desperate attempts occurs, during which Killip is 
  caught by a horn and dragged into the pack. There 
  is little for the stewards to scrape up afterwards. 
  Lyandros (Liane?) leaps onto the back of a straggler 
  and pulls his last garland over its horns before 
  sprinting safely off. 
  Dead  – Killip; Garlands Total – Quatto (2), Lyandros 
  (3), Satmon (2), Urdril (3), Weshnir (2). 
  Bauk Encounter 5 
  As PCs near the end of the course, the crowd roars 
  from behind as the huge pack seems to have turned 
  around. Additionally a smaller pack appear ahead. 
  Concealment is suddenly at a premium. The beasts 
  meet in a raging, clashing mass near to where the 
  contestants are, and this pandemonium needs to be 
  described accordingly. Urdril is gored again but 
  manages to somehow reach the exit and is hauled 
  out, Lyandros manages heroically to vault across 
  several beasts to do the same. Quatto punches a 
  beast in the head before placing the garland on its 
  stunned face and then leaving. Weshnir is butted 
  through the air, and by sheer chance one of his 
  flying garlands lands over the horns of a beast a 
  moment before he crashes into the top of the exit 
  gate and is pulled inside by stewards. 
  Garlands Total – Quatto (3), Lyandros (3), Satmon (3), 
  Urdril (3), Weshnir (3). 
   
  
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  20 
  4.2 Registration 
  Once the Running of the Bauk is over, those who 
  completed their run (and garlanding) over the set 
  course are awarded with an orange rosette, meant 
  to signify bravery. (Remember that some of the 
  GMCs are injured and will be being attended to by 
  healers. Since standard treatment is by 
  Thaumaturgic Poultice, all will be quickly back on 
  their feet.) As he awards each rosette, Fote calls 
  out: “Who sponsors this fine champion?” 
  From the crowd step the various sponsors 
  to acknowledge their champions, and escort them 
  to the registration table. (See Appendix 4.2.) None 
  will yet step forth for the PCs. Nearby is a long 
  table at which sit various town dignitaries, including 
  Marcoster. These folk take the details of each 
  champion, confirm that their sponsor is of local 
  pedigree sufficient to be allowed to field a 
  candidate, and collect and count the money. 
  The money is taken away at the end of the 
  registration, under heavy guard by a number of 
  constables (and Marcoster himself). Iucounu will be 
  visible in the fringes of the crowd, and will 
  communicate with the PCs via shaking or nodding 
  his head. In this fashion he will ask the PCs to wait 
  until the others have registered. Each other 
  contestant will walk up to the table accompanied by 
  his sponsor, both will answer a few questions, and 
  both sign forms. The other prospective contestants, 
  sponsors and general public are held back from the 
  table a little way by the constables, so unless magic 
  is used the questions cannot be overheard. 
  Questions for Contestant: 
  - Name? - Occupation? 
  - Do you agree to abide by the rules of the challenges 
  particularly as regarding no use of magic? 
  - Do you promise to remain in Azenomei town until at least 
  dawn of the day following the last day of the challenges? 
  - Should you become Monarch of the Fair, do you agree to 
  perform those customary rites and requirements as befit this 
  noble position? 
  - Sign here… 
  Questions for Sponsor: 
  - Name? - Are you a full citizen of Azenomei? 
  - Do you ratify this contestant as your representative in the 
  challenges? 
  - Do you agree to abide by the rules of the challenges 
  particularly as regarding no use of magic? 
  - Should your challenger become Monarch of the Fair, do you 
  agree to perform your duties on the Town Council in a civil 
  and judicious manner as befitting the laws and nobility of 
  character of this fair town? 
  - Sign here… 
   
   
   
   
   
   
   
   
   
   
   
  Iucounu Reveals His Plan 
  The PCs will no doubt have been wondering how 
  Iucounu is going to register them all. His means is 
  relatively simple, and utterly breaks the spirit of the 
  contest qualifications. Out of the crowd step 
  several ‘Iucounus’, all identical in body and manner, 
  but dressed differently. They nod to one another 
  and form an orderly queue, each one carrying a 
  bulging sack (of 10,000t). Each one selects a PC 
  qualifier and undergoes the registration. 
  Some amongst the registration panel 
  attempt to convince the ‘Iucounus’ that their 
  conduct is irregular. The leading Iucounu asks to be 
  shown the appropriate passage that declares this to 
  be something that cannot be permitted. After some 
  falsely-polite arguing under their breath and several 
  instances of Iucounu starting to become vexed and 
  then being mollified, the leading Iucounu wins the 
  discussion and the PCs begin to be signed up. 
  It is made firmly clear to Iucounu that 
  should any of the registration fees mysteriously 
  
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  21
  vanish, since he and his ‘associates’ all apparently 
  share the same identity, all of them will be 
  disqualified. Iucounu sniggers at this, and agrees 
  that this would only be fair. (PCs may gain the 
  impression that that it is this large sum of money 
  that finally sways the judging panel into agreeing.) 
  Iucounu in his turn adds that should any of 
  the registration fees be stolen and then said to have 
  disappeared, he would most decidedly not be 
  amused. An ‘understanding’ is reached. The PC at 
  the front may see one of the panel furiously 
  modifying the rulebook with quill and ink. The 
  crowd mutters in displeasure, but this turns to 
  neutral chatter whenever one of the ‘Iucounus’ 
  turns to look at the source of a particular comment. 
   
  4.3 The Duchess’ Speech 
  In the evening, once registration is complete, the 
  Duchess mounts a podium here in the marketplace, 
  and makes this speech. Some PCs may (Ψ 
  PERCEPTION) notice that the Duchess is a little 
  distracted, as if Iucounu’s actions took her by 
  surprise:  
  ⊕ “Fellow citizens, visitors from neighbouring settlements, 
  and foreigners to our locale, welcome one and all. Every year 
  we hold our Great Fair, and as you know every year we test 
  a group of challengers to see who is worthy to become 
  Monarch of the Fair. This great honour goes to he who 
  proves himself (or herself) overall best in the contests that 
  follow. Points are awarded by a panel of judges – three 
  points for first place, two points for second place and one 
  point for third place. As additional incentive, each contest 
  itself has a prize for the best competitor. No magic is 
  allowed, and cheats will be disqualified and run out of town. 
  I now declare the challenges to be commenced!” 
  The crowd roars its approval and settles down to 
  an evening of ribald festivities. 
   
  4.4 Incidental Opportunities for 
  Excitement 
  Across the evening, the challengers may enjoy the 
  many entertainments at the Fairground, although 
  the larger market stalls are not open yet. Local law 
  says that only smaller stalls may operate today, and 
  the larger undertakings cannot start until dawn 
  tomorrow. Iucounu will meet with at least one of 
  the PCs earlyish in the evening. He first evokes 
  some kind of bubble of force from a magical crystal 
  in his hand (which enfolds both himself and the 
  one he is speaking to). 
  Then Iucounu says that they may be under 
  magical observation from now on, so they must 
  nor refer to him or to any magical assistances 
  unless they are certain they are not overheard. To 
  this effect, he hands over a small medallion - which 
  is a gold eye on a gold chain. He explains that it 
  identifies and blocks them from the senses of 
  magical spies. Although stringent magical 
  observation will no doubt be focussed on them, 
  Iucounu says that he should still be able to use his 
  unusual advantages to assist them as the challenges 
  progress: 
  ⊕ “Since the specific contests are secret I will not know the 
  most apposite way to assist you until they actually begin. It is 
  therefore your duty to perform at your maximum competency, 
  and at all times to act with utmost confidence. I will then be 
  ideally placed to clandestinely enhance your performance or 
  the results of your actions as best I may. Unless I initiate it, 
  we are not to have contact throughout the challenges. There 
  are those who will stop at nothing to have me and my 
  representatives disqualified from the proceedings.” 
  If they stray from well-frequented areas, one or 
  more PCs may be attacked and beaten by 
  representatives of other sponsors. (Although these 
  will have been hired through disguised third 
  parties.) Anyone asked will suggest that the PCs 
  need to get a good night’s rest. Iucounu (his 
  doubles having all vanished back into the crowd) 
  will suggest that they accompany him back to 
  Pergolo for safety. However, since his repulsive 
  character has now been revealed, the PCs may 
  prefer to stay in town. Note that if the PCs do stay 
  in town, kidnapping attempts may occur - burly 
  rivermen sent to apprehend or debilitate the PCs. 
  At some other time during the evening, 
  Marcoster will approach the group of PCs (or 
  whomever he can find if they have split up). He 
  will buy them each a drink and explain that whilst 
  what Iucounu has done is not against the wording 
  of the rules, it is certainly against their spirit, and 
  his actions have already caused some major 
  revisions of the rules for next year. Marcoster 
  further says: “I suspect that Iucounu is using you as pawns 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
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  22 
  for his plans and you are not personally to blame. Thus, if 
  there is anything you wish to tell me, I will be most happy to 
  hear it?” (At this point the surroundings suddenly 
  go quiet, as Marcoster also places them in a bubble 
  of stealth.) 
  Marcoster pauses and then says: “Having 
  Iucounu as a council member will be an unfortunate 
  circumstance, as the Laughing Magician will surely use his 
  position to wreak mischief for his own amusement. He has 
  been trying to get onto the council for years, and has always 
  been blocked by the crafty politicking of the incumbent 
  members. Although the position gained via sponsoring the 
  winning champion is a minor one, it still represents an 
  unfortunate victory that will certainly be for the detriment of 
  the town.” 
  Marcoster will not talk detailed politics with them, 
  but will certainly say that he would be immensely 
  grateful if none of the PCs win. Marcoster also 
  hands them a silver disc amulet onto which a 
  stylised eye has been engraved: “This will allow you to 
  hear if any of Iucounu’s spies are nearby. Thus you can 
  safely discuss any plans to sabotage him without fear of being 
  overheard.” 
  Marcoster can promise many rewards, such 
  as cash, magical items, and even the temporary 
  restraint/distraction of Iucounu whilst they safely 
  flee the region. This whole state of affairs is 
  designed to put the PCs in a great bind, out of 
  which they will not initially know how to wriggle. It 
  is entirely possible that they will realise that there is 
  no other option but for all of them to lose to one 
  of the other contestants, whilst actually pretending 
  to be doing their best to win. Or they might invent 
  a series of tricks against the other competitors in 
  order to support their own representative. Who 
  knows what DERPG PCs will do!! 
   
  The Medallion of the Gold Eye 
  Around every half an hour, and especially 
  immediately before any contest, Marcoster sends 
  spy spirits. The wearer of the gold eye can see these 
  wispy smoke-like beings, but they are held back and 
  seem frustrated and confused – obviously unable to 
  focus on the PCs. Marcoster will believe Iucounu 
  (rather than the PCs) is blocking them and soon 
  gives up such efforts. [This medallion cannot detect 
  Iucounu’s spy spirits.] 
   
