IMHO it would be a good idea to post such concepts
prior to coding them, to get some discussion and feedback about them. Could save on stuff like:
[*] In order to complete a Credo you need to complete 10 quests per Credo you already have, so 10 for the first Credo, 20 for the second, and 30 for the third, and so on. The five special abilities of each Credo are linearly unlocked for every fifth of the total questline you complete. The number of quests you need to complete is reduced by ten every time you die, to the initial minimum of ten.
[*] Completed Credos are inherited in their entirety when you die.
[*] Initiating the pursuit of a Credo costs an amount of LP proportional, again, to the amount of Credos you already have, and the number of times you have died.
New meta for new characters: complete one credo, go swimming to reset to 10 quests, repeat.
[*] Fisherman: Increased speed when swimming.
Now a default prerequisite for combat characters, I guess.
Projectiles hurt animal qualities less.
Please define 'less'.
given that this type of character development -- running quests -- isn't trivial to just slap a bot on and call it a day
Please, don't tempt me.
[*] It is debatable whether quest running is fun enough
Remove the slap-in-the-face rewards ('relieved hunger by 0%' and similar) to make it less unfun.
archs of meaningfully related quests
As long as questgivers can be privatised (or slaughtered en-masse) this won't happen.
Thus, close but no Cigar.