- Titles: The Heavenly Sheikh, Desert Master, The Endless One, Lord of the Dunes, Soul of the Desert.
- Aspects: The desert, sand, nomads, hunters, archery, Hospitality.
- Symbol: A sand dune, breaking like a wave.
- Priesthood: Sandwalkers (priests); Sandlords (paladins).
- Herald : A black-furred cakali armed with a fearsome bow.
- Holy Days: The first Yaus al-Nefar of each month is a holy day.
- Duties: To protect the desert from despoilers, to maintain the ancient customs of the nomads (all races), to protect one’s family, clan, and tribe.
- Sins: (Minor) allowing a nomad to be harmed (except one’s tribal enemies), living in a town or city for more than a month, traveling by ship or flying carpet when one can walk the desert; (Major) unwittingly breaking the laws of hospitality, breaking the customs of one’s tribe; (Mortal) knowingly breaking the laws of hospitality, planting trees or other hindrances to the expansion of the desert.
- Signature Power: Boost/lower trait (Vigor, Persuasion, Riding, Shooting, Survival, and Tracking only).
- Powers: Aim, altered senses, analyze foe, banish, barrier, battle song, bolt, burrow, burst, champion of the faith, charismatic aura, deflection, detect/conceal, elemental form (dust only), elemental manipulation (earth only), entangle, farsight, hamper movement, heat mask, obscure, sentry, smite, storm (sandstorm only), summon demon (pazuzu and sand only), summon elemental (dust only), summon herald, wilderness step.
- Trappings: Clergy must use dust trappings whenever possible. They may never use water trappings.
Duamutef is the embodiment of the desert and the hardy folk who live in the sands. Although patron of all nomads, he is not an overly benevolent god, and offers little protection against the scorching heat or waterless wastes. Those who wish to survive the sands must do so on their own merits. Most images of him resemble a nomad of the worshippers’ race carrying a staff in one hand and a pair of sandals in the other. Sometimes he is shown with a camel’s head.
Shrines to Duamutef are commonplace, but rarely static. The nomadic tribes carry their shrines with them, setting them up outside the local noble’s tent whenever camp is made. Most take the form of an heirloom, be it a sword, suit of armor, saddle, and such like. Typically, the item is somehow related to the founder of the family line. Temples are nonexistent, as the entire desert is seen as a temple to Duamutef.
Clergy are loyal to their family, clan, and then tribe before all other matters, and tend to act as advisors to the bey, mir, or sheikh. Priests often serve as mediators in intertribal disputes, trying to find a solution that avoids nomad blood being spilled in the sands. Paladins serve as family, clan, or
tribal champions, as well as bodyguards to important personages.
When diplomacy fails, it is time for the paladins to settle matters. Both factions are also expected to be skilled hunters, capable of providing for their kin. Like Apsu, festivals to Duamutef involve washing. However, followers scrub their bodies with sand, removing their sins while they pray. Going without water is common on holy days.