  The Medallion of the Silver Eye 
  Just before contests, and around every 20-30 
  minutes, Iucounu sends spirits to observe the 
  conversations of the PCs. The wearer of the silver 
  eye sees different entities – like energy eels with 
  bulbous eyes, swimming in the air. [This medallion 
  does not assist the detection or influence 
  Marcoster’s spy spirits.] 
  Playing the Odds 
  Various private and community-based bookmakers 
  will be running odds on the contestants. However, 
  all are such unknown quantities, and the challenges 
  themselves largely secret until they are actually held, 
  that little technique (and much guesswork) is 
  involved and the spread of odds not enormous. 
  The general order of prestige in which the 
  contestants are held depends on two things – their 
  performance in the Running of the Bauk, and how 
  well they are perceived to have a broad spread of 
  abilities suitable for the varying contests. The GM 
  makes these up if/when PCs wish to place bets. 
  The Mechanics 
  Note that when running some of the challenges 
  where GMCs are pitted against each other - or 
  against non-PC obstacles – you do not always have 
  to make long series of rolls. Alternatively you can 
  use this chart here for the general result (adjusted 
  by any bonuses/penalties noted at the challenge 
  entry itself). Then describe the contest in a few 
  flourishing sentences. It may be fairer to award 
  points clearly according to your own assessment as 
  you go, rather than leaving them vague. (This 
  avoids any crisis of conscience if PC scores are very 
  close at the end of a match.) However, award the 
  actual points out loud only at the end of the contest 
  when all the results are in. IE the judges make a 
  comparative award of points after seeing all of the 
  contestants in action. Take care to see that these 
  general results roughly match the achievements of 
  the PCs. 
  1 – Exceptionally badly 
  2 – Very badly 
  3 – Poor Performance 
  4 – Barely adequate Performance 
  5 – Good Performance 
  6 – Excellent Performance 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
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  23
   
   
   
   
   
   
   
   
   
   
   
   
  Refreshment of Pools 
  If it becomes necessary to pay attention to such 
  things, consider creating opportunities for PCs to 
  refresh significant skills during the long 
  evenings/nights in between the days of the 
  challenges. The main cause for consideration is that 
  both the Athlete’s Challenge (Day 3) and the 
  Defender’s Challenge (Day 4) may require 
  Attack/Defense. 
  The Judges & the Judging 
  The identities of the judges are not important, but 
  the GM might like to make up names/descriptions 
  of town notables. (See also Appendix 4.1.) They 
  award points as a single unit, according to a 
  discussion held immediately after the final 
  contestant has made their attempt. 
  For ease of tracking the results, the GM 
  might like to replicate their decision-making on 
  scrap paper. Actual points awarded are always the 
  same – 3 points for first place, 2 points for second 
  place, and 1 point for third place. How these are 
  calculated may vary. For a simple knockout 
  challenge, it is self-explanatory. However, for 
  comparative performances, the judges award scores 
  out of 10 and then compare them when all 
  contestants have performed. On a tiebreak 
  situation, the judges will also take into account 
  personal style as well as results. 
   
  Rank Amusement 
  It is worth mentioning that PCs will soon become 
  aware that one of the objectives of the challenges is 
  to provide much amusement for the spectators. 
  That is to say that neither those running the 
  challenges not those watching actually expect the 
  contestants to be expert, fluent, nor even 
  competent, at their allotted tasks. Rather, the 
  contestants are expected to be amusingly inept. The 
  crowd will roar with laughter at disappointments 
  and mistakes, and even injuries - and jeer and 
  catcall in a most unsympathetic fashion. Make sure 
  that the PCs (and other contestants) at least slowly 
  become aware that what they thought was an 
  august series of contests are actually opportunities 
  for civic hilarity. Of course, when contestants do 
  well, and/or perform flamboyantly, the crowd may 
  evidence a certain admiration. The GM will need to 
  balance any such flamboyancy from the PCs with 
  corresponding actions from the GMC contestants. 
  Running the Contests 
  Take special care to describe the actions of the 
  GMCs in suitable entertaining fashion, and have 
  the Players describe the actions of the PCs likewise. 
  Do not let any contests degenerate into mere 
  repetitive rolling of dice to ‘see who wins’. If 
  necessary, bribe your players into compliance by 
  offering to award a bonus pool point (or more than 
  one – in the same way that tag-line rewards are 
  decided: see DERPG p123) for any inventive/ 
  amusing action that is imaginatively and suitably 
  described. Such pool points might be made 
  available only for the contest at hand, or allowed to 
  remain in the pool afterwards – as the GM wishes.  
  Also, make sure to describe the atmosphere 
  of the crowd, and the tension in the air as the 
  judges decide points for each individual challenge. 
  All of these little things will add incidental feel and 
  detail that will make this scenario a memorable one. 
  GMs should also aim to expand upon opportunities 
  available outside of the contests themselves, using 
  Appendix 3 as inspiration. Other possibilities are 
  romantic interest, betting scams, drinking and 
  eating binges, and futile arguments – all things that 
  will likely be second nature to experienced GMs of 
  DERPG.
  A pair of magical eyes 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
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  24 
   
  Scene 5: Day Two
  In the early hours, the proper merchants bring in 
  their wares and set up their stalls. The Duchess 
  herself opens the Great Fair this morning at a more 
  reasonable hour for those who like a civilised 
  breakfast. Several hundreds of people come out to 
  see her opening declaration and watch her cut the 
  coloured ribbon across the gates7 to the fair: 
  “Citizens, visitors, friends and neighbours, I declare this 
  year’s Great Fair open. May this tradition continue to bring 
  peace and prosperity to our town.” The fair itself is 
  detailed in Appendix 2. This information should 
  be retained close at hand to assist in fabricating a 
  range of activities to be role-played whenever the 
  PCs are not involved in a the competitions – 
  particularly in the evenings. 
   
  Preparations for the Day’s Challenges 
  GM: Bear in mind that the PCs will need to get up early to 
  witness these preparations, or to ask around once they have 
  awoken. Some evidence of course they will see as soon as they 
  arrive at the Fairground. 
  In the early hours sufficient large metal cages are 
  erected in the wide bare area in the middle of the 
  fairground, sufficient one for each contestant. 
  These are then covered in sturdy canvas so as their 
  insides are obscured from view. A little later, a 
  single large and extremely strong box wagon is 
  driven in, backed up to each covered cage one at a 
  time, and something secretly manoeuvred inside. 
  Additionally the same number of long tables is 
  erected nearby, plus beside each larger table are 
  several smaller tables and huge wicker hampers. 
  (Anyone listening near these cages may hear the 
  occasional squawk or grumble.) 
   
  5.1 The Hunter’s Challenge: Securing 
  Your Pelgrane 
  ⊕ The Duchess Speaks: “Welcome one and all to our 
  fine town’s annual tournament. We see arrayed before us our 
  brave challengers ready to prove themselves capable of 
  excelling in the first of the traditional virtues most prized by 
                                                   
  7 The gates are ornamental, since one can enter the field by 
  merely clambering over the picket fence almost anywhere. 
  this town. Let us first recap the rules. No fouling of other 
  contestants, no ganging up on other contestants, and no use of 
  magic. Anyone proven beyond reasonable doubt to have acted 
  in such a fashion will be disqualified. Now, for the first 
  challenge we test each person’s skills as a hunter and 
  provider. To this end, each competitor must subdue and 
  secure an adult pelgrane, using nothing more than a net, a 
  stout staff, and a length of sturdy rope. The winner of this 
  individual contest gains an enchanted anti-pelgranic helmet.” 
  Stewards pull the canvas coverings from the first 
  cage, revealing a glum-looking pelgrane (DERPG: 
  p170) seated in the middle– now blinking in the 
  unaccustomed daylight. It gives out a plaintive 
  squawk. 
  Each contestant is given their stout net and 
  sturdy stick, and stewards lead the first person 
  (names drawn from a bag) to the door of the cage. 
  Stewards use their own sticks to make sure the 
  creature is not near the door – then open the door 
  and push the contestant inside, closing and 
  securing it behind them. Once this particular bout 
  is over, the canvas is pulled from the next cage and 
  the next contestant has their turn. Challengers may 
  try simple subdual, or may try to convince (Ψ 
  PERSUADE) the pelgrane that they will help it to 
  escape if it co-operates. The GM devises pelgrane 
  ratings to be challenging but not immediately fatal. 
  If such a thing appeals, you might roll for the 
  demeanour and intelligence of each pelgrane. 
  A person who strongly and forcefully and 
  (relatively) quickly secures their pelgrane will score 
  10 out of 10. If this is slightly marred by something 
  (being wounded, appearing scared, inept net-use) 
  then the score will drop. If a contestant is ever 
  downed by the pelgrane, stewards will rush in to 
  the rescue, and the contestant is likely to score 3 
  points at best. The anti-pelgranic helm is a magical 
  metal hat (with a number of charges decided by the 
  GM) that – providing the helm is worn on a human 
  head - casts the Galvanic Thrust (DERPG: p112) at 
  any aerial pelgrane (or being with at least 40% 
  pelgranic plasm) that comes within 20ft. (Bear in 
  mind that the verbal description given to any 
  winner will not be so specific.) 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
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  Remember that although points out of 10 are used for 
  calculating placing, the actual final results are first (3pts), 
  second (2pts) or third (1pt) places. 
  Lyandros (Liane) – Bounds and weaves in a 
  confusing attack [+1 to result roll] 
  Quatto – Attacks immediately and ruthlessly with 
  immense strength (beats and wrestles pelgrane) [+3 
  to result roll] 
  Satmon – Attempts a whispering Persuasion to gain 
  pelgrane’s confidence, then attacks it by surprise [+2 
  to result roll] 
  Urdril – A berating Persuasion against its base 
  nature, then a subdual attack [+2 on result roll] 
  Weshnir – Attacks ruthlessly at once[+2 on result 
  roll] 
   
  5.2 The Steward’s Challenge: Preparing 
  for the Banquet 
  As the Duchess readies herself to speak, stewards 
  prepare all the large tables by placing flowing 
  tablecloths upon them. They also arrange on the 
  smaller side-tables a number of dishes, bowls, 
  platters, and trays of cutlery. On a final table they 
  set up a workspace a number of raw vegetables, a 
  variety of kitchen tools, and several jars of sauces. 
  ⊕ The Duchess Speaks: “For the second challenge, we 
  present the opportunity for our contestants to excel in the 
  preparation of a banqueting table for eight diners. To this 
  end they must arrange all dishes and cutlery just so upon the 
  table, and then for the finishing touch of their exhibition 
  create a vibrantly appetising salad. A strict time limit is set 
  for each task. After five minutes at each section, a gong will 
  be rung to indicate that all contestants must stop. The 
  winner of this individual contest gains a small magical soup 
  tureen that serves delicious broth once every day.” 
  The objective is clearly to arrange settings for eight, 
  and position the tureens and other receptacles 
  around the table in a suitable fashion. PCs must 
  first roll Etiquette to calculate their degree of skill 
  at setting the table as required. Next, each 
  contestant must use Stewardship to whip up a 
  classic salad that the judges will find 
  gastronomically appealing. (Since this is a race, in 
  both cases use the rules on Tallies – DERPG, p37. 
  One roll is allowed for each minute, and the person 
  with the highest tally at the end has performed the 
  best, and so on.) Describe failures (for both GMCs 
  and PCs) in the most amusing ways possible – 
  disastrous faux pas with cutlery presentation, use of 
  the foulest sauce imaginable etc… (If the latter 
  remain not re-rolled, judges may be spitting out 
  great mouthfuls in amazed disgust!) It will probably 
  be worth mentioning to the PCs their absolute lack 
  of qualification - most likely - for such things. 
  During the process, make each Player describe their 
  PC’s manner and actions, as if they know what they 
  are doing – then roll the result. 
  The magical tureen serves a meal for four (or five 
  at a pinch) every day. The broth is always different 
  (rotates around 177 recipes), and delicious and 
  nutritious. But, unless served with hunks of crusty 
  bread it always leaves one feeling hungry. 
  Lyandros (Liane): Etiquette [        ] Stw’dship[         ] 
  Quatto: Etiquette [        ] Stewardship [         ] 
  Satmon: Etiquette[        ] Stewardship [        ] 
  Urdril: Etiquette[        ] Stewardship [        ] 
  Weshnir: Etiquette[        ] Stewardship [        ]
   
  
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  26 
  Scene 6: Day Three
  Preparations for the Day’s Challenges 
  In the early hours of the morning, surveyors mark out a large thin rectangle of ground at the center of the 
  marketplace. Once this is done, labourers with shovels and barrows go to work excavating a pit about 10ft 
  wide, 5ft deep, and 40ft long – with stairs cut into one end. Once they are finished (after a little more than an 
  hour) it is vigorously lined with puddled clay. Then finally a long bucket chain is formed from the river’s edge, 
  and the pit is filled to the top with water. Nearby a large table has also been positioned with [no. of contestants] 
  chairs, and covered with several large sheets. Under the sheets are [2x no. of contestants] intriguing large and 
  irregular objects. As normal, several constables stand watch - fingers eagerly clasping rapiers.
   
