Clerics are people charged with interceding between mortals and immortals.
Clerics learn their calling formally, and are part of a sacral institution which exists both in the temporal and the eternal.
Most clerics have one patron deity, but will be willing to commune with other spirits and gods as the situation warrants. Most villages can afford only one priest, and expects him to deal with all spiritual matters. Thus he will beseech Anu for rain, Kishar for a good harvest, Ereshkigal at times of birth and death, Mithras for health, and so forth.
Whereas most clerics believe strongly in their deity, some are truly fanatical. A cleric or layman with the Fanaticism (B136) disadvantage for his own deity, may have the advantage of True Faith (B94).
It is generally agreed that diligence and honesty are very desirable in a cleric. Feverent faith on the other hand, is not universally considered laudable.
Most people see the priest as tasked with representing their needs to alien gods. To have your representative enamoured with the other party can be most problematic.
Clerics learn to deal with mortals and immortals alike. Important for both are clear, persuasive speech (Public Speaking (B216). Even more important is a knowledg of religious dogma (Theology (B226)) and of placating the gods and spirits (Religious Ritual (B217)).
Often, mere belief can be almost as potent as spiritual intervention. Some priests see fit to serve the faithful with faith alone, troubling themselves and the spirits rarely or not at all. Such clerics make good use of Fast-Talk (B195) and Fortune-Telling (B196).
The clergy do control power of great significance, fundamental to the continued existence of humankind. This power is not their own, but rather that of the sympathic spirits they may invoke.
Clerical power is very much an institutional thing.
Clerical rank within a religion is recognized by the hierarchy of daimons (superior spirits) that serve that deity.
Clerics all have some level of Clerical Investment. This costs 5 points per level. Clerics receive a reaction bonus equal to their level of investment from members of the same faith. This bonus is doubled for fanatics.
Some people are Blessed (CI34) by the gods. Most, but not all, of these have Fanaticism and True Faith. Common Blessings include abilities such as Augury, Oracle, Luck or Serendipity. Such blessings may be had even by those without Mageblood, if the gods find it convenient. Blessings are delegated powers, given to the worshippers, and do not require communion with higher powers to use.
Certain holy persons, commonly referred to as saints, hold Divine Favor (CI36). They are usually Blessed as well. Saints may petition the gods for favour at any time, and unlike most people, they will get an answer. The answer, however, may be "no". Saints are powerful forces, shifting the fabric of their society, be it a village or a civilization. However, their close communion with the divine tends to wear down their contact with and understandig of their fellow mortals
Saints generally ignore the hierarchy of Clerical Investment, and hold a Duty to their deity, rather than to the deity's cult.
Sacral Institutions
Metaphysics
Spirits
| Clerical Investment | Generic title |
| 7 | Primarch |
| 6 | High Priest |
| 5 | Archbishop |
| 4 | Bishop |
| 3 | Archdeacon |
| 2 | Priest |
| 1 | Deacon |
| 0 | Acolyte |