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DAUTHRMAN – God of trickery, gambling and luck


Status:  Younger God

Level:  7000

Avatar:  Barint


Dauthrman was born of human parents, his boyish charms and easygoing nature making him a popular and well liked individual. This charm and popularity brought him to the notice of the Young Gods, all of which had once been human, and they invited him to join them on there adventures. Dauthrman’s many skills and cunning ways helped the Young Gods many times on their adventures and they all became good friends. On one of these adventures though, Dauthrman found information about the elixir of eternal youth and its location at the fountain of life. The temptation of this great prize was to much for Dauthrman and he concocted a plan so great it fooled the Gods themselves. Unfortunately Dauthrman did his job to well and when the Young Gods found out about what Dauthrman had done they decided to teach him a lesson that would quell any temptation he may have in the future. The young Gods decided Dauthrmans left hand was owed in payment for his guile, so they cut it from him using a magical silver knife so that the hand could not be regenerated, and branded him an outcast until he proved himself to be worthy.


Angry and bitter he fled from their company to live in solitude. Marnarka and Ishtra, however, took pity on Dauthrman and they visited him in his solitude and offered their condolences for what had happened. Marnarka ordered Zhang Ko-Lau to fashion a gauntlet from a combination of true silver and the living air. He then commanded Ishtra to use her wondrous healing gifts to restore it to where Dauthrman’s left hand had been. It took Ishtra many hours to achieve the task due to the effects left by the silver knife, but finally the deed was done.


It is said that Marnarka did this for he saw that Dauthrman was not inherently evil or malicious, but just unable to control his temptation.


The lore of the young gods states that Dauthrman, thankful for his redemption again accompanied the young gods on many adventures. At first with the guidance of Marnarka, who was able to quell any temptation that Dauthrman may have, and then later of his own accord. Gradually his charm won him his way back into favour with his companions of old.


During this time Marnarka took Dauthrman to Bifrost, and it was on these trips that Dauthrman taught the Elder Gods how to play Dice. At first the Gods thought the game a petty amusement, but as Dauthrman won more and more items off them, they became more and more interested. Eventually the games become so important the Gods started to use them to direct events happening on Eä, or so it is written in the Books of Dauthrman.


Unable to resist temptation, however, was still Dauthrman’s failing point, and many of the treasures from the adventures of the young gods went ‘missing’, and it is widely held amongst the young gods that many of these ‘fell’ into Dauthrman’s ‘bottomless pouch’ never to be seen again.


One of Dauthrmans most famous thefts (amongst the Gods) was that of Vladivar’s Suit of Star Jewels. The outcry that arose when Vladivar discovered its loss was so great Dauthrman had to go into hiding. It was centuries before Tanarsa spoke to him, never quite forgiving him for stealing one of her gifts to her favourite and most beautiful of sons, though none ever proved that it was definitely Dauthrman that took it!


Due to his constant ‘indiscretions’ he is tolerated by the majority of young gods rather than liked, but if there is ever a time when stealing and cunning are called for they do not hesitate to commandeer his services.


SYMBOL

Dauthrman’s symbol is that of a gloved left hand (although to avoid detection as such, his clerics and followers are allowed to cover a small portion of their left hand with material, rather than wear a glove).


WORSHIP AND RITUAL

Dauthrman’s cult is still very much an underground one, with no overt temples or gathering places. Indeed most shrines are simple affairs, many being portable so they can be dismantled in a hurry in case of detection. He is the patron deity of all thieves, rogues, gamblers and con men.


He will not tolerate any violent crimes to be committed by any of his followers, except if they are discovered, and even then minimal force is preferable to murder or manslaughter.


TEMPLES

Dauthrman has no organised temples, just makeshift shrines that can be easily dismantled to avoid detection.


HOLY DAYS

Dauthrman has no holy days as such, although thieving activities by the cult are proscribed on days sacred to either Marnarka or Ishtra, and during their festivals. This is not made public knowledge, however.


FRIENDS AND ENEMIES

Most religions tolerate Dauthrman but do not particularly trust him.


The cult respects the cults of Marnarka and Ishtra and has been known to covertly aid both of these by either donations or secretly keeping an eye on their temples to make sure their treasures do not fall into the wrong hands.


CULT REQUIREMENTS

Members must pay 10% of all dishonest earnings to the head of the cult when they have their meetings.


STRICTURES


WEAPONS ALLOWED: all except two-handed (these may only be used if a necessary part of a disguise). Throwing and missile weapons are preferred.


ARMOUR ALLOWED: any that does not restrict the cleric from carrying out his duties in respect to the cult (not more than studded leather or elven chainmail).