   
   
  6.1 The Athlete’s Challenge  
  The contestants are asked to gather near the 
  rectangular pool and the crowds draw around 
  them. The Duchess is nearby but appears to be 
  waiting for something. From out of the crowd, 
  seven burly men appear, hefting a long sturdy tree-
  trunk. It has already been pruned of any protruding 
  branches, and with some difficulty they lay it across 
  the narrowest width of the pool, in the middle. The 
  Duchess observes this, and steps forward to speak: 
  ⊕ The Duchess Speaks: “Welcome again to our fine 
  athletes. Today’s first challenge is one of agility and energy. 
  The contestants will be split into pairs, and each pair will 
  compete one against the other to knock their opponent from 
  the unsteady log into the muddy water. Each winner will 
  then go into the second round, where the survivors will be 
  paired again and go through the same process until final 
  scores are awarded to the strongest three. Let the drawing for 
  pairs commence. Know also that the final victor will receive a 
  wonderful pair of spring-heeled boots.”8 
  The GM puts the names of all contestants into a 
  hat, and draws competing pairs. (Although at least 
  in the first round, you will be forgiven for simply 
  matching each PC with a GMC.) Each contestant is 
  given a padded flat-bladed club and one of each 
  pair is guided to each opposite end of a log. The 
  idea is that they carefully step onto the unstable log, 
  approach each other, and belabour at their 
  opponent with the club until they are knocked into 
  the muddy water. A choice of abilities are  
   
                                                   
  8 Spring-Heel boots are fully detailed on p20 of Cugel’s 
  Compendium of Indispensable Advantages (Pelgrane Press, 
  2001), or GM invents to suit. 
  applicable to match against your foe (which is 
  handy since several rounds are on offer): Athletics, 
  Quick Fingers (levy of 1), Attack (all at a levy of 1 – 
  except Caution), Defense (Dodge, Parry & 
  Misdirection are at a levy of 1). Mechanically, DF’s 
  cannot be re-rolled – on any DF the person rolling 
  it falls off the log. Also, if one attacker rolls an IS 
  whilst the other rolls any kind of failure (and 
  cannot re-roll), the loser is knocked into the muddy 
  water. Otherwise, the contestants whittle away at 
  each other until one runs out of pool points and 
  then rolls a failure.  
  If uneven numbers of contestants occur at any 
  stage of this challenge, the last person to have their 
  name pulled fights last and must fight whomever 
  the judges say is the best of the losers of that 
  round. It is worth noting that it is possible that a 
  person who was defeated in the first round but 
  then recalled to face off against someone (due to 
  there being an odd number of contestants) may 
  then reach the final three. If so they are 
  immediately awarded third place and are unable to 
  compete for first and second place. Likewise, if a 
  loser is recalled to fight in the final round, and 
  beats the challenger they are placed against, they 
  automatically gain third place. Eventually two 
  opponents are left and must fight for first and 
  second position. 
  Lyandros (Liane): Cunning -1[___], Intuition [___], 
  Athletics [___], Quick Fingers -1 [___] 
  Quatto: Strength -1[___], Parry -1[___], Athl’cs [___] 
  Satmon: Finesse -1[___], Sure-Footedness [___], 
  Athletics [___] 
  Urdril: Speed -1[___], Intuition [___], Athletics [___] 
  Weshnir: Caution [___], Dodge -1[___],Athl’cs [___] 
  
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  27
  6.2 Pedant’s Challenge: Iconic History 
  ⊕ The Duchess Speaks: “Now comes the time when our 
  bold challengers must evidence their breadth of knowledge 
  when it comes to antiquities. The items under consideration 
  for this contest are divine effigies of incalculable age, each one 
  with a specific set of meanings. Each contestant has two such 
  objects that they must describe and evaluate in three succinct 
  summaries.  The individual prize for the winner of this 
  contest is a magical pen and inkwell set that writes as you 
  dictate. Gentlemen (and lady/ladies) - to your chairs.” 
  Stewards pull the cloths from the large table, and 
  each contestant is taken to a chair. In front of each 
  chair are two odd statuettes of peculiar beings. 
  Some are half-fish, others half-bird or half-lizard, 
  some bestial and some are humans of extreme 
  beauty or repulsiveness. The GM generally 
  describes each one that each PC has before them. 
  What is not known to the contestants is 
  that the judges have little concrete knowledge 
  about these objects, and are open to confident 
  persuasion that what they believe to be correct 
  might in fact be wrong. Thus, this is not actually a 
  test of knowledge (Ψ PEDANTRY) but of bravado 
  (Ψ PERSUASION/IMPOSTURE). Each PC of course 
  gains the opportunity to use their Pedantry (which 
  will be at a penalty of 1 unless they have a relevant 
  specialism) initially upon the item in question. If 
  this fails, they may also attempt their Appraisal 
  (though this is at a penalty of 2). Should any of 
  these rolls succeed, the PC may in fact have some 
  general knowledge about the ancient divinity in 
  question, and the GM will need to make this up on 
  the spot. Otherwise, a strong case of talking fluent 
  and convincing nonsense is called for. 
  It is up to the GM exactly how the 
  mechanics of such a thing are organised. One 
  option again is to use the Tally system (DERPG: 
  p37) with each contestant having three chances 
  (per object) to make statements that impress the 
  judges with their detail and conviction. In this case, 
  the GM notes the reactions of the judging panel, 
  and the conviction with which the PC manages to 
  imbue his/her comments. 
  The magical pen and inkwell set is indeed a  
  fine prize, and works as described. You say the 
  activation cantrap and begin dictating. The pen 
  responds to simple commands like ‘stop’ and ‘new 
  paragraph’ but is otherwise quite pedantic, so it is 
  best to only use the device when one is guaranteed 
  to remain focussed and undisturbed. On any DF 
  with the activation cantrap the device writes in an 
  ancient foreign tongue, and continues to do so for 
  the next several (2xD6) days whenever used. (This 
  fact is unknown to the current owners – though 
  well known by the person who sold it to them.) 
  Lyandros (Liane) – He actually knows antiquities, 
  and is a good talker [+2 to result roll] 
  Quatto – Utterly fails to understand the contest: 
  “Duh, itsa godda wings un duh legs unn err…”[-3 to 
  result roll] 
  Satmon – Again has some knowledge of the ancient 
  gods and is a good waffler [+1 to result roll] 
  Urdril – No actual knowledge and not a great 
  convincer [-2 to result roll] 
  Weshnir – No knowledge but a good impostor (due 
  to his trade)[-1 to result roll] 
   
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
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  28 
  Scene 7: Day Four
  Preparations for the Day’s Challenges 
  A broad track around the marketplace is marked 
  out with a wall of hay bales on every corner, and on 
  each corner approach, and other general fencing of 
  wooden cases and other oddments is put in place 
  elsewhere along this length. Whilst all this is going 
  on, in the centre of the field carpenters construct a 
  sturdy platform two feet from the ground and 
  about 20ft square. When they are finished, posts 
  are erected at each corner and three lines of rope 
  circled around and secured to the posts. 
  7.1 Drayman’s Challenge: The Cart 
  Race 
  ⊕ The Duchess Speaks: “In order to test their abilities 
  as draymen, and to provide entertaining spectacle for our 
  honoured visitors at this time, we have elected to hold a cart 
  race. When the signal is given, each contestant must run for 
  a cart and drive it around the course for two complete 
  rotations. The winner will be the first one to complete this 
  feat, and wins a magical device known to our wizards as  
  Hoptile’s Bridle9.” 
   
  Sufficient9 lightweight carts and juvenile bauk to 
  pull them are now brought up to the start of the 
  course. The contestants are some distance away, 
  though a wide gap through the crowds has been 
  cleared. A judge holds a firecracker and lights it. Its 
  report is the signal to run. An initial Athletics roll is 
  required. This is at a bonus of 1 if the PC’s rating is 
  8 or more, and at a penalty of 1 if it is 3 or less.  
  Whatever result is rolled determines 
  positioning amongst the runners. (Note that it is 
  possible to be neck and neck.) The person/s at the 
  front get a bonus of 2 on the first following 
  Driving (or Riding – see below) roll, the second 
  rank get a bonus of 1, and the third rank get no 
  bonus or penalty. If a fourth rank of runners exists, 
  they suffer a penalty of 1 on the first roll. 
                                                   
  9 Hoptile’s Bridle is a leatherwork bridle that can be fitted over 
  any creature to turn it into a pliant magical steed – even semi-
  sentient ones. It is fully detailed on p43 of Turjan’s Tome of Beauty 
  and Horror (Pelgrane Press, 2003), or GM can invent.. 
  It is possible to use Riding instead of Driving – by 
  leaping upon the beast instead of the wagon seat – 
  but don’t tell the Players this. Weshnir the Wary is 
  better at Riding than Driving, and will think of this 
  himself, so one or more PCs might emulate him, 
  especially if he is ahead in the footrace section. Use 
  the Tally option (DERPG: p37). The person with 
  the highest Tally is in the lead, and so on. Each roll 
  indicates that a third of the track has been covered, 
  so six rolls in all are required to cover the two laps. 
  On an un-rerolled DF the wagon crashes, or the 
  beast bucks the rider off. If everyone has poor 
  Driving/Riding, the GM might like to consider an 
  isolated ruling where DF’s can be re-rolled at a cost 
  of only 1 point. If you need to supply an 
  explanation of why this is so, then perhaps the 
  beasts are highly trained and carts especially sturdy? 
  GM: Remember also to leave room/present 
  opportunity for all manner of sabotaging actions. 
  Any contestant driving a cart that makes an IS/PS 
  may attempt to crash into another for instance. The 
  scope for savagery is immense! 
  Driving/Riding: Lyandros (Liane) – [       ], 
  Quatto – [       ], Satmon – [       ], Urdril – [       ], 
  Weshnir – [       ] 
   
  7.2 The Defender’s Challenge: The Duel 
  ⊕ The Duchess Speaks: “And now we come to the final 
  challenge, where our valiant contenders must combat one 
  another so as to demonstrate their prowess with weaponry. 
  Traditionally this is the rapier, but any conventional 
  weaponry is allowed. Each contest finishes when one 
  participant surrenders, or falls down and does not arise for 
  the count of five. The head, neck and throat are not viable 
  targets, and anyone who strikes an opponent in such an area 
  is disqualified. Healers are on hand, but if anyone wishes to 
  pass on this contest they may do so simply by refusing to get 
  into the ring, or by jumping out of it before a winner has 
  been decided. The prize for this challenge is a magical Rapier 
  of Plangent Glaciation.”10 
                                                   
  10 The Rapier of Plangent Glaciation is fully detailed on p10 of 
  Cugel’s Compendium of Indispensable Advantages (Pelgrane 
  Press, 2001). 
  
