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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Eh, it is a joke. A turn of delay isn't bad.

Rule #0 of QMing: don't offer options that you are not willing to write.

And BirdBodhisattva is familiar with it.

As to scaling higher, honestly, we are not ready yet. Level 5 is far too dangerous. If we weren't lucky to have Influence, we would have dropped to Grail 2,if not worse.

Let's fix some of our maluses before trying to go higher.

I do agree with putting a hold on going past the ruined church, but we are about to be in an action crunch and we have a lot of social stuff going on, so I feel like the extra two ap from turns 17/18 and the massive social bonuses from Mareinette's minion actions will outweigh the cost of having to rebind her.
 
Is it really that bad?
Kinda? Like there's a lot of litle problems that old quest like those suffer. The comunity may be a bit toxic (as in too "sanitized") and the Qms have a love and hate relationship with the concept of players taking any risks.


There's quests when the Qms are actively less skilled, and even more toxic quests "looks at doofquests" but there's a reason that you only see talking shit about the quest, when it does comes up.
 
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I do agree with putting a hold on going past the ruined church, but we are about to be in an action crunch and we have a lot of social stuff going on, so I feel like the extra two ap from turns 17/18 and the massive social bonuses from Mareinette's minion actions will outweigh the cost of having to rebind her.
Turn 17 extra AP yes, turn 18 who knows, while the biggest time crunch would be exactly on turn 18, as Doa would be in downtime and Selene's awakening at hand.

Really, the time it matters most it risks taking our AP economy downhill.

If we summon her turn 17 (which should have more AP to spare anyway), then we are AP neutral turn 17 and in the green turn 18.
 
…I'm not entirely certain we could send her to negotiate with Hills. @BirdBodhisattva os that a thing we could do?
Unfortunately, no. Your talks with dad are, uh, special.

@BirdBodhisattva correct me if I'm remembering wrong, but I think you did once say the roll to teach Selene would be an Edge roll? Would an Influence help with that?
You know what? I actually don't remember. I'll check my notes, eventually. But that problem is at least a full turn away, so there's plenty of time before that.

Rule #0 of QMing: don't offer options that you are not willing to write.

And BirdBodhisattva is familiar with it.
Unfortunately, yes.

Jokes aside, I am joking. So don't worry.

I've just been waiting for her appearance for too long, is all. And besides, I will have her on the Wake one way or the other. The advice of "the best victory to pursue is Glory" was given way back then, and I already knew Mareinette was blocking your way when I said that.

She'll have her time in the sun. I'm just expressing my hopes it's sooner rather than later :V

But really. Vote for whatever you like, as always. I won't finagle things one way or the other. And the arguments that "summoning her is an unknown" are as valid as the arguments that "that unknown will only strike three turns from now, at the earliest" and others besides.
 
Turn 17 extra AP yes, turn 18 who knows, while the biggest time crunch would be exactly on turn 18, as Doa would be in downtime and Selene's awakening at hand.

Really, the time it matters most it risks taking our AP economy downhill.

If we summon her turn 17 (which should have more AP to spare anyway), then we are AP neutral turn 17 and in the green turn 18.

I forgot about DoA being gone turn 18, that changes things quite a bit. Consider me convinced to change my mind.

[X] Do not. (Turn 16 will progress normally)
 
Influence 1-2 level give 1 scarp a level 3-4 influance gives another, and we only need 1 scrap to hit Edge 4. So it a certain way to get the last scrap, if other methods fail.
Iirc, we can only get scraps from Level 3 and 4 Influences at this point. We're too high level to get scraps from Level 1 and 2 Influences. Edit: Nope, nevermind, they just don't give anything.
 
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Influence 1-2 level give 1 scarp a level 3-4 influance gives another, and we only need 1 scrap to hit Edge 4. So it a certain way to get the last scrap, if other methods fail.
No, it is not right:
So, you will get one scrap of Lore if you reach a 3rd Level Influence "as long as you are Level 4 or under". And you will always get another scrap of Lore when you reach a 4th Level Influence (because you will never really reach a Lore Level higher than 7, and 4th Influences are just a tad juicier than that).
 
Hmm. Question @BirdBodhisattva since i don't remember us ever actually using this option, I'm not sure about the mechanics.

The plan being bandied about to ask our merchant contacts to find an Edge Artifact so we can buy it and be certain of getting an Edge scrap when we study it. One, will that still be available regardless of which job we have? And two, can we buy and study it on the same turn that we ask them to find it?
 
You know, i've actually forgotten about Baldomare summon, but assuming we would still be in high workload phase, we would have just 2 ap to make preparations for Edge's Incision and do our actual responsibilities and (if summon now wins) rebind Mareinette.

Sure, high workload phase might be over by turn 18, but that's still a lot.

It is not a good sign if you enter a turn with 4-5 AP locked, much less if they are locked three turns prior.

And no, we really should not skip on Baldomare lest cult steal her, we might even have to worry about contested roll even.
 
You know, i've actually forgotten about Baldomare summon, but assuming we would still be in high workload phase, we would have just 2 ap to make preparations for Edge's Incision and do our actual responsibilities and (if summon now wins) rebind Mareinette.
I'm sorry, you're going to have to count that out for me, why are we fulfilling our responsibilities with only two AP?
 
I'm sorry, you're going to have to count that out for me, why are we fulfilling our responsibilities with only two AP?
Basic building/equivalent -> base AP to 4
Baldomare -> remaining AP to 3
Selene -> remaining AP to 2
For rebinding, preparations for awakening, preparations for summon and any not strictly mandatory (and so going above 4 AP baseline) responsibilities there are 2 AP left.

We are national level organization director, our job going to be demanding, most likely.
 
For rebinding, preparations for awakening, preparations for summon and any not strictly mandatory (and so going above 4 AP baseline) responsibilities there are 2 AP left.
By preparations I'm assuming you mean reagent crafting? Because we've got three turns to frontload that with free actions if we even have money available. Or do you think there's going to be some other completely unexpected requirement?
 
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