Esquestria: The House of the Sun - A pony cultist experience

Voted best in category in the Users' Choice awards.
Dear reader! Whether you are new here, archive-reading and whatnot, or you are already someone who has been with us for quite a while, I would like to say a few words that I believe are best kept close to mind.

-This is an MLP quest. And more importantly, none of us are gratuitously cruel. So good things will happen on this quest, and I hope that enough good things have already happened to prove that.
-This is also a horror quest, so bad things will happen. Bad things might happen to good characters if you are not able to protect them, and you most certainly will not be able to intervene if you lack the tools to do so.
-And finally, this is a quest in which you jostle with powers greater than yourself, with all that it entails.

Please, do keep those things in mind as you go forward. But ultimately, this is also a quest in which it is hoped we all have fun! So if any of the above points is not exactly your cup of tea, or somehow make the experience as a whole "not worth it", then this quest might not be for you. Which is fine! Individual tastes are a thing, so don't think any more about it if you don't want to read anymore. And regardless, I hope you have a lovely day!

PSA for whoever needs to hear it:

Readers should take their own mental health into consideration when voting and not subject themselves to triggering narrative elements like rape or constant mental torture of a friend just for the Greatest Good of a world that doesn't exist.

If those are fine for you or Regrettable is even more triggering, then GREAT! More power to you. But you aren't a bad or selfish person for picking the option that keeps the characters you've emotionally connected with safe. [REDACTED for spoiler warning]

This is a high intensity quest that doesn't hold back when it comes to horror and negative consequences. Take care of yourself.
(Quote slightly edited to avoid spoilers)
 
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AND that's only fine for Forge, so for a single month. Every other Lore is actually a fair bit harder to bring to lvl 3 I think.

Completing our cult task would require FOUR (4) actions, crammed into next turn.

Wiggy pretty much says my thoughts on this.

Sure, but we could probably get away with just doing the forge and limp along for another period. The master would probably be displeased, but I doubt half assing a task once is enough for him to outright jump straight to murdering us.

and, while other council members have failed, they all at least tried.

Which is why I'm suggesting we just do forge to buy time.

and the point of the way we're betraying them is to not make it clear WHY we're betraying them.

Relying on secrets in dealing with a moth Master...

Maybe if they were anything but moth that would work but we have a moth master. Dangling secrets in front of them like that is only going to get them invested in finding out what we're hiding.
 
Sure, but we could probably get away with just doing the forge and limp along for another period. The master would probably be displeased, but I doubt half assing a task once is enough for him to outright jump straight to murdering us.
Wiggy pretty much says my thoughts on this.

Which is why I'm suggesting we just do forge to buy time.
Only doing Forge kind of defeats the point of buying time? Like, the Master is checking on our progress every month, and would probably looking a lot closer after chronic overachiever Velvet didn't even do the baseline of what was expected. I.e., it will make us suspicious. And keeping us unsuspicious is allegedly the point of getting Cult Forge to 3. That's unlikely to buy us an entire two more months unless we commit to continuing to write manuscripts for the cult (our enemy).
 
What about Selene? What about our moth sacrament? What about getting the masters lessons to reach level 4 edge (important for Selene), level 4 forge and level 4 grail? What about getting the Masters help on an expedition to get the right key? What about the cadres help in rituals to heal ourselves of our maluses?

We have a lot of things we want to squeeze from the cult and we really really don't want the Master to have a good reason (like say us rebelling) to visit by and look at what we have been doing while we still have Selene around as a filly.
(Sips tea)

The thing is that we already decided to betray the cult. Period.

Wanting to "squeeze out" too many advantages defeats the purpose. Like a young adult who decides to leave home "because he's all grown up", but still wants his mother to wash his clothes, pack his bags and prepare him a sandwich for the long trip ahead. It kind of defeats the purpose of him being a big boy who wants distance from his parents.

Velvet using the Cult as much as she can, on this last stretch, is not an attempt for a perfect score. She will not, cannot, min-max this like a perfectly calculated speedrunner in a game. She is just keeping the tap open, and letting as much water into her cup as she can. And when the tap dries up, it dries up.

