If I continue with the story as it is, the next arc will be intensely personal for Akane. It will be difficult and maybe unrewarding at times because there won't always be clear answers or clear victories, so I don't know if it's even a good idea to do in a quest. Personally, I think it could be really cool, but it could just as easily end up feeling cringey and angsty and pointless. But the idea is that by the time canon rolls around and Akane confronts the Avatar over the fate of the world, she'll do so as an adult. She'll have had her coming-of-age arc. She'll have proven that she's not just who she is because everything was always easy for her. She'll have questioned and fought for everything she has and is. Whatever the result, she'll have unquestionably earned it. I think that could be rewarding, if I can manage to pull it off as a writer. I don't necessarily know if I can.
That sounds amazing for a story, but sustained losses and failure with no serious victories would be really, really hard for a Quest. The problem is that an invested audience of a story would sympathise and feel bad with Akane, but it wouldn't be a personal feeling - there's a bit of a gap. But as a PC, Akane is a direct stand-in for the players. Any loss she takes is one the players take - your chat has exploded into mountains of salt precisely because as a heavily-invested audience, this massive loss she's just taken is a loss the chat has just taken, and they're feeling similarly defensive/hurt. (It should be noted, this does you great credit as an author.)
My advice for when a Quest takes a big loss is to keep on moving - don't mitigate or undo the loss, but move on with things, and make it clear to the players that while yes something bad has happened, it's not the end of the Quest - they haven't
completely lost, and the Quest continues, with the possibility of victory implied by any game (and make no mistake, this is not just a story but a game, with all the benefits and drawbacks that brings.) Your upcoming period of hardship and suffering would be great in a story, but just as your character is going to keep feeling miserable and like the world is ending, the invested players are similarly going to feel miserable and like this loss is unrecoverable - even if the format of a Quest makes that unlikely in truth.
Because that's the double-edged sword of a Quest - your players are more invested in the outcomes because they have a personal stake, and they care more, for good and for ill. A sustained period of failure will eventually lead to burnout and apathy, as a defence mechanism against sustained misery - and whilst that's not unrecoverable, it will likely lead to a period where the players stop caring until your PC starts getting some wins again. (Like in relationships, players who have been hurt before find it hard make themselves vulnerable again
)
Ultimately, it probably depends a great deal on how sustained your misery is, and how often the players get to triumph, but it's going to be a pretty fine line to walk. Quests just aren't really suited for consistent, serious tragedy - where in a story your audience would feel bad for the characters, in a Quest the audience just feels
bad.
I still want an answer as to why the voting time is so short though.
Almost certainly because previously short voting times were the correct way to go, and it's not immediately obvious that high-stakes votes probably need more time to process and discuss until it's been pointed out.