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  29
  As with the Athlete’s Challenge, contestants are 
  paired by pulling names from a hat. Also as with 
  that other challenge, the GM is forgiven for simply 
  pairing each PC with a GMC for the first round 
  and claiming this as a coincidence. (Or even for 
  arbitrarily pairing contestants for the maximum 
  possible in-game amusement.) Grudges may come 
  out during this round, if the PCs and GMCs have 
  been fouling each other during the challenges. Run 
  these according to their standard rules for combat. 
  Optionally, the GM can incorporate 
  Athletics for those who wish to dance around the 
  ring looking for an advantage. [Note that this is 
  only possible if your Athletics Wallops (DERPG: 
  p33) that of your opponent. If such is not the case, 
  then using Athletics to assist you is not an option.]  
  One simple way to adjudicate such an 
  incorporation is to allow anyone who concentrates 
  on ducking and jumping rather than combat to act 
  thus: for each Athletics pool point expended they 
  gain a bonus of 1 on a single Attack or Defense 
  roll. However, a roll of 1 is still considered a DF 
  (showing the dangers of taking such risks). 
  Since this is the finale of the action, take 
  special care to evoke the excitement and tension as 
  the deciding points are wrung out of the challenges 
  through blood, sweat and tears. Since it would be 
  unfortunate if a PC was killed this early in the 
  ongoing campaign (although such may 
  unfortunately happen in later episodes) the GM is 
  entirely at liberty to fudge their woundings so that 
  they collapse, are ruled the loser, and are healed 
  moments before expiring. Possibly stewards (or 
  other PCs) may have to leap into the ring to stop 
  an angered GMC from finishing someone off. 
  Others may not be so lucky, and if it adds to the 
  excitement and sense of danger have one GMC 
  slain by another before the final rounds. 
  Lyandros (Liane): Cunning [___], Intuition [___], 
  Athletics [___] 
  Quatto: Strength [___], Parry [___], Athletics [___] 
  Satmon: Finesse [___], Sure-Footedness [___], 
  Athletics [___] 
  Urdril: Speed [___], Intuition [___], Athletics [___] 
  Weshnir: Caution [___], Dodge [___], Athletics 
  [___] 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7.3 The Final Rulings and the Award 
  Ceremony 
  After the final contest, those requiring healing are 
  dealt with by the Ethodeans in their tent, and if 
  anyone is killed they too are treated to the ritual 
  wailing from the followers of this goddess. (Before 
  being ceremonially burned on the edge of the 
  marketplace later on as dusk falls.) Whilst this is 
  going on, the judges deliberate their final tally of 
  points. This tally will ideally depend on the final 
  challenge, although the PCs may have managed 
  things nicely so that their desired result is assured. 
  (Though equally likely the GM may have worked 
  against this so that their grand plans have been 
  difficult to stick to.) 
  The Duchess, notables, sponsors, and the 
  judges gather on the small stage that was quickly 
  converted from the duelling platform whilst this 
  was going on. The Duchess is the one to speak, her 
  voice amplified by magic. She announces the 
  winners in reverse order. “Congratulations and our 
  thanks to our brave challengers this year. As always, despite 
  some irregularities, the contests have been entertaining and 
  exciting to observe. Unfortunately, not all that participate 
  can win. In third place is [insert name] with [insert no.] 
  points. For their efforts they are awarded this bag of 2500 
  terces, and free food and accommodation in Azenomei for the 
  next three days. In second place is [insert name] with 
  [insert no.] points. For their efforts they receive this bag of 
   
  The 
  Duchess 
  is 
  not 
  amused! 
  
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  30 
  5000 terces and free food and accommodation in Azenomei 
  for the next week. However, in first place, and this year’s 
  Monarch of the Fair is [insert name] with [insert no.] 
  points and sponsored by [insert name].” 
  The crowd cheers after each winner, but lets out an 
  enormous roar after the announcement of the 
  ultimate victor. This person is garlanded with 
  flowers, and carried around the Fairground on a 
  chair held up high by muscular farmhands. The 
  second and third place contestants accompany 
  them - on foot immediately behind. The GM 
  invents and describes sufficient pomp and 
  ceremony until late into the evening - to round of 
  this prestigious series of events with suitable 
  panache. Much drink will flow, various merchants 
  will offer to bank the new wealth of the winners, 
  persons of a seductive nature will be drawn to the 
  champion and his/her fellows, and to the runners-
  up (although less so). The fair itself goes on in the 
  evening and much fun and games may still be had, 
  especially if these options weren’t fully explored 
  during the evenings after the contest days. 
  The New Rules 
  Between now and next year the rules of the 
  challenges are changed in several ways, the most 
  important being (a) that magicians are no longer even 
  allowed to sponsor contestants, and (b) clarifying that 
  multiple representatives of a single individual are no 
  longer permitted as a means by which to exploit the 
  rule restricting one contestant per sponsor. 
  7.4 If a GMC Becomes Monarch 
  Iucounu is angered at being crossed. Even if the 
  PCs have hidden their plans behind a cunning 
  façade of trying to win, he suspects duplicity – nay, 
  is certain of it. If they have hidden their intentions 
  well throughout the contests, he will feign 
  moderate unhappiness (rather than the rage he 
  really feels) and invite them to a commiseration 
  dinner (and if applicable for the return of his 
  Achernarians – since he truly wants them back) at 
  his manse. There, he says, he will also outline a new 
  and lucrative mission he hopes they will agree to 
  perform on his behalf. He indicates that this is even 
  more important to him than the council position, 
  and that he hopes they will find it within their 
  capabilities and desire to redeem themselves within 
  his eyes. “Oh, it will be interesting; involving uncommon 
  opportunities to travel, and affording great reward.” 
  Moving On: Option 1 
  The PCs may refuse to go to the manse under any 
  pretence. In which case, Iucounu will ambush them 
  at their first campsite or inn after they leave town - 
  or just on the road - using specially trained 
  madlocks to assist him. In this situation adapt 
  Option 2. They will be hauled back to his manse in 
  terror, perhaps piled deep in the back of a cart. 
  Moving On: Option 2 
  Iucounu has a sumptuous dinner laid out and 
  invites them to dine. 
   
   
   
   
   
   
   
   
   
   
   
  When they actually sit down, the hall is swarmed by 
  madlocks who bind them in magical rope. Iucounu 
  is now free to rage:  
  “Do you think I am a fool, not to understand what you were 
  doing – cheating me through inaction. You were hired for a 
  task and yet deceived me at every step of the way!” 
  [Snicker] “My plans and wishes are now thwarted. Never 
  again will I be allowed the opportunity to enter a contestant 
  in the challenges nor therefore gain the seat on the council 
  that was so essential to my planned series of jests!” 
  [Cackle]“By rights I should inter you all deep within the 
  Earth using the Charm of Forlorn Encystment. A few 
  decades of isolation would teach you the meaning of 
  contrition!” [Chuckle] But instead I choose exile in the 
  barbarian north, a place I recently visited and found to be 
  the most vile and uncivilised I have ever had the misfortune 
  to encounter!”  
  He has the madlocks drag the PCs upstairs onto 
  the top of a turret and they are bundled into a large 
  cage of sturdy brass bars, which he locks. 
  
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  The Cruel Fate 
  (Coincidentally also sending the PCs to the start of the next 
  scenario in this series.) 
  Once the PCs are firmly incarcerated, Iucounu 
  recites the invocation of the Laganetic Transfer 
  (DERPG, p110). This causes an enormous winged 
  demon to arrive, grasp the cage and haul it high 
  into the cold night air, before carrying them north 
  at great speed for many hours, over Modavna 
  Moor, high over the Saponid Tundra, then the Wild 
  Waste. Finally they fly for hours more across the 
  Ocean of Sighs - before the demon drops the cage 
  on a desolate beach from a height of fifteen feet. 
  Describe the flight, and allow attempts to 
  communicate with a passing imp or the demon, in 
  suitably grim and chilling detail. 
   
   
   
   
   
   
   
   
   
  7.5 If A PC Becomes Monarch of the 
  Fair 
  Iucounu is understandably pleased, and 
  congratulates them effusively. He unconditionally 
  forgives all problems, promising that no bad-
  feelings remain. If Achernarians were applied, 
  Iucounu invites the PCs to his manse at their 
  earliest convenience to have these parasites 
  removed and enjoy a celebratory dinner. 
  Townsfolk of quality do not associate with 
  the Monarch or his friends, because of the 
  deception involved in their entering the challenges. 
  But in order not to offend Iucounu, they will be 
  politely cold, rather than vicious or slanderous. Still, 
  at least one romance will occur for a PC. 
  If PCs did not suffer the alien infestation then a 
  few days of ‘celebration’ may occur before their 
  date with Iucounu. Strongly pre-emptively illustrate 
  what they are about to lose – the fine apartments, 
  excellent food, cash rewards, and ‘energetic’ 
  romances for at least two characters. However, 
  Iucounu will very soon politely invite them to 
  dinner at his manse, to “discuss several concerns” 
  he has about the behaviour of the Monarch and his 
  friends and how this might reflect on his own 
  position on the council. At dinner he explains that 
  persons of influence are hinting that a passage in 
  the rules suggests that if the Monarch is guilty of 
  extreme behaviour his sponsor can be evicted 
  prematurely from the council. Nonetheless, he says 
  he is sure a compromise is possible with some 
  modification of their behaviour. 
  If the PCs refuse to go to this meeting, 
  refer to Option 1 above. If they do go, refer to 
  Option 2, but change Iucounu’s mood from rage to 
  coldly considered, and substitute his words with the 
  following: “It pains me to reveal that after due 
  consideration I feel my plans cannot risk being compromised 
  by the antics of such unpredictable characters as yourselves. 
  Since you have served me well, I hold that the Law of 
  Equipoise prevents me from terminating your existence. 
  Nonetheless, you must be removed.” [Snicker] “Burial 
  beneath the Earth at a depth of 45 miles is appealing, but is 
  perhaps tantamount to death. Therefore I choose to send you 
  far from this region to a distant and barren place I had the 
  misfortune to visit recently. Persons of your resources may 
  even find a way to thrive there.” [Chuckle.] 
  As the PCs are dragged painfully to the 
  cage (see above) they cannot fail to notice a 
  bemused and still slime-dripping vat-grown 
  construct that exactly resembles the new Monarch 
  (the PC winner). Elaborate this meeting as far as is 
  amusing. 
   
  Abbreviations Used in this Work: 
  DERPG – ‘Dying Earth RPG Rules’ (Pelgrane Press, 2001) 
  TDE – ‘Tales of the Dying Earth’ by Jack Vance  
  (Millennium, 2000) 
  SVG – ‘Scaum Valley Gazetteer’ Webster  
  (Pelgrane Press, 2002) 
  XPS – ‘Excellent Prismatic Spray’ (Pelgrane Press – various) 
  
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  Appendix 1 – The Great Fair
  ⊕ The lively fair is situated on a huge field that stands on the arm of land where the Scaum and Xzan join. 
  Nearby are stands of fruiting trees and copses of fluttering yellow bilibobs. A decrepit wicker palisade 
  encompasses the whole of this wide area. If it is meant to prevent people from passing easily in or out of the 
  fair it is clearly ineffectual. Amidst this bustling throng are stalls, booths, entertainers, and a great mass of folk 
  determined to enjoy a fine day. 
   
  Merchants 
  The more prosperous local merchants have permanent booths, and arrive with their goods on a wagon early 
  every morning that a market is held – usually accompanied by one or more muscular hirelings. These traders 
  mostly live either nearby in a riverbank manse, or else in Scaumside, south of the river. The successful 
  merchants who travel from more distant places for the larger markets (and the Great Fair) have arrangements 
  for sturdy semi-permanent booths to be erected on their behalf. These folk stay in one of the better inns.  
  The booths, whether temporary or permanent, are sturdy wooden constructions, usually with a lockable back-
  room, that is likely to be protected by cantraps or other measures. Regardless of its level of security, it is not 
  usual for any merchants to leave valuable goods unattended overnight, unless they are able to afford reliable 
  guards, or are sufficiently dedicated to stay on the premises overnight. (This is a fairly common occurrence 
  during the larger fairs, where middling prosperous merchants sleep with their goods, usually with at least one 
  other person assisting the thief-watch.) 
  The second tier of traders are peddlers, folk of good standing who have a more modest stall – 
  sometimes a hut, and sometimes nothing more than an old door laid across trestles. Some of these sleep with 
  their goods, others have a handbarrow and/or associates, and take their goods back to a tavern room each 
  evening. Those who stay behind in the evenings eat around communal fire-pits near the river. The difference 
  between these folk and the lowest tier of traders, is that these folk are commercially reasonably successful. This 
  might be either because their goods are fine local crafts (perhaps produced by themselves or their relatives) or 
  because they are excellent traders with a fine eye for value and a talent for trader’s patter.  
  The greatest number of traders are a poorer lot, who display their wares on the grass or a blanket. These have 
  no greater status amongst the other merchants than the general public who browse the stalls. 
   