Plus, the actions for this turn have already been decided. So there is only one voting turn left before next cult meeting comes. And things will get very rocky indeed between here and there.

So, in kindness, I think you would best serve yourself if you abandoned the thought altogether. To avoid suffering, if nothing else.



Also, good morning!
 
Still even betraying on turn 16 will let us get our moth sacrament we just have to prioritise it.
The Moth Sacrament is nowhere near important enough to put on the priority list compared to actually preparing for the betrayal, considering that, at the moment, that would require 3 Moth lessons + the actual Sacrament action; that's way, way too many actions for one (1) benefit. Like, we have our own option for Moth Sacrament. It's not even that difficult! People just don't like it. We're not going to be stuck at Moth 4 4/4 forever if we don't get the Master's Sacrament now.
 
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The Moth Sacrament is nowhere near important enough to put on the priority list compared to actually preparing for the betrayal, considering that, at the moment, that would require 3 Moth lessons + the actual Sacrament action; that's way, way too many actions for one (1) benefit. Like, we have our own option for Moth Sacrament. It's not even that difficult! People just don't like it. We're not going to be stuck at Moth 4 4/4 forever if we don't get the Master's Sacrament now.

I think your underestimating both how useful the Master's Moth Sacrament would be for us and how distressful we find our personal sacrament.

What more did you want to do to prepare for the betrayal anyway?

Besides getting the Master Moth Sacrament is preparing for our betrayal. I would like to have enough moth to be able to prevent the Master from just forcefully summoning us again in the event we betray them.
 
I think your underestimating both how useful the Master's Moth Sacrament would be for us and how distressful we find our personal sacrament.

What more did you want to do to prepare for the betrayal anyway?

Besides getting the Master Moth Sacrament is preparing for our betrayal. I would like to have enough moth to be able to prevent the Master from just forcefully summoning us again in the event we betray them.
Just off the top of my head, in no particular order, and assuming that Bird doesn't throw any new anti-cult Fleeting Opportunities our way next turn...

1) Finish dissociating ourselves from the Loremaster. Possibly unnecessary if we roll high enough on our general cult dissociation this turn and some of that 'overflows' into Loremaster dissociation, but who knows. Best not to count on it.

2) Heal our Scarred malus

3) Cult dissent. Loremaster dissociation + general dissociation + stealing the manuscripts should finish erasing our evidence trail, so next priority imo would be actively weakening the cult.

4) Moving. I know Bird has said that staying in Ponyville is his preferred option, but staying in the home base of a hostile cult just. Seems like such a bad idea to me. Preferably Canterlot, but Soft might veto that. This would probably be multiple actions, not just one, but they'd all fall under the same category.

There's more stuff I could suggest, but there are only so many actions in a month and we have no idea what next month is even going to look like at this point. So consider this a list of "4 things we could do instead of getting the Master's Sacrament", I guess.

Also, what makes you think that Moth would prevent the Master from pulling us into the Woods?
 
Firstly, as far as we're aware, it's not a ritual, and secondly, again, what makes you think that Moth specifically will prevent a Moth Name from pulling us into the Woods, a Moth-aligned location? And not, say, Lantern? Or Knock?
Moth is probably an opposed roll. We lose.

Lantern is probably such that at sufficient intensities "Ewww no" stops the roll.

And knock is probably a "Nah, I'm leaving." Roll
 
Completing our cult task would require FOUR (4) actions, crammed into next turn.

1) Read Forge 3 (x2), Lantern 6
2) Forge manuscript
3) Lantern/Knock manuscript
4) Lantern/Knock manuscript

Which is most of a turn doing nothing but writing manuscripts for our soon-to-be enemy.

Maybe that could be dropped down to three if DoA finds a Forge or Knock book in the caves, but that's still just under half of our action # this turn. The total action count next turn could be anywhere from 5 to 8.
The idea was to only do Forge, and stay one month behind. I'm still mostly against it though.

By god, a huge argument every time we consider leveling up grail would be much, much worse.
not really, we'd just have to commit to give a single lesson to Rarity soon after. it's an inconvenience, but one we COULD deal with if we had to.

