Some of you among the three or four who read this blog (after blowing the dust off it) might recall that for several years I worked as a freelance writer in the roleplaying game industry, writing adventures and supplement books for various companies. Most of my work was for the late, lamented Hogshead Publishing, which held a license to produce product for one of my favorite roleplaying games, the first edition of Warhammer Fantasy Role Play. (WFRP)
Anyway, I stopped working in that industry after one particularly bad experience (largely of my own doing, to be fair) convinced me it just wasn’t worth it anymore: lousy pay rates (a per word rate averaging three cents per word, what writers were getting in the 1930s), large word counts and short deadlines, no time for a regular life…. It had stopped being fun.
I had kept in touch with the hobby, however, by tracking a few web sites that dealt with RPGs, particularly James Maliszewski’s Grognardia, a now-moribund site dedicated to what was called the “Old School Renaissance,” a movement focused on reviving and supporting roleplaying games as they had been played in the 70s and 80s, centered mostly around D&D clones.
James had announced a cooperative project that he would edit called “Petty Gods,” a book of godlings and minor deities a referee could use in his campaign. You can read the original announcement of it here. It sounded like a fun project, and, after spending a frustrating morning looking for some mislaid keys, I came up with “Galdu Aurkitu, God of Things Mislaid and Found.”
Name: Galdu Aurkitu
Symbols: Keys on a ring. A single sock.
Movement: 180′ (60′)
Armor Class: -3
Hit Points (Hit Dice) 90 (19 HD)
Hoard Class: VIII, XVII
Galdu Aurkitu is the petty god of all things mislaid and unexpectedly found. A relative of the gods of good and bad luck, Galdu Aurkitu appears in one of three forms: an elderly, forgetful man; a young woman with three walnut shells and a pea; and a helpful lad. When encountered, each represents an aspect of Galdu Aurkitu’s role: forgetting where one put something; being sure something set aside was there just a moment ago; and suddenly finding in an unexpected place something thought lost.
Galdu Aurkitu is often invoked by those looking for a mislaid object, from something as minor as the house keys to something as important as a secret treaty. He (or she) can be a capricious god. If a person annoys the god (or one of the god’s divine friends), Galdu Aurkitu will cause a needed item not to be where it was supposed to be, even though it was just put there a moment ago. The idea is not to cause harm, but to annoy and inconvenience the victim. On the other hand, Galdu Aurkitu can take pity on those who have lost something dear to them, such as the son who was sure he lost an heirloom ring, or the poor widow frantic because she can’t find the rent money. The item will be found in the least likely place to look, and it is still up to the searcher to find it. Whether causing an item to be lost or found, Galdu Aurkitu takes great pleasure in mortals’ reactions and may well be nearby, watching.
In combat, Galdu Aurkitu attacks by “mislaying” opponents’ weapons and magic items: the fighter will reach for a sword, only it’s not there – he must have left it back in camp. The wizard will reach for a scroll, only to discover it is not where it is supposed to be. In each case, the item will be in Galdu Aurkitu’s hand, who will then put it to best use. The petty god can use this power once per round.
When truly angry, Galdu Aurkitu can curse a mortal, ensuring that, for the next 24 hours, an item will be missing when most needed. This will occur once in those 24 hours. If Galdu Aurkitu particularly likes a mortal and decides to bless him or her, then something treasured and thought long-lost will be unexpectedly found and returned to them sometime in the next week, or perhaps opponents in combat will mislay a weapon or magic item. This latter blessing lasts for only 24 hours, however, and, like the curse, only happens once..
Reaction Table (roll 2d6, use INT for modifiers):
2 Friendly: Blesses 1d4 nearby targets.
3-5 Indifferent: Blesses 1d4 nearby targets if properly propitiated.
6-8 Neutral: Ignores nearby creatures.
9-11 Unfriendly: Curses 1d4 nearby targets if not properly propitiated.
12 Hostile: Curses 1d4 nearby targets.
I submitted this to James back in 2010, and then… nothing. For various reasons, the projects James had been working on, including Petty Gods, encountered near-fatal difficulties and had to be rescued by others. In fact, I had thought Petty Gods had died and had largely forgotten about it, until a few weeks ago at DriveThruRPG, where I saw this:
Imagine my surprise. The PDF is free, so I downloaded it and, sure enough, there was little Galdu with his very own illustration. Apparently someone had rescued the project and it went through a few hands until the product pictured above was produced. And, judging from the PDF, the new developers did a great job. It’s available in print-on-demand paperback at Lulu.com: I may just get myself a copy.
So, that was a long-winded way to share my amusement at still being published in the hobby-game industry. To be honest, it made me smile.
If you’re running a campaign in which minor gods could conceivably walk among mortals (as in the style of Thieves’ World or Liavek), download the free PDF and give it a look. I think you’ll enjoy it.
PS: It’s a shame James has largely withdrawn from the hobby, though I hear he still plays. Grognardia was a wonderful blog, and I’d love to see it revived.