Background
The Cleric is Good's quiet investigator, present in every game of Quest at every player count. While everyone else starts blind, the Cleric begins with one hard fact: a divination concerning the loyalty of the game's first Leader. In a game whose only currencies are picks, results, and crowns, starting with a verified truth is a treasure.
But a treasure paints a target. Evil knows a Cleric sits somewhere at the table, and the endgame can turn on hunting down Good's informed characters. Every time you steer the table a little too knowingly, you spend a piece of your cover.