  Incidental Entertainments 
  Vegetable Contests 
  Local farmers are eligible to bring along their best and biggest vegetables, and town councillors judge the best 
  in several categories (including ‘most amusing shape’). The judging takes place under large open tents, and each 
  entrant normally jealously guards their offering until judging is complete. 
  The Punch and Judy Show 
  Available both in shows for children, and in the evenings in more risqué versions. 
  Tug of War 
  Local bravoes have arranged themselves into teams on either side of a specially created muddy quag near the 
  riverbank. This is always highly amusing for the spectators, and a small sideline in betting takes place. If the 
  PCs wish to they may field a team. Teams are coincidentally all the same size as the group of PCs (3-5), or 
  perhaps PCs need an extra recruit. Mechanically each GMC team is ranked either with a boon of 1, levy of 1 or 
  no adjustment. The GM uses their best assessment to decide on the relative strength (Athletics/Attack – 
  Strength) of the PCs compared to their opponents. For each stage of the tug, the lowest rolling team is pulled 
  
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  half as many steps forward as the difference between the rolls – round fractions of less than 1 up, and fractions 
  of higher than 1 down. There are ten steps between each group and the mud. Once the lead character is 
  adjacent to the mud, they must make an Athletics roll each round to keep their footing. If this fails, all is lost as 
  they slide into the mud – and their fellows after them (except for someone making an IS with Athletics, who 
  can throw themselves aside). Incidentally, the prize for the winning team is a massive cake from Dame Mygens 
  famous Cake Shop. (Thus resistance to Gourmandism might tempt the PCs into this amusing activity.) 
  Mechanically, the leading character uses points from a pool composed of his own Athletics pool points 
  enhanced by half the points from the Athletics pools of his fellows, then halved. After the match is over, the 
  lost points are divided equally and as equal an amount as possible taken from each participant’s Athletics pool. 
  Guess Whose Feet? 
  Various well-known locals line-up behind a screen with trousers or skirts held up slightly, so that their feet and 
  ankles are visible beneath the screen. Others must guess whose feet belong to who, and can win a reward – 
  usually a sack of prize-winning vegetables. 
  Pie-Eating Contest 
  No more or less complicated than it sounds. A group of large men sits at a long table, each with 20 pies in 
  front of them. The first to down all of them wins 100 silver terces. (Those producing significant wastage – 
  crumbs, rinds, and sections of pie strewn around which are not actually eaten - may be disqualified by the 
  judges.) [It is unlikely that any PC possesses the prodigious Gourmandism required to triumph at this 
  competition in the face of the prodigious local contenders, but it might be amusing for them to try.] 
  Wrestling Matches 
  Huge, sweating, leering, and obscenely muscled individuals challenge all comers for a purse of 250 terces. (Won 
  if you can throw them from the ring or knock them out by slamming them against the canvas.) The rules are 
  simple – no punching, no eye-gouging, no scratching, no squirrel grips. [This is the event here that most readily 
  suggests itself for role-playing fun if one of the PCs has Strength 8+ as an Attack – since this acts as a boon of 
  1 to their Athletics for the purposes of wrestling. GM’s will need to invent amusing protagonists, and a tough 
  PC might net himself a purse of winnings before local favourite Mandsel ‘Haystacks’ Vrambon flattens him.] 
  Juggling 
  Various performers, some on stilts, some using clubs, some firesticks, some balls, do their best to entertain the 
  crowds with their antics. They do this as a means of earning money, and are all part of the single licensed 
  carnival that the town council permits to come to the Great Fair. GMs should go to some effort to describe 
  individual acts as part of the fair’s general ambience. Perhaps even roll a dice to indicate how impressive any 
  performance is (though it will only be very poor if a DF is rolled). GMs can even simply tell the Players that 
  PCs are impressed with various specifically named parts of any performance if an IS (or possibly PS) is rolled. 
  Some acts rely on lithe female performers, so Resistances against Rakishness may need to be made in order to 
  decline to part with a terce or two in appreciation. 
  Corn Doll Competition 
  Like the vegetable contests, local children compete to make the most beautiful doll out of stalks of corn and 
  ribbons. The prize is usually a cake or some more robust doll from one of the shops in town. 
  Contest of Grotesques 
  Anyone may bring along the most repulsive living creature they can find – whether sentient or entirely animal. 
  These are displayed all afternoon for the amusement of the fair-goers. The cost to enter a grotesque into the 
  judging is 100 terces. (This prevents the presenting of frivolous candidates, which was a problem in the past.) 
  
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  In the evening independent judges award a purse of 500 terces to the person whose grotesque proved the most 
  popularly repulsive. This year, there are seven entries: 
  i) Juvenile Deodand – chained and slavering, this creature alternates between lunges and cringing. It is clearly 
  a young deodand, although very nearly full adult height. Three uncouth opportunists (adventurers) have 
  brought this specimen. 
  ii) The Abominable Vat Creature – Though otherwise apparently fully human, this man has skin that he can 
  turn transparent through mere concentration. He had entered himself in the competition. (A former anatomy 
  model from the Scholasticarium.) 
  iii) The Book of Obscenities – Xallops the Archaeologist (TT: p134) has uncovered another fascinating book 
  from an ancient ruin (or perhaps it is the same one). It contains motile pictures of hideous historical events. 
  Xallops is showing the depiction of the mountainous mound of dying enemies (that Golickan Kodek created 
  on Modavna Moor) to anyone who cares to look. 
  iv) A Barbarian Lizard Man – This humanoid creature was captured somewhere across the Songan Sea and is 
  secured with chains and manacles. Perhaps once it might have been savage, though that is debatable, but it is 
  now a pitiful sight, and obviously ill-treated by the ruffians that have entered it into the competition. 
  v) The Walking Corpse – A magician named Tzant is accompanied by what is clearly a person dead and 
  desiccated for many years. He names this only as ‘the walking corpse’. It will win the contest unless PCs 
  somehow intercede. The corpse is sentient and may often be seen conversing with Tzant. It is also very 
  flammable – if utilised this fact angers both corpse and magician. 
  vi) A Minor Gargoyle – this horrid little stony creature is around 3ft high. It scampers, leers, and scratches 
  itself. The person presenting this exhibit is a woman adventurer (actually a minor mage), and this is her servant 
  – though she does not specify this fact. When the judging occurs, the gargoyle goes through a routine of 
  obscene gestures and actions that it has obviously rehearsed well, and finds amusing to perform – especially 
  when people react with shock and disgust. The woman herself seems pleased with its routine, and feeds it a live 
  rat afterwards (which she pulls from a wriggling sack). 
  vii) The Repulsive Clown – this man is dressed as a jester, but his garments are ragged and smelly, and he 
  does not seem to be a particularly jolly soul. When it is time for him to be judged, he performs a comedy 
  routine of jokes designed to turn the stomach and offend the sensibilities, and incorporates a lively selection of 
  disturbingly noxious flatulence. He is so disgusting that the judges have to deliberate for some time between 
  him and the walking corpse as most grotesque entry. 
  Standard Hustles 
  PCs should be too wily to enter such things, but here are two examples of the kind of thing that is common: 
  Find the Lady – Bet your terce, find the card from the rotating three on the table, and win 3t back. What can be 
  simpler? Well, the cardsharp in question is adept at hiding the real lady in a groove in the edge of the table 
  most of the time. Only someone deliberately looking for trickery who has either Gambling or Perception 8+ 
  and rolls an IS will see him do this, though such a person rolling a PS will notice his hands moving oddly as 
  they speedily manipulate the cards. (Once they have observed this action, both an IS or PS will notice it again 
  on future rounds.) The sharp changes the cards around in several separate flurries, usually making the change 
  in the third or fourth flurry. So after the first, or during the second, flurry, a swift participant might identify the 
  card (IS or PS success) and slam their hand down on it. (The sharp will be less able to argue that he hadn’t 
  finished his adjustments if the PC acts during the second flurry.) Note again that the GM rolls the dice, and so 
  the PCs/Players will never be sure if they know where the correct card is. On a DF or QF they will think they 
  do, on an EF or HBS they won’t have a clue. 
  The Pea Under the Nutshell – Same sort of thing. The hustler is adept at gripping the pea between thumb and 
  forefinger, slipping it under and from out of any shell she wants to. Thus it is ‘never’ under the first shell 
  chosen and rarely under the second. Same observation chances exist as above, but this one is less easy to 
  
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  sabotage with a pre-emptive strike (since the pea is actually usually in the hustler’s hand). One way to do it is to 
  push the hustler back or suddenly restrain them – prior to lifting the shells to show that no pea is under any of 
  them. However, such things have been tried before, and the hustler has trained herself to kick over her wooden 
  table and drop the pea if attacked by surprise. It is also possible that this huckster is a former adventurer and 
  long ago managed to memorise one spell, and now uses it to help them – the Spell of the Slow Hour (DERPG: 
  p110) – in an emergency. IE she will activate this when attacked and place the pea in a superfast flurry 
  disguised as continuing her normal dextrous actions. 
  Fire-Twirling 
  More popular when the light starts to fade in the evening, but still happening on and off during the day, small 
  groups of exotically (and scantily) clad young women and men twirl chains with flaming ornaments on the 
  ends. They do so in amazing patterns and with great agility. See ‘Juggling’ above for further details. Even on a 
  DF a fire-twirler will not suffer more than a dropped chain and a minor singe – since they are all well-practised 
  professionals. 
   
  The Coconut Shy 
  This regular carnival event as usual seems easy, but is very hard. The coconuts are each wedged into their 
  stand, each of which is made of a flexible wood that grips them tight. The huckster in charge knows how to 
  twist the coconuts so that it seems as if they are loose when he removes, tests, or adjusts them – which he does 
  before each demonstration he performs. If any PC wishes to have a go, the cost is 1t per three throws and the 
  prizes are in coconuts – if you knock one off you get two. Note also that the stall is protected by a cantrap that 
  detects if magic assists any throw. Mechanically, a single roll of the dice calculates each throw. No adjustments 
  are made, because the task is so hard, and note that the GM rolls the dice for a secret result. If a character has 
  Attack (Strength) of at least 8, and/or Athletics of 10 or more, they succeed on an IS roll only. Others will 
  never succeed. The huckster will always call out his disappointment when someone fails to knock off a 
  coconut. 
   
  The Dagger Throwing Range 
  This operates in a similar way to the coconut shy. Along the back wall of the booth are many playing cards. A 
  single terce will buy you the opportunity to make three throws with the daggers supplied by the stall-keeper. It 
  is not permissible to use your own daggers, because the storekeeper requires everyone to be on an “even-
  footing”. If you can stick each dagger cleanly into three cards you win a choice of one of several decorative 
  wooden carvings. If all three cards are nobles then you win a small shiny metal ornament such as a decorative 
  fish, a mirror, a brooch, a pair of spiral earrings etc. (All very suitable for impressing one’s date). Mechanically, 
  also a single roll is required per dagger throw, with the following adjustments. (Again the GM makes all rolls 
  secretly.) 
  Base Chance – None (Without adjustments below it is impossible to hit a card, since the daggers are weighted 
  badly. Exception – perhaps on a DF you accidentally hit one – but not a noble.) 
  Bonuses – For every one of the following bracketed options that apply to a PC, they gain a bonus of 1, to a 
  maximum bonus of +2 (Quick Fingers of 8+; Attack style of ‘Cunning’ or ‘Finesse’, Defense style of ‘Sure-
  Footedness’.) Note however, that on the first throw no bonus is applied – as the thrower initially becomes 
  aware of the odd balance and trajectory of the knife. Similarly, even if the PC has the maximum bonus of +2, 
  on the second throw they can only gain a +1 bonus, and do not get the maximum until their third throw. Since 
  the Players themselves are not aware of these specific mechanics, they act as a realistic representation for this 
  game of ‘chance’. 
  