That said, I'd still go for the last option. I don't expect us to abuse her (more than we did thus far, at least, and we TRIED to not abuse her. the worst we did to her is the leash, and we had a pretty good excuse in the "stop her from committing suicide via Comet Feet)

Relying on secrets in dealing with a moth Master...

Maybe if they were anything but moth that would work but we have a moth master. Dangling secrets in front of them like that is only going to get them invested in finding out what we're hiding.
more like relying on them being whimsical and not instantly laser-focused on acting against us. It's not like the Master has ever done the obvious or rational thing.

To the Lionsmiths great joy I'm sure.

I just hope we can betray the cult at the end of turn 17 instead of turn 16.

Still even betraying on turn 16 will let us get our moth sacrament we just have to prioritise it.
as Bird just said, plan with the expectation that next turn is our last turn with access to cult resources.

It would take a LOT of luck for us to last another turn. Or actions we're not really willing to take.

We decided to betray, so betray we shall.

MAYBE we can squeeze in that moth sacrament, but that's pretty unlikely. we need 3 more scraps, so unless we get most of them from mansus and expedition this turn, it's just not going to happen. Next turn, after all, we'll want to take advantage of Grail influence as much as we can, and we might want to go with a few rituals (Twilight horn healing, Velvet healing physical and maybe even mental...)

Grail could even give us a shot at turning at least the Hintseekers to our side, I think.

The Moth Sacrament is nowhere near important enough to put on the priority list compared to actually preparing for the betrayal, considering that, at the moment, that would require 3 Moth lessons + the actual Sacrament action; that's way, way too many actions for one (1) benefit. Like, we have our own option for Moth Sacrament. It's not even that difficult! People just don't like it. We're not going to be stuck at Moth 4 4/4 forever if we don't get the Master's Sacrament now.

We're still doing an expedition, a mansus expedition, and then whatever we do next turn. It's not impossible for us to reach the required scraps, just unlikely.

With that said, there's always the chance of, like we considered before, raising someone we actually dislike to Good Friend status, then leashing them, and then using them for the sacrament. That's still a bit distasteful, but still much better than giving up Rarity, Jade, or Twilight.

If we leave Ponyville we could even use Filthy Rich or Cheerilee for this... or, even better, Filthy Rich's wife, Spoiled Rich/MIlk (who even named her that!?)

I think your underestimating both how useful the Master's Moth Sacrament would be for us and how distressful we find our personal sacrament.

What more did you want to do to prepare for the betrayal anyway?

Besides getting the Master Moth Sacrament is preparing for our betrayal. I would like to have enough moth to be able to prevent the Master from just forcefully summoning us again in the event we betray them.
If I had to guess, Lantern would help more in defending from the Master than moth. Especially HIS moth sacrament, which he'll perfectly know the strengths and weaknesses of.

Still, it WOULD give us an idea of what they're capable of too, I suppose... except that the sacrament would be our (current) peak in Moth, while they are FAR above it.

We're the Loremaster, the Lore Polymath. If we challenge someone, we have to do it in their weakness, not their strength.

...on that note, actually. @BirdBodhisattva beyond the explicit bonuses, do we get some kind of situational bonus from the "superior" lore against someone else's one?

Like, if we had to fight Comet, would our Winter (the lore that subvers Edge) help any? or our Lantern against the Master, or... well, there's nothing subverting Knock now that I think about it. damn you Velvet Axe!
4) Moving. I know Bird has said that staying in Ponyville is his preferred option, but staying in the home base of a hostile cult just. Seems like such a bad idea to me. Preferably Canterlot, but Soft might veto that. This would probably be multiple actions, not just one, but they'd all fall under the same category.

This is unlikely. The way I see it, If Soft Sweeps vetoes Canterlot AND we listen to her, then we're not moving. Ponyville is not really THAT much less safe, really. random cultists are not really a threat, and summons or the Master wouldn't have that much of a problem in moving to a different town to strike at us.

mechanically speaking, you can probably look at the cult bonus for ponyville actions as a measure of how bad it would be to stay here, and all things considered it's pretty low.
 
