Earth Bet: House of the Sun (Cultist Simulator/Worm)

[X] Plan: Completing our task with SH
-[X] On work and the people you preach to.
--[X] You'll end a few minutes early, subtly of course (Gain an extra action, will not be noticed if not done often)
-[X] On learning the Lores.
--[X] You Master is willing to teach, request a lesson
---[X] Secret Histories × 3
-[X] On the goal, of rites, rituals and summoned creatures
--[X] Search out a Ritual

Shaper!!! Good to see you! I think you're only using 4 actions or of 5 though? Am I missing something? You take an extra action from the congregation- 4+1=5- and yet you are learning 3 times and searching for a ritual. That's… 4, right? All I missing something?

[X] Plan: Completing our task with SH
 
Shaper!!! Good to see you! I think you're only using 4 actions or of 5 though? Am I missing something? You take an extra action from the congregation- 4+1=5- and yet you are learning 3 times and searching for a ritual. That's… 4, right? All I missing something?

Thanks nice to be here!

Good catch I miscounted.

Editing in another search action.
 
[X] Plan: Walk In The Woods

This seems reasonable enough, a little enthusiasm can be excused as long as we (character and questers) don't make a habit of it.

Personally I'm interested to see what managing a large collection of summoned spirits will be like, since our Patron has an abundance of private property to her name we'll have the luxury of performing our duties in peace and obscurity.

We are not the diplomat after all, though we can certainly help them if needed, so we should expect to benefit from our coworker's efforts while holding up our part of the workload.
 
managing a large collection of summoned spirits will be like
I don't know how it will work in this quest, but in cultist simulator summons expire after a while, and unique summons such as names are then unsummonable for an equivalent period of time. I would imagine there is some time limiter for summons in this quest as well, at least for balance purposes. Maybe by default they only stick around for 3 months, with some rituals maybe shortening or lengthening that time span.
 
I don't know how it will work in this quest, but in cultist simulator summons expire after a while, and unique summons such as names are then unsummonable for an equivalent period of time. I would imagine there is some time limiter for summons in this quest as well, at least for balance purposes. Maybe by default they only stick around for 3 months, with some rituals maybe shortening or lengthening that time span.

In the base game summons can help with summoning, Maids in the Light are famously capable of summoning more of themselves with a basic Knock influence provided.
 
I would like to point out that if we're going with the summons route then we should eventually look into getting artefacts or reagents to boost our rolls because as it stands we're at the complete mercy of the dice when it comes to successful rituals.

[X] Plan: Walk In The Woods
 
I would like to point out that if we're going with the summons route then we should eventually look into getting artefacts or reagents to boost our rolls because as it stands we're at the complete mercy of the dice when it comes to successful rituals.

[X] Plan: Walk In The Woods
Maybe we should also make friends with the Steward then. We're only getting 60 funds/month and artifacts are bound to be EXPENSIVE.

Or if it's anything like Esquestria, getting stuff from expeditions is an option.
 
In the base game summons can help with summoning, Maids in the Light are famously capable of summoning more of themselves with a basic Knock influence provided.
If they're still around and we somehow manage to get our hands on a decently good Knock artifact we can summon a few of them, then have them continuously summon more of themselves in a feedback loop until we have dozens.
 
The only normal summon that can't call on more of itself when combined with a Knock source is the Caligune. So we don't need to climb as high as the Ascent of Knives we can find Percussigants and maybe Moth Prophets just fine in the Woods. Risen and Dead are also stupid easy to get and maintain though I really don't think we should have those as anything other then a back up.

Also on the matter of getting funds, I've always found it weird that we aren't given a cult allowance/right to requisition stuff for our duties.
 
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Also on the matter of getting funds, I've always found it weird that we aren't given a cult allowance/right to requisition stuff for our duties.

Well in our previous attempt I at least never got the impression that our Wolf-cult had all that much in the way of assets. The Master basically lived in the attic.

In this one, well, I would be surprised if we don't get to use our Patron's land for discrete rituals so long as we clean up after ourselves, and as the Ritualist we should be able to make a claim on relevant artifacts as long as we're not an ass about it.
 
If they're still around and we somehow manage to get our hands on a decently good Knock artifact we can summon a few of them, then have them continuously summon more of themselves in a feedback loop until we have dozens.
I'm not sure it's going to work that way. Usually, if the rite involves an assistant, then he either kills him or wounds him. But in the end, that's what Mansus' creatures are for, so as not to sacrifice their followers.
Although the problem is probably a little far-fetched, if we are constantly engaged in the call, then we should receive a lot of scraps Knock and raise its level.
 
The Church of the Unconquered Sun is basically a metaphor for the Catholic Church in Cultist Simulator. They worshiped the Sun-in-Splendour who was the original Lantern hour and a metaphor for the Christian god. Until the Intercalate (which may be a metaphor for the protestant reformation), in which the Sun-in-Splendour was destroyed and fragmented into multiple different hours, who we now call the gods-from-Light

Quick note: the gods-from-light are those Hours that descended from the Glory. They include the SiS, the Forge, and the Watchman (by way of the descending fragments of the Egg Unhatching).

The Hours who arose from the Intercalcate are the Solar Hours, who are also regarded as gods-from-light.

All these mentions of bees makes me wonder if we're going to see cuckoo honey showing up, or maybe even triple knot cake.

[x] Plan: Magister unto Deus (Heart)
 
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Since we're our cult's ritualist, I wonder if we can start a garden somewhere in or near our church to grow harvestable reagents. The idea seems to fit with our cult's Master, but it's an act closer to Book of Hour's Nectar than anything from Cultist Simulator.
 
Since we're our cult's ritualist, I wonder if we can start a garden somewhere in or near our church to grow harvestable reagents. The idea seems to fit with our cult's Master, but it's an act closer to Book of Hour's Nectar than anything from Cultist Simulator.
If we do this, we will have to ask the master to bless our garden.
Since Mylissa is the Name of Malachite and Malachite is the Hour that is responsible for fertility.
 
Well, from cultist simulator we know one of the better fertilizers out there is people.

First you have a Burgeoning Risen, then you get a nice tree out of it.
 
I'm not sure it's going to work that way. Usually, if the rite involves an assistant, then he either kills him or wounds him. But in the end, that's what Mansus' creatures are for, so as not to sacrifice their followers.
Although the problem is probably a little far-fetched, if we are constantly engaged in the call, then we should receive a lot of scraps Knock and raise its level.
4 of the 10 rites don't actually and of those 2 are rites you get at the run's start so we'll be fine with chain summoning.

Also if Book of Hours stuff is part of this setting then we could just make our reagents. Plus Equestria, the quest this one is based on, has the MC capable of it too.
 
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