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  Gwatibble’s Dancing Hoons 
  Gwattible is a huge, bald man, immensely strong, and actually a vat-grown construct with a fair degree of hoon 
  in his own make-up. He carries an immense whip, and sports massive black boots, grey trousers and a dark 
  blue heavily-ruffed shirt. He sets up his little roped area somewhere in the fairground, drives a great metal stake 
  into the ground and attaches two chains to it. Then he fetches his two hoons one by one from their nearby 
  caravan-cage. These are then attached to the stake by means of large chains. Using a whistle and the whip, the 
  hoons are thereby ‘encouraged’ to engage in amusing movements and pantomimes. Both creatures seem 
  undernourished and terrified of Gwattible. If the chance arises, a member of a rival entertainment troupe uses 
  a cantrap to snap the chains at a crucial moment, and the PCs are coincidentally nearby when the hoons make 
  their desperate bid for freedom. Whether they savage small children and reveal themselves as monsters, or 
  whether they are pathetic prisoners soon hacked down by alarmed and overzealous constables is up to the GM. 
  Pickpockets 
  Pickpockets operate throughout the crowd – locals targeting foreigners, foreigners targeting the rich, and those 
  with no discrimination at all. For any significant period that a PC or group of PCs spends wandering the fair 
  roll a single dice. On a 1, a pickpocket targets a random PC at some point during that time. Do not specifically 
  alert the PCs to the presence of pickpockets unless they seek pertinent advice from a knowledgeable GMC. It 
  may not be until one PC has been robbed that they adopt any sensible safety measures. Some pickpockets are 
  career criminals, others mere roguish opportunists, others youngish children with a carefully-cultivated air of 
  heart-wrenching poverty and malnutrition. Note that many also operate with back-up, carefully passing their 
  stolen goods to a third party moments after the theft. Such a switcheroo might be noticed (IS or PS) but also 
  might not. They are not so well organised that further persons line up for this subterfuge – if the first 
  switcheroo is noticed then he/she is in trouble. 
  Mechanically, first of all roll for the Pickpocket with an automatic bonus of 1 due to choosing his/her moment 
  carefully in the crowd and bustle of the fair. The PC counters with a single Perception roll, and has two 
  possibilities to gain a bonus of 1. First, if the Player has recently, or often, stressed that their PC is tautly alert 
  for pickpockets; secondly if the PC has a Perception of 8+. Thus it is possible that the PC might counter with a 
  +2 bonus. Note also that various methods of securing one’s valuables might automatically defend against 
  pickpockets, for instance an elaborate codpiece is unlikely to be rifled without you noticing. Other less 
  stringent measures, such as securing one’s cash inside one’s jerkin might also serve as well, as a pickpocket 
  would have to somehow undo your jerkin to reach them. 
  Pocket Picking Results: 
  Pickpocket (PP) rolls 1 degree higher than victim: PP only locates your valuables, but cannot reach them safely. On their next 
  attempt they roll at a further bonus of 1. 
  PP rolls 2 degrees higher - they obtain some small item or a few coins. 
  PP rolls 3 degrees higher - they obtain some significant object including possibly your money pouch. 
  PP rolls 4 degrees higher - they obtain your most expensive item. 
  PP rolls 5 degrees higher - they obtain your most expensive item plus some other minor object or some coins. 
  PP rolls same as victim - victim is alerted and theft is thwarted, but PP escapes into the crowd. 
  PP rolls 1 degree less than target - PP obtains some small item or few coins, but is noticed whilst doing so. Victim may pursue 
  hard on their heels as PP attempts to flee through the crowd. 
  PP rolls 2 degrees worse than target - target is instantly alerted and may attempt an attack on the PP. 
  PP rolls 3 or more degrees worse than target - target automatically apprehends the offending invasive hand/wrist. 
   
  
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  Taking a Chance 
  Some PCs may wish to enhance their own funds through a variety of nefarious means. Since all have been 
  inveigled into taking part in the challenges, Iucounu (or even their own sense of self-preservation) may alert 
  them to the fact that being caught in criminal acts is likely to get them disqualified. However, such 
  considerations apply more to obvious crimes such as picking pockets or mugging wealthy citizens down dark 
  alleys. Many other activities are less likely to result in criminal proceedings, even if discovered. If the PCs set up 
  their own bunco operation within the Fairground, they will shortly be visited by constables and asked for their 
  permit. As mentioned elsewhere, a particular troupe of entertainers has exclusive license to run 
  ‘entertainments’, and gives a hefty fifth of its takings to the town council. The list and description of licensed 
  ‘entertainers’ is thus available to all senior constables for regular checking. If the PCs keep watch for the 
  constables, they may nonetheless manage to bilk a few fair-goers of their terces and then ‘do a runner’. If the 
  constables catch them in the act, and the PCs act innocent, there is a chance (Ψ PERSUASION) to be let off 
  Scot-free. If this fails, fines may be levied. There is a levy on Persuasion chances to resist minor penalties if the 
  PCs are apprehended trying to flee the scene. Being known as challengers has a mixed blessing – it allows them 
  some small leeway, but allows them to be easily recognised later by their victims. 
   
   
   
  Appendix 2 – General Knowledge about the Contests
  Day 1 
  1) The Running of the Bauk 
  Before each Great Fair, the circle of main streets nearest the Duchess’ manse are lined with barricades of 
  thorny bushes and bales of hay, and around three-dozen forest bauk are released at noon - and run frantically 
  up and down, seeking egress back to the wilds. Anyone who wishes to register for the challenges to become 
  ‘Monarch of the Fair’ must first prove their bravery by dashing around the course, and not only surviving - but 
  also somehow managing to ‘garland’ three bauk. Once these hopefuls complete their run, many other local 
  bravoes and dozens of out-of-towners also try the course, optimistically relying on safety in numbers to protect 
  them. This tradition began with the Duchess’ father, a century or so ago. A rather bloodthirsty fellow, he used 
  to run himself (in disguise) during the first few years, and after that used to watch from a balcony – cheering 
  when unfortunates were tossed over barricades or trampled underfoot. Whilst most view the scene from their 
  balconies or behind barricades, much prestige is later had by evidencing scars and bruises and telling exciting 
  tales of your experiences. During this event about a tenth of the participants are significantly injured, and each 
  year usually accounts for at least half a dozen deaths11. (More deaths would surely occur but for the healers of 
  Ethodea who remain on hand. Mind you, as efficient as they are, the healers have no miraculous powers 
  beyond standard spells, only ways of accelerating natural healing processes.) The exact streets are: the Xzanside 
  Road from Duchess Street (the main turning south of the Duchess’ Manse) to the end of Fairview Lane 
  (junction north of Huzanter’s), Duchess Street as far as Fairview Lane, and all Fairview Lane. This provides a 
  circular track of a little over three miles, which is lined with screaming spectators behind their barricades.  
  2) Registration – Early Evening 
  All contestants must have a local sponsor to provide them with a character reference and pay the substantial 
  fee. This sponsor must be of financial means, and a citizen of Azenomei, since if their champion wins, the 
                                                   
  11 Curious PCs may discover that most deaths are from amongst those aiming to be contestants in the challenges. 
  
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  sponsor gains a seat on the city council. The cost to register a contestant is 10,000t12. Each sponsor may 
  register only one contestant. (This latter information may appear to derail any grand plans the PCs have of each 
  of them somehow entering.) 
   
  Day 2 
  3) Contest 1: The Hunter’s Challenge – Morning 
  Each contestant must show themselves appropriately skilled in the arts of hunting. (Previous challenges: a 
  simple archery contest, wrestling with juvenile erbs, spearing a single charging hoon after it was released from a 
  cage, throwing a series of spears at a moving target, lassooing a wild bauk, and identifying a series of pelts.) 
  4) Contest 2: The Steward’s Challenge – Afternoon 
  Each contestant must display capabilities of a domestic nature. (Previous challenges: preparing a sumptuous 
  meal, making a four-tiered hat, tasting and identifying several wines, balancing a complicated account ledger, 
  sewing a set of large curtains suitable for the drawing room of the duchess’ manse13, and re-upholstering an 
  antique couch.) 
  Day 3 
  5) Contest 3: The Athlete’s Challenge – Morning 
  Each contestant must perform some feat of athleticism, or a series of feats. (Previous challenges: an obstacle 
  course, the long-jump, swimming the river, a riding race, a foot race, arm-wrestling contests, carrying blocks of 
  stone from one side of the field to another, and leaping through rolling hoops.) 
  6) Contest 4: The Pedant’s Challenge – Afternoon 
  All contestants are presented with a series of valuable and/or rare items and must describe their secrets to the 
  judges as best they can. (Previous items: coins from the previous aeon, a selection of the various wines of the 
  region, a variety of rare editions of the poems of Mortiquaan, Soussanese pottery, the season’s fashions, and 
  jade statuettes from the Kang Dynasty.) 
   
  Day 4 
  7) Contest 5: The Drayman’s Challenge – Morning 
  Each contestant must show their expertise in handling a cart drawn by a draft animal – usually a bauk gelding. 
  (Previous challenges: an obstacle course, an unusually recalcitrant species of animal, a straightforward cart race, 
  a race to put all four wheels on a wagon and then cross the field to a finish line, and loading a cart and driving 
  it over uneven ground – with the winner being the one whose load survives the best.) 
  8) Contest 6: The Defender’s Challenge – Afternoon 
  Contestants are paired into duels with rapiers or their other common weapons. Judges measure skill and assign 
  points as they watch. Occasionally this is changed to a variant form – such as staff-fighting, but such things 
  have proved unpopular with the crowds, and so this final challenge is likely to be a match of standard weapons 
  as normal. It is always last because although people rarely die (no more than one person every three fairs or so), 
  they often enough become so wounded as to require a few days to fully recover – even when under treatment 
  from the healers. 
                                                   
  12 GM: A purposefully massive figure, as this plot device alone explains why so few contestants are entered. Local rumors claim (accurately) 
  that the council seat  inspires the wealthiest, and the fee bolsters the coffers of both the Duchess and the ranking council members. 
  13 It was not entirely coincidental that he Duchess was renovating her personal apartments that year. 
  
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  Appendix 3 – Sundry Tricks and Diversions
  Running of the Bauk  
  During this challenge, one or more of the extremely alert PCs may observe (Ψ PERCEPTION -1) the following:  
  Lyandros (Liane) – seems occasionally to exert feats of unusual agility. (His boots are potent magical artefacts 
  that enhance his dexterity. They are also enchanted to not be easily revealed as magical.) Satmon is capable of 
  strange contortions to avoid the horns of the bauk. (Being an archveult, his joints are elastic.) Weshnir seems 
  occasionally to blur oddly when he is in physical danger. (A cantrap to obscure his exact location in space: he 
  will not be able to use such advantages in following challenges.) Should a PC consider pointing out cheats to the judges, 
  make sure that at least one of the above is seen to notice one of Iucounu’s assistances. It is probable that the observer would be 
  Satmon, who’s archveult senses can perceive a wider spectrum than human eyes. 
   
  Spy Spirits 
  Marcoster’s spies are blocked by Iucounu’s device. However, Iucounu’s spies are only ‘revealed’ by Marcoster’s 
  device. Therefore the PCs will need to create some kind of subterfuge. The simplest idea is to invent a code so 
  that whenever Iucounu’s spies appear the PCs can break into discussions of how they “plan to win the contests 
  for the greater glory of Iucounu”. The arrogant magician will thus be appeased, and his spies will soon depart. 
  Marcoster may at some point confront the PCs grumpily, giving them the impression that he is frustrated that 
  his spies have been blocked, but since he presumes they (the PCs) have nothing to do with this, his 
  implications will not be overly vindictive or accusatory. 
   
  The Hunter’s Challenge 
  For the actual challenges, everyone knows that the scrutiny for illegal magic is much stronger and so cantraps 
  cannot safely be applied. If the GM so desires, Satmon may be set up as most likely overall winner. If so, not 
  only is he double-jointed (though will only use this when sure of being free from observation), but also has a 
  strange hypnotic power over half-men. He may initially have problems with his pelgrane, but then softly talk it 
  into submission – so that it meekly allows itself to be tied. If challenged, he will explain this as a trick he 
  learned in the distant east. Iucounu’s overworld magic can little help the PCs here, and in any case, Iucounu is 
  clever enough not to risk potential discovery early in the challenges. He knows his representatives will be under 
  especial scrutiny and is taking a calculated risk in order to divert suspicions. Lyandros (Liane) also has the help 
  of his magic boots, which might give him a boon/bonus on agility. Observers will notice only that he is very 
  sprightly. One benefit Urdril has as a vat-grown construct might be that he resists normal physical damage. IE 
  a boon or bonus on his Health rolls. GM adjudicates as applicable, and again a PC that is close by might 
  observe (Ψ PERCEPTION -1) something of this. 
   
