Myself: animate skeletons of the inquisitors
Cultists: 10 cultists in high places: convert your underlings
75 insane but lightly armed cultists: Go after the inquisitors
remaining 35 cultists: convert more cultists, actually
Keeper: [4] You succeed in animating the skeletons of the inquisitors, should they die they will become zombies for all intents and purposes
Cultists: [6] The important guys are very persuasive and gain you more cultists. Some of their political opponents join the opposition (+100 cultists, +10 inquisitors in high places)
[6] The insane cultists strike with zealous fervor not seen outside of druggies and psychopaths. They slay all the normal cultists, but many end up getting themselves killed in the process, mostly due to being reckless (-35 inquisitors, +35 risen cultists, -50 insane armed cultists)
[6] They are very successful at handing out flyers and gaining more support, but some people are sour on the idea of learning (+50 cultists, +25 inquisitors)
Inquisitors: High places - recruit more
[5] They are extremely successful at getting more ranks (+100 inquisitors)
the rest - train for battle
[4] The 25 inquisitors left train so they hopefully won't get butchered when the psychos come charging through. (25 trained inquisitors)
End of turn 7. Begin turn 8.
score:
Big Dog: Supplies to perform summoning, but no cultists
Keeper: 305 cultists, 25 trained inquisitors, 100 Active Inquisitors, 10 inquisitors in high places, 25 insane lightly armed cultists
Brok: 80 Active Inquisitors
Big Dog: speak into the minds of the people of the world, and give them an inkling of purpose... have them seek the orbs, as many as they can...
[2] You fail to get people's attention, they are too busy playing the Big Dog RPG on their Nintendo 3DSes
Okay, I really need some cultists. Try to browbeat my inquisitors into switching sides, and if they refuse, well the earthquakes are getting a bit stale so if they refuse enrage and buff all the beasts near them and make the beasts kill them.
[5] You are extremely convincing and manage to get some of the inquisitors to switch sides at the risk of being brutally murdered (-40 inquisitors, +40 cultists). ((with low appeal and taking from the inquisitor pool you don't get nearly as many cultists as you could have unfortunately))
[3] The animals in the area go wild and kill a few inquisitors, but mostly get scared off when the inquisitors start shouting and fighting back (-20 inquisitors)
Inquisitors: kill those turncoats!
[2] They are too freaked out about all those bears suddenly attacking to do anything.