Firstly, as far as we're aware, it's not a ritual, and secondly, again, what makes you think that Moth specifically will prevent a Moth Name from pulling us into the Woods, a Moth-aligned location? And not, say, Lantern? Or Knock?

Rituals are pretty much just lore applications.

If your dealing with the Woods you use moth lore to find your way not lantern or knock, I'm under the impression this is similar so moth would be the "ideal" defending lore.

So, your handy rule of thumb. A single Lore is "ideal" to defending against a ritual, but (upon lethal failure) you roll your "highest Lore" for a [At least survive?] roll.
 
...on that note, actually. @BirdBodhisattva beyond the explicit bonuses, do we get some kind of situational bonus from the "superior" lore against someone else's one?
It depends a lot.

I almost certainly wouldn't make it a mechanical bonus, though. That's the sort of thing that I would give a narrative bonus to. Because I can't justify you out-fighting an Edge specialist because "I have a lot of Winter, and that subverts it." That's not how it works. If you are in combat, that's an edge contest, and the rolls will be based on that.

So, in a sense, I would make sure that the mechanical rules are being respected and so on. These less certain and more "vague" interactions, that still make sense because of the setting, are more comfortably fitted in the narrative part.

Which is not to say it wouldn't make a difference. It could. If the scene makes sense, or if the narrative weight is that big. In fact, I don't have a problem even with creating a temporary "narrative bonus" in the form of a small dice-roll bonus.
You had a "+5 something" bonus in most of your interactions with Comet Feet, after all. And that was because of narrative elements that were so heavy that they demanded mechanical, as well as the effect they were already having in his narrative behavior.

So, uh, it really, really depends.

Make your plans based on a "no, it wont give you any bonus". Because at the end of the day you may only safely rely (and safely correct me if I'm wrong) when there is a clear rule behind it. So if I screw up because I forgot to add your Edge to your combat bonus, that's easy to point out. If you lose a combat because you rolled a 59 against Comet's 60, and you wish you had one more bonus because of extra Winter, then your argument is a lot flimsier.

So make your plans based on the mechanical aspects, but be pleasantly surprised if the narrative steps in. Does that make sense?
 
Rituals are pretty much just lore applications.

If your dealing with the Woods you use moth lore to find your way not lantern or knock, I'm under the impression this is similar so moth would be the "ideal" defending lore.
They're applications using ritual circles specifically. The Baldomare can channel a max SH Influence, we can invoke a max SH Influence using Calling of Influence. That doesn't make Baldomare's Influence-granting a ritual.

From what we know of the 'ideal' Lore defense, neither of them share the Lore of the ritual they defend against. PTN uses Moth and Knock, and is ideally defended against using Winter. EiB uses Winter and Lantern, and is ideally defended against using Heart. I see no reason why defending against an invocation of Moth would also have Moth as an ideal defense.
 
…Who says we're missing them? That Snake is insane, she could honestly be thinking all sorts of things about us and we'll never know.

We're missing the worlds where this was true though. Can you imagine her reaction when she realizes she's stuck in a house with potentially both halves of The Diad? She thinks we're near the level of a Long but how would she handle two proto-hours?

I am deeply curious if the Daughter Of Axes would have been Dead on Arrival.
 
as Bird just said, plan with the expectation that next turn is our last turn with access to cult resources.

It would take a LOT of luck for us to last another turn. Or actions we're not really willing to take.

We decided to betray, so betray we shall.

Bird said don't get your hopes up and don't count on anything till the turn comes by.

But Bird has mentioned stuff about the betrayal before.

Velvet will betray the cult, which means that at some point I can decide (without a vote) that "Velvet is not willing to obey X order, a Trigger Event will happen as soon as you are called out on it" or something like that.

But staying in the cult (for the sake of its infrastructure and whatnot) is perfectly viable until either you screw up or I decide that "Velvet won't do that, Trigger Even will happen at the end of next turn" or the likes.

And the Trigger Event itself is, also, the bright line indicator of when Velvet will cut off contact with everything cult-related, as well as lose access to everything the cult has.

Until that line is crossed, everything is fair game.

Staying in the cult till we screw up or the Master gives a red line Velvet won't cross is an option. Our current task is not a red line as seen by us having the option to do it.