  The Steward’s Challenge 
  Iucounu cannot influence Etiquette, but can send spirits to enhance the flavour/quality of the prepared 
  foodstuffs. (Only the PC whose food is being enhanced will be able to see this as it does its work during the 
  closing moves of the preparation – after the PC has made their roll.) The GM may thus choose to improve any 
  PC Stewardship roll by two levels. (IE QF to HBS etc.) If so, have the judges evidence extreme surprise that 
  such an odd-looking combination/preparation somehow works so well. Of the GMCs only Satmon may 
  influence this contest, and in a similar way. He has magical dust concealed beneath his fingernails (in the hopes 
  that one of the Stewardship tasks would be food preparation). When added to any food, it enhances the taste 
  significantly. (GM improves Satmon’s result as appropriate.) Unfortunately, within the next hour, these bizarre 
  overworld spices cause extreme nausea and vomiting in the human system. (The temporary debilitation of the 
  
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  judges will cause alarm, but the cause will never be traced.) Again, an observant PC might (Ψ PERCEPTION -1) 
  see Satmon surreptitiously flicking out dust from beneath his fingernails, or may simply observe him acting 
  oddly. Bear in mind that the judges and crowd are also watching, so there would have to be some rationale as 
  to why nobody else observed this. (Perhaps close range only?) 
   
  The Athlete’s Challenge 
  Satmon and Lyandros (Liane) both have an agility advantage here. Iucounu can assist PCs by using spirits 
  that assist their balance. Such a spirit will only be able to act three times for any PC, and the PC perceives the 
  assistance as unseen hands. 
   
  The Pedant’s Challenge 
  Iucounu cannot help the PCs here. Satmon is at an advantage because he actually knows something of 
  Earth’s ancient deities. 
   
  The Drayman’s Challenge 
  Iucounu will assist the two PCs who have the most points to run faster in the first part. They will feel 
  themselves slightly lifted and propelled, and gain a bonus of 1 to their Athletics roll. Otherwise, Iucounu can 
  only help PCs with their balance. (See the ‘Athlete’s Challenge’.) Basically, the first three times that a PC faces 
  disaster a spirit assists them to regain control. In some instances such help may be impossible, so the GM has 
  to assess each incidence individually. Note also that by now Iucounu will be aware that some of the PCs have 
  little or no chance of winning, and may not bother to send any spirits to assist them. (Though if a PC falls off 
  their cart and is about to be run over and crushed, Iucounu might – if only to assist the morale of the other 
  PCs he hopes might yet win – have spirits assist them in rolling to safety.) Note that if any GMCs are horribly 
  injured after a DF sends them crashing onto the track beneath the wheels of other contestants, the healers can 
  revive them through simple use of Edan’s Thaumaturgic Poultice. Satmon and Lyandros both have a sleight 
  advantage due to their enhanced agility. GM adjudicates as appropriate. Urdril’s advantage only becomes 
  applicable if he takes damage as part of this challenge.
   
   
  The Defender’s Challenge 
  Again Satmon and Lyandros both have a sleight 
  advantage due to their enhanced agility. Urdril has 
  a major advantage, since his enhanced physical 
  form resists injury. If he is repeatedly stabbed this 
  will cause some suspicion to be levied against him, 
  and he might even be revealed (via a ceremonial 
  detection conducted by Marcoster – or Iucounu) as 
  having significant half-man plasm – and therefore 
  be disqualified. (See also the final boxed Diversion 
  below – as such a revelation might have other 
  implications as regards an ongoing investigation.) 
  Iucounu can use spirits to have the first three 
  successful attacks on a PC diverted or slowed. IE a 
  bonus or boon applied to the PC’s Defense. 
  However, in order to minimise suspicions against 
  him, Iucounu will only send these spirits to assist 
  PCs that have a chance of winning. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Foul Murder 
  The GM will ideally develop various interesting subplots that take place throughout the evenings and in between challenges. These 
  may vary from simple long-cons performed by the PCs (or upon them), through extended romantic intrigues, to rivalry with local 
  bullies who have no time for grasping and effete outsiders. Here is an overview of a specific and fairly complex series of incidents to 
  serve as an example. GMs who use it will need to extend and elaborate the events and implications suggested below. We gratefully 
  acknowledge the inspiration of Michael O’Brien for this particular idea. 
   
  Day 1 - During the morning an hour or two before the Running of the Bauk, one or more PCs will observe a 
  group of travellers much like themselves haranguing constables. The travellers claim that one of their associates 
  went off with a man she met in a tavern last night and has not been seen since. The constables are 
  disinterested, but take down a rudimentary report. 
   
  Day 2 - Some time during the Hunter’s Challenge, local youths discover a partially dismembered body in the 
  woods southeast of the Fairground. This is quickly brought to the attention of the constables. Once the 
  excitement of the Challenge has died down, the rumour quickly spreads. Various exaggerations become ‘fact’, 
  such as “the person was ripped clean in half”, “all their blood was sucked out”, and “the body was found 
  wedged high in a tree”. Normal folk are kept out of the woods by constables, but a few persons of note are 
  allowed to visit the scene. If the PCs can make a reasonable claim (Ψ PERSUASION) to have experience in 
  mysteries, they will be believed and allowed to view the evidence. A young man has been slain (broken neck) 
  during the night and his entrails partially devoured. The GM should devise ways in which suspicion (in the eyes 
  of the PCs alone) falls upon Satmon. Satmon is prone to night wakefulness – he does not need sleep, only 
  meditates for an hour or so before dawn. Thus he roams the quiet town streets and countryside. Satmon may 
  be observed and followed (Ψ CONCEALMENT, STEALTH) by PCs this evening. If the PCs also think to watch 
  Urdril they may see that he also is a nocturnal wanderer. If a half-man was seen on the approach to Pergolo 
  and not slain, it should be encountered and slain during this night, by PCs or others. 
   
  Day 3 - Shortly before the Athlete’s Challenge a woman’s body is found in the town Backs, in a similar 
  condition to the man slain yesterday. She was slain last night. The town is in an uproar, and the Challenge 
  postponed more than an hour. Marcoster and Huzanter use magic to scour the streets for hidden half-men. 
  Announcements declare nobody is to travel in groups of less than three after dark. If the PCs followed Satmon 
  through the whole of the night they may (correctly) consider him vindicated. Bootprints are found near the 
  body, but the senior constables are still convinced that a dangerous half-man predator is haunting the town. 
  From tonight onwards patrols of armed constables will be scouring the district, and PCs may encounter them if 
  they are abroad. If so they’d better have a good excuse for skulking around at night. If they are as yet unaware 
  of Urdril’s wanderings, they may see a shadowy figure, and might be the ones to find the body detailed for 
  tomorrow’s discovery. 
  Day 4 - In the early hours of the morning a young woman’s fresh body is found in a culvert directly off the 
  main concourse. After further initial panic, the powers that be decide the contests must go on. General fear is 
  spreading through the populace. 
   
  Satmon should be set-up as the logical suspect from the PCs’ point of view. (Since they may have observed his 
  odd contortions.) However, it is Urdril (with way too much deodand plasm in his make-up) who is responsible. 
  Ideally one of the PCs will face him in combat during the Defender’s Challenge, and note his suspiciously 
  sharp teeth and bloodthirsty manner. He is a cannibal and must maintain his strength through devouring 
  human innards 1/2days or 1/1day during times of activity. PCs may think to trace the group they overheard on 
  Day 1 for a description, but shouldn’t find them too soon. The authorities will not act against suspects without 
  hard proof (fearing professional jealousy as motivation for accusations). If Urdil wins, with a PC second (due 
  to their expert planning), it would be a grand dilemma for them alone to know he is the inhuman murderer. 
  
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  Appendix 4 –Personalities of the Fair
  4.1 The Notables 
  Amisaulde - Duchess of Azenomei 
  Amisaulde wanders the fair with her retinue of footmen and sycophants, a troop of half a dozen pikemen, and 
  her wizard Marcoster. (Typically this group numbers 18 - 25.) [See also: Azenomei Guide] 
  Fianosther 
  This merchant is a wily fellow, capable of turning a profit from any intriguing old rubbish. However, he makes 
  pains to keep his nose clean, and hires others to do any unseemly collecting required to replenish his stocks. 
  Rumour has it that he keeps a captive erb in the back room of his booth. [See also: SVG p54] 
  Huzanter - Curio-Shop Owner and Rumoured Mage  
  Though he denies such things, Huzanter is widely suspected amongst the folk of Azenomei as being a mage of 
  significant prowess. Everyone treats him politely and his opinions are respected. Typically at the fair he will be 
  wandering by himself, watching the contests alone, or engaging in polite conversation with other local notables. 
  [See also: Azenomei Guide] 
  Iucounu the Laughing Magician 
  This ugly, unpleasant and vindictive magician maintains the pretence that he is respected and well-liked in 
  Azenomei. This pretence is assisted by the fact that anyone who crosses his path toadies up to him as best they 
  can, and that those who think ill of him (almost everyone) is loathe to speak these thoughts in case his spies are 
  listening. In reality there is little chance of this, unless you are someone who has recently crossed or irritated 
  Iucounu, as his resources are finite. He rarely comes into town himself unless on specific important business, 
  preferring to send his servants; however, he does so enjoy the annual fair. This year he is determined to field 
  the winning candidate for the opportunities presented by gaining a legitimate place on the town council and is 
  already planning to use this status as a platform from which to perform any number of high japes. When 
  wandering the fair he is typically accompanied by Ettis, a “small round animal with long fur, short legs and 
  black button eyes” that “bounds up and down with a series of shrill barks”. [See also: DERPG p157 & 
  Azenomei Guide] 
  Kandive – Prince of Kaiin 
  Kandive, like the Duchess, wanders the fair, aloof from the attentions of fox-faced vagabonds. He too is 
  accompanied by his retinue – family members, Kaiin City vigils in their dress uniforms, and various palace 
  functionaries and their staff. (This group never numbers less than 20, and may consist of up to 40.) [See also: 
  DERPG p157 & KPG pp86-99] 
  Lampet Dool 
  “I seem a little short of gambling change today – perhaps a rent increase across the board is worthy of consideration.” 
  Dool is a property owner, one of Azenomei’s ultra-wealthy. Both robust and rotund, he wears billowing black 
  silk breeches, a shirt of canary yellow, and a maroon jacket of great capacity. He tops this with a strange conical 
  blue hat of foreign origin. 
  Phendway Hackram – Chief Constable  
  The blustering power-hungry town’s chief justice. He wanders the fair with various functionaries and hangers-
  on, attempting to ingratiate himself with local personalities and anyone more important than himself. [See also: 
  Azenomei Guide] 
   
