- Titles: Thief Lord, the Reaching Hand, Purveyor of Wealth, the Supreme Collector, Tomb Raider, the Silent One, the Enricher, Lord Luck, the Hand of Fate, Old Snake Eyes.
- Aspects: Thievery, chance, stealth, concealment.
- Symbol: An open doorway.
- Priesthood: Purveyors (priests); Tomb Raiders (paladins).
- Herald: A gaudily dressed rake.
- Holy Day: Second Marketdaeg of each month. Individual celebrations are held after a lucrative escapade as well.
- Duties: The pursuit of wealth through larceny, to defeat any security system.
- Sins: (Minor) being robbed, being caught committing a crime, failure to steal an object of at least 100 gs value once a month; (Major) being convicted of a crime you committed, running out of money, failing to steal an item worth at least 500 gs once per season; (Mortal) betraying the trust of another member of the faith, failing to steal an item worth at least 1000 gs once per year.
- Signature Power: Boost/lower trait (Agility, Climbing, Lockpicking, Notice, and Stealth only).
- Powers: Altered senses, arcane resistance, bolt, burrow, champion of the faith, confusion, decipher, detect/ conceal, dispel, ethereal/corporeal (no corporeal), fortune’s favored, gravespeak, growth/shrink, invisibility,light, lock/unlock, luck/jinx, obscure, negate arcana, sanctuary, silence, speak language, summon herald, wall walker, wandering senses.
Trappings: Clergy may use any trapping except a necromantic one. Those with a larcenous bent often favor darkness.
- Special: Nauthiz is a greedy god. Every month, clergy must sacrifice a minimum of 50 gs worth of coins or goods to their god or commit a minor sin. Nauthiz is also a gambler and offers followers a single, double, or quits game of chance. The hero makes a Gambling roll (he can try to cheat— Nauthiz expects this) against a Gambling skill of d12+2. If the cleric loses, he owes the god 100 gs. Should he win, he owes nothing that month.
Nauthiz is the patron of thieves, tomb robbers, gamblers, and happy-go-lucky souls. Hoenir and Var are his brothers. When statues to him are created, which is not often, they show a cowled figure with a handful of coins in his left hand and a pair of dice in the other. The priesthood of Nauthiz doesn’t broadcast its existence. Most cities have outlawed the cult, imposing harsh punishments on clergy caught in the act of thievery. As such, temples tend to be rather small, and are usually located in sewer systems or rundown parts of town where the town guard rarely patrols. Many change locations on a regular basis to prevent captured thieves from revealing its whereabouts.
Priests tend to act as guildmasters or operate in settlements, though some run gambling houses. Paladins are expected to rob tombs, often protected with magic and mundane traps. Some paladins offer their services as security advisors, telling merchants and nobles how best to protect their assets. Nauthiz doesn’t mind this, so long as his clergy are well paid for their knowledge. Although driven by greed, the clergy also seek out supposedly theft proof tombs as a reminder that nothing remains inviolate forever.
There are no formal ceremonies to Nauthiz. When clerics wish to praise their god, they go out and steal something of value or take part in games of chance (typically cheating as often as they can get away with).