We are going to be betraying the cult and it can be kicked of anytime by events outside our control. But we can attempt to stay till turn 17 for cult benefits. That's kosher.

Is it worth it? I think it is to try and stay for one more turn (after the next meeting) in the cult if we can.
 
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PTN uses Moth and Knock, and is ideally defended against using Winter. EiB uses Winter and Lantern, and is ideally defended against using Heart. I see no reason why defending against an invocation of Moth would also have Moth as an ideal defense.
PtN and EiB are direct attacks to mind and body, and so it's defended by lores that add bonuses to defending your mind and body, makes sense. Dropping us into woods from our bed isn't a direct attack to our mind or body tho.
 
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Honestly, I would guess Knock. Mostly because the way the Keys were described as blocking rituals is through closing the path they follow to their target. Even if it can't block the path of whatever the Master does to target someone when pulling them into the Woods, it does seem likely a similar application could be used to block the path victims are dragged along to the Woods.

Like closing a door before someone can drag you through it. Might hurt when you slam into the suddenly closed door, but at least you're still on the side you want to be on.
 
Honestly, I would guess Knock. Mostly because the way the Keys were described as blocking rituals is through closing the path they follow to their target. Even if it can't block the path of whatever the Master does to target someone when pulling them into the Woods, it does seem likely a similar application could be used to block the path victims are dragged along to the Woods.

Like closing a door before someone can drag you through it. Might hurt when you slam into the suddenly closed door, but at least you're still on the side you want to be on.
In particular, our own Knock sacrament. I mean, if you can figure out how to open a portal to the Mansus while in the Wake, it doesn't seem to be that much of a stretch to open a portal to the Wake from the Mansus.
 
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Really?

Studying how to cut a wound open makes it easier to figure out how to close it? The butcher who cleaves knows how to reunite? The doctor's knowledge of how to use a scalpel facilitates his skill with the stitches?

I mean, the Wrong Keys are Knock artifacts that close things. Knock is notorious for opening. And creating passages. And "permitting no isolation".

The Frangiclave, even, is a tool that cannot possibly be kept in a locked place.

So why, ever since we met Velvet Axe, have we been thinking about so many analogies of Knock and closing? Especially when the one artifact that does it is called Wrong Key?

It's something I've had in mind for a while.

Edit: This is an honest thought. Not a criticism or a rant. I just don't want us to begin having warped ideas about the Lores and whatnot, which might later on become unfulfilled expectations.
The thing is, "Knock" equates to "opening", not to "keys". It is easier to slip on that, because doors (which open and close) are related to Knock, and because Knock's symbol is a key (and keys open and close). But Knock opens. "Knock is the principle that opens doors and unseams barriers". Don't invest in Knock in the hopes that it will help you close a door.
 
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Really?

Studying how to cut a wound open makes it easier to figure out how to close it? The butcher who cleaves knows how to reunite? The doctor's knowledge of how to use a scalpel facilitates his skill with the stitches?

I mean, the Wrong Keys are Knock artifacts that close things. Knock is notorious for opening. And creating passages. And "permitting no isolation".

The Frangiclave, even, is a tool that cannot possibly be kept in a locked place.

So why, ever since we met Velvet Axe, have we been thinking about so many analogies of Knock and closing? Especially when the one artifact that does it is called Wrong Key?

It's something I've had in mind for a while.

Edit: This is an honest thought. Not a criticism or a rant. I just don't want us to begin having warped ideas about the Lores and whatnot, which might later on become unfulfilled expectations.
The thing is, "Knock" equates to "opening", not to "keys". It is easier to slip on that, because doors (which open and close) are related to Knock, and because Knock's symbol is a key (and keys open and close). But Knock opens. "Knock is the principle that opens doors and unseams barriers". Don't invest in Knock in the hopes that it will help you close a door.
Likely because people tend to consider something and its converse intimately and permanently linked - so opening and closing. And there isn't an obvious other lore for closing so...

But I figure Knock could still help, but in the sense that it could just open a path right back out, or hold the one that brought you there open so you can go the other way.
 
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