  
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  Selitan the Gorgeous 
  Travels to every Great Fair and around half of the monthly markets. He is a tailor with an estate to the north of 
  Kaiin, and brings a fine selection of gowns, cloaks, hats, tunics and the like. [See also: SVG p54] 
  Tontrika Insidrikall  
  “Kindly remove that badly-dressed person from that place by the railing where I intend to stand.” 
  A genuine noblewoman of Azenomei, distantly related to Prince Kandive – but not on particularly good terms 
  with the Prince of Kaiin. Not one of the most noble of the nobility, she still looks down her nose at anyone 
  not at least of her own station, and has little time or consideration for the masses. She wanders the fair with an 
  effete retinue of personal assistants and ‘friends’. 
  Varuna Albret  - Acolyte of Ethodea  
  This active middle-aged woman is head of the small group of worshippers of Ethodea that staff the town’s 
  small hospice. She and her healers have a tent at the Fair, where they treat all injuries according to severity. 
  Providing nobody will die or suffer permanent disablement if they delay, they will treat any injured contestant 
  as a priority. [See also: Azenomei Guide, and ‘Deities of the Dying Earth’ article at Violet Cusps page] 
  Wyst, Purveyor of Curios 
  Wyst is renowned for delving into strange corners and forgotten ruins, and hawks his intriguing wares at fairs 
  across the Scaum Valley. [See also: SVG p55] 
  Zelif Fote – Head of the Town Council 
  Successful merchant town council leader. He also oversees the constabulary. Consequently he is very busy 
  during the Great Fair. Although he could delegate if he wanted to, and for other events usually does, he likes to 
  be seen in his full power during the Great Fair. He is usually encountered striding around with several senior 
  constables. [See also: Azenomei Guide] 
  4.2 The GMC Contestants 
  Lyandros of Sfere (sponsored by Lampet Dool)  
  “I am sure you would stand a good chance of winning were it not for several genetic defects - all too obvious to the trained eye.” 
  An out and out dandy from a wealthy family of Sfere, he was disinherited years ago due to various 
  indiscretions. Shiny black boots enhance his scarlet trousers, and his crimson cape adorns the back of a brown 
  jerkin decorated with patterns of silver threads. His manner is condescending and brusque to fellow 
  contestants. [If Liane the Wayfarer (DERPG: p158) is known to your players through Vance’s stories, for 
  added DE flavour, consider using his name/description instead of that of Lyandros.] 
  Lyandros’ Ratings: Glib ~[___], Lawyerly ~+2[___], Cunning (Rapier) 1.5~[___], Intuition 1.5~[___], 
  Health ~+2[___], Athletics 1.5~[___], Driving ~+3[___], Etiquette ~[___], Gambling 2~[___],  
  Imposture ~+3[___], L. Rough ~[___], Perception ~[___], Pedantry ~[___] (Antiquities),  
  Quick Fingers 1.5~[___], Riding ~+2[___], Stealth ~[___], Stewardship ~[___], Wherewithal ~[___]. 
  Quatto Lupworg (sponsored by Zelif Fote) 
  “Are you directing your gaze in my direction?” 
  Quatto is a hulking brute of a man, a full head and shoulders taller than any other contestant listed here, and 
  equally as wide. Of Gattanese descent, he wears leather trousers and huge boots, and his finely-worked leather 
  waistcoat hangs open to reveal his magnificently-muscled torso. Unfortunately, what he benefits from in brawn 
  he lacks in brain. Fote has not cheated in any way, except using the town’s taxation money to pay for his agents 
  to scour the countryside these last months, looking for the largest, meanest and toughest individual that could 
  be reliably bribed to enter the contest on his behalf. 
  
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  Quatto’s Ratings: Intimidating ~[___], Obtuse ~-3[___], Strength (Club) 2~[___], Parry (Club) ~+2[___], 
  Health 1.5~[___], Athletics ~[___], Driving ~[___], Etiquette 1, Gambling 3, Living Rough 1.5~[___], 
  Pedantry 2 (Wrestling Rules), Perception ~-3[___], Riding 3, Stewardship 3, Wherewithal ~[___]. 
  Satmon Teele (sponsored by Marcoster) 
  “Greetings and salutations, Teele’s the name, traveller and entrepreneur. Excuse me a moment, as I have an urgent appointment 
  some distance hence.” 
  Satmon is an unassuming and sleight individual with a thin moustache and a nervous manner. He is certainly 
  agile and swift, but seems to lack social graces. He wears a dark suit with a grey shirt, and pointed black shoes. 
  On his head is a bowler hat of impeccable style. Satmon is a disguised archveult. Marcoster knows this – 
  having captured him some months ago. With the Contests approaching, after the merry dance that Satmon led 
  him prior to capture, Marcoster wondered how these abilities might be taken advantage of. Marcoster was able 
  to penetrate the archveult’s disguise, and has since assisted to perfect this defense. If Satmon wins and plays 
  the role of successful champion for the year thereafter, Marcoster will give him the secret of permanently 
  activating this improved magical disguise, and allow him to leave. If he loses he must just leave and never 
  return. 
  Satmon’s Ratings: Obfuscatory ~+3[___], Lawyerly 1.5~[___], Finesse (Rapier) ~+3[___],  
  Sure-Footedness 1.5~[___], Health 1.5~[___], Magic (Overworld) 8, Athletics ~+3[___], Driving ~[___], 
  Etiquette 4, Gambling 6, Imposture 8, Living Rough ~[___], Pedantry 5 (Overworld Physics),  
  Perception ~+2[___], Riding ~[___], Stealth ~+2[___], Stewardship 6, Wherewithal ~[___].  
  Except when used defensively, Satmon’s Magic is severely limited - due to his need to continually concentrate on his magical 
  disguise. A few exceptions to this are noted within the text about running the contests. 
  Urdril Reenk (sponsored by Phendway Hackram)  
  “I don’t recall inviting you to converse with me.” 
  Urdril is a tall, muscular man who has clearly seen much hardship – much of it probably dealt out by himself. 
  His face bears various scars, and his muscles are clearly taut and rippling beneath his fashionable silk and 
  leather garb. He talks little, but speaks plainly when he does. GM: Note that he acts like the typical tough and 
  ruthless adventurer that might be representative of PCs in some other role-playing games. It is worth noting 
  that he is a vat-bred soldier, several decades older than he appears. 
  Urdril’s Ratings: Intimidating ~+4[___], Penetrating ~+2[___], Speed (Rapier) 1.5~[___],  
  Intuition 1.5~[___], Health 1.5~[___], Magic (Resistance only) 7, Athletics ~[___], Driving ~+2[___], 
  Etiquette 3, Living Rough ~+3[___], Pedantry 4 (Military History), Perception 1.5~[___], Riding ~[___], 
  Stewardship 4, Wherewithal 1.5~[___]. 
  Weshnir the Wary (sponsored by Tontrika Insidrikall)  
  “I am still pondering the most suitable response to your question.” 
  Weshnir is short and stocky, and slow in speech but with a wily gleam in his eye. His clothes are heavy and of 
  dull cloth in brown, black or grey. The single exception is a blue feather tucked into his black leather skullcap. 
  Weshnir is an assassin from Val Ombrio - hired by one of Tontrika’s contacts, when she expressed her desire 
  to field the winning champion this year. Tontrika does not know Weshnir is an assassin, but would probably 
  not care overmuch if she did. 
  Weshnir’s Ratings: Eloquent ~[___], Contrary ~+4[___], Caution (Rapier) 1.5~[___], Dodge 1.5~[___], 
  Health ~[___], Athletics ~+4[___], Driving 6, Etiquette 5, Gambling 7, Imposture 1.5~[___],  
  Living Rough ~[___], Pedantry 4 (Assassination), Perception ~+3[___], Riding 1.5~[___], Stealth 2~[___], 
  Stewardship ~+1[___], Wherewithal 1.5~[___] 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  45
  Taglines for “All’s Fair in Azenomei” 
  GM Note: Should you have less than five PCs, simply divide up any remaining tag-lines as appropriate, creating more if 
  necessary to maintain balanced distribution. It is possible that your gaming sessions may not exactly match the suggested 
  tag-line dispersion below. In this case, re-order them as required. 
   
  SESSION ONE (New in Town & Finding a Sponsor) 
   
  Character One 
  “Gather your courage, for talk of death and horrific injury are merely tales to frighten under-ambitious yokels.” 
  “The peculiar patterning upon the turrets suggests an architect both ambitious and imaginative. Such a person 
  can surely possess only the finest sensibilities.” 
  “I can speak with unshakeable certainty in saying that I believe the spirit of the regulations has remained 
  substantially unchallenged.” 
   
  Character Two 
  “I require merely a fine bed, a quiet room, and a meal of high excellence. Surely this is not too much to ask?” 
  “Certainly the enticing lure of wealth and prestige is not one I can easily choose to ignore.” 
  “Normally my actions are considerably more refined. I feel that somehow a gross injustice has been rendered.” 
   
  Character Three 
  “I am anticipating with much relish the inevitable day when I shall be admitted to the ranks of the local 
  nobility.” 
  “Let us sally forth with a will. Soon we shall achieve the station in life so cruelly denied us prior to this point.” 
  “I am certain that many opportunities exist in this fine town for persons of wit, persistence and imagination.” 
   
  Character Four 
  “Folk of our quality do not deserve such treatment. We are used to the finer things in life.” 
  “Come now; boldness is called for. Though some few dangers may be involved, always remember that they 
  who risk nothing gain the same.” 
  “I am no whimpering milksop, but I must observe that such casual and vicious cruelty turns my blood cold.” 
   
  Character Five 
  “Regard the moonlight sparkling upon the water, the candles flickering in the gable windows. Ah, Azenomei, 
  how I cherish your lustrous embrace.” 
  “None shall call me craven when I rest upon the Champion’s seat.” 
  “Perhaps my initial enthusiasm was founded in an over-hasty assessment of the situation at hand.” 
   
   
  SESSION TWO (Running the Bauk & First Challenges) 
   
  Character One 
  “He may be all smiles and jollity, but the important question remains: how well do our goals match his own?” 
  “He was clearly a man of many qualities, if only one of them had been the ability to leap thirty-feet straight up I 
  might not be standing here now regarding his sorry remains.” 
  “Why is the course of my life continually filled with such hazard and complexity?” 
   
  Character Two 
  “Though under normal circumstances these creatures would seem patently ridiculous, I advise acting with the 
  utmost consideration.” 
  “I am impressed. This seems to me to be magic of a most fascinating and advantageous nature.” 
  “It is my growing suspicion that this situation is designed more for callous amusement than for a serious 
  assessment of genuine ability.” 
  
  All’s Fair at Azenomei” by Ian Thomson         . 
  Not for distribution in any form without specific permission. One copy may be printed for personal use only. 
  www.dyingearth.com                                         Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza 
  46 
   
  SESSION TWO (Continued) 
   
  Character Three 
  “I have not recently observed another such impressively diverse gathering of thoroughly offensive individuals.” 
  “It seems only fitting that we should place a discrete yet substantial wager on the person that commands our 
  attention as most likely winner.” 
  “Is it by such ill-advised actions as these that you intend to assist us in championing our cause?” 
   
  Character Four 
  “Such precautions serve us only to counteract the overly savage nature of these cruel and destructive beasts.” 
  “Note the long spatulate fingers, and the sloping brow. These are not the marks of a person lavish with 
  integrity.” 
  “I feel somewhat perturbed by the desperate nature of the responsibility that has been allotted us.” 
   
  Character Five 
  “I will utilise such trickeries only to appease our sponsor. My own skills are more than adequate to the task at 
  hand.” 
  “The day is young, and the challenges spread wide before us. Who can say what fate may reveal when the final 
  tally is counted.” 
  “Stand back. Whether at dice or cards, I am prepared to call no man my ‘master’.” 
   
  SESSION THREE (Continuing Challenges, Fairground Fun, & the End of the Contests) 
   
  Character One 
  “I am a person of many talents, and my prowess in such matters is not to be underestimated.” 
  “I urge you to ignore the sorry manner of my appearance, and remember only the stalwart nature of my initial 
  challenge.” 
  “Let us drown our sorrows in numerous mugs of the strongest ale available to mankind.” 
   
  Character Two 
  “Kindly hold my jerkin until I return. I shall now inflict the appropriate level of curt remonstrance.” 
  “Pity alone stayed my hand. By rights I should have trounced him soundly.” 
  “This is not an outcome I had previously entertained, nor one with which I am particularly enamoured.” 
   
  Character Three 
  “My intention is to administer a thorough thrashing to this dubious individual. You will be well advised to 
  watch and learn.” 
  “Here I observe a career path not completely alien to my own sensibilities and aptitudes.” 
  “I am tempted to remark that our situation could be worse, yet such words ring hollow with false confidence.” 
   
  Character Four 
  “Some subtle form of deception is involved, yet my senses fail to perceive the manner in which it can be so.” 
  “A sharp light reflected from the window of yonder manse, catching my eye at a critical moment. Otherwise 
  my victory would have been assured.” 
  “I deplore your methods. Nothing will be served by pummelling me in such a rigorous fashion.” 
   
  Character Five 
  “The time draws close when we must bluntly evaluate our strategies in the cold light of reality.” 
  “I cannot understand my failure to perform in my usual spectacular fashion. Some manner of debilitating curse 
  is the only conceivable explanation.” 
  “Your assessment is flawed. Our actions never for a moment strayed from the purest of motivations.”
  
  . 
   
  47
   
  
SOURCE: textdata/thevault/Dying Earth/PEL011 Alls Fair At Azenomei.pdf