[Introduction to priests]Priest is a very generic term for a religious representative, of which there are many titles and roles worldwide in many faiths, but for the typical fantasy setting which may invariably differ between small parish plots to idols and bizzare elder god occultism such as idolising mega or forgotten beasts, a priest will just have to do. In terms of the game this suggestion is in favor of adding them as worldgen & fortress occupation roles as to expand and add a little depth to the religious faiths in the game which are superficially imposed on humans mostly.
Priests spout their deism, and would respect [RESPONSIBLITY:RELIGION] nobles as implicit superiors wherever they are found,
acolytes are
role defined priests for the elven religion of force worship and are dispersed to maintain its teachings & the power structure in the place of you might say the ecclesiastical structure they have where the
Druid rules over the Queen in terms of importance.
[Priests in the Fortress]Typically a Human or Dwarf priest may be generated by a [PRIEST] tag not dissimilar to many other occupational adventurer/hero tags and pick a relevant local religion and allow people with high levels of devotion to devote themselves to it, goblins are atheists but may in the right circumstances be swayed to religion after going 'native' after being freed from prisons or settling elsewhere.
The active role of a priest working within a temple zone is to confer with and bless dwarves who enter the chapel, help orchestrate and speak stories of the religion, if necessary console them (might i say it doesn't inundate the expedition leader or anybody else's time too much currently but the are there as someone to lean on if the priest is sympathetic enough)
- Very zealous and serious dwarves who may achieve much the same effect but instead level social stats into 'Intimidator' with their fire and brimstone zealotry compared to the compassionate nature of friendly and open minded priests, both types of priests work in their own ways, as overtly zealous dwarves feed off the empassioned priest, most dwarves find the personal attention of the compassionate priest mellowing.
The recommended skill set of priests are
> Persuader - makes more compelling arguments which may be able to flip dwarves with dubious or foriegn religious values.
> Intimidator - Through aggressive gestures (particularly influenced by personality failures to empathize and have negative facets) inspires zeal but may make other dwarves uncomfortable.
> Consoler - Individually they will bless and console dwarves who come to them of the relevant faith
> Speaker/Teacher - Dwarves in attendance will find the speeches interesting, lousy, or fantastic so requires some skill levels in this trait to ensure all in attendance are kept attentive.
> Organiser - Will organise dwarves into standing into attention for relgious events and synchronous singing/musical interludes.
> Writers - Priests may want to scribe their particular thoughts of religion into a book text, as well as annote more songs dedicated to a god within libraries, when they have the need they will set off in the library's direction.
[A example of a basic role defined priest, but by no means a dwarven one, it is one with a shortlist of restrictive tags applied][POSITION:CLERIC]
[name:cleric:clerics:clergy]
[RESPONSIBILITY:OCCUPATION_PREIST]
[ABSTINENT:REPRODUCTION] // This priest cannot bear or sire children by oath
[ABSTINENT:ALCOHOL] // The most controversial within dwarven kind, these priests are disallowed by faith to drink, such a experience is maddening for a typical dwarf, breaking this taboo by nessecity will make the priest exceptionally upset.
[ABSTINENT:MERRYMENT] // Much like puritanism, these dwarves avoid establishments that provide pleasure and feel guilt over typical feelings of enjoyment, but are resistant and zealous in the face of hardship. Not a dwarf preferred trait.
[ABSTINENT:COMPANY] // Can be interpeted in a matter of different ways, but these dwarves may prefer to take refuge privately and not confer with outsiders, akin to being monks, these types will not immigrate to places where the [RELIGION] noble is not present or talk casually to non-preists of the same sort.
In later arcs, purely religious groups of monks who have taken a vow of exile & solitude may appear as specific embarkation scenarios. And in world generation priests will make themselves known in attempts to convince the masses of friendly sites their civilization likes and convert those who would listen.
[Religious Leaders & Artifacts]Any mooded items attributed to a priest's creation (which will influence the object & design, so instead of a steel crossbow you might recieve a steel figurine in the form of their diety or as many inscriptions of that god they can fit onto the object to divinate it) typically created through possession especially will be dedicated to the faith and egible to be gifted to the religious leader of your civilization.
If you have multiple temples of
exceptional reputation by having multiple useful priests working with large congregations, the leading [RELIGION] noble will visit and impose their demands for their high maintenance stay until they die, and when they do they'll yield a holy artifact which in turn will attract pilgrims and other attention after your artifacts. Without a [RELIGION] noble priests act independently working hard within their temples content enough with their task to enlighten the masses in their own individual ways.
The religious leader also has discussion points about the formation of sects and religious followings in world-generation and real time play as they appear, including notifications on the progress of mega-beast or object cults plus a means to declare your local officiated settlement religion, which might put you at odds with others looking to declare on you for heretical sphere beliefs but in exchange receive more mono faith followers and donations of holy artifacts.