Heh. I see
@Shyft somewhat taken-aback by the baseline description for Kerisgame "yeah, go resolve this action in one roll, if you stunt it" that's basically the way we resolve those kinds of narrative events in place of most extended rolls.
Generally speaking, we don't use many extended rolls - instead, challenges are broken up into dramatic beats and those beats are success-fail. You don't accumulate successes to make a daiklaive - you succeed on rolls for purifying the workspace, forging the blade, and then tempering and honing it.
(It's almost a bit Quest-like as a resolution mechanic - it's the dramatic beats where things can go wrong or be interrupted that matter, not the amount of time it takes)
here we also discuss the 'houserule' of Enlightened Essence Wielders being able to see spirits. As I point out here, allowing that means the ST has to populate the world with spirits in addition to mortals. Locking spirit-sight behind a Charm or even an Action means the ST doesn't need to borrow trouble.
Hmm. What we might have here is the product of some divergent assumptions about how many spirits are "active" from day to day.
I work from the assumption that most of the time, the god isn't roaming their domain. They function more like a Roman lares or a Japanese yokai; they're more immanent in it or dwelling within a part of the house. The house god, for example, may well spend most of his time in the kitchen hearth, slumbering in the keystone above the heart or sitting in the fire when it's lit. A person with enlightened essence can see him sitting in the fire, and they're woken in the middle of the night when he scampers along the rafters, doing strange little rituals, but most of the time he's concerned with other things. And that's even if he's a little god; least gods dwell within their object and are generally much more integrated.
Or, to put it another way, most of the time little gods are only active because of Plot, in one way or another. Otherwise, they're just a little bit of background weirdness that the ST can use to flesh out a location - for example, when you see that the household god is thin and mournful despite a seemingly happy household, that's a plot hint that there might be something much less happy hidden within this house. And when the family prays to the house gods in the family shrine, they're praying to the place where the gods either live, or a place where they gather to hear prayer. The family shrine is the best place to see the gods of the household, because they gather there to listen - but most of the time they're not so active.
Likewise, for demons... well, honestly, seeing a lurking demon around immaterially is basically always an act of Plot [1]. And elementals are naturally material, so they're just a weirdness you run into in Creation no different from a wild hippo.
Honestly, quite a lot of elementals are less dangerous than a hippo.
[1] I don't have demons be consistently immaterial or material - it depends on the breed and their themes. The vice-driven, wrathful blood apes are naturally material because they're demons of blood and bone, but the teodozija, as priests of the Yozis, are immaterial voices on the wind save when they manifest their leonid power.