Recruit people of varying ethnicities, and races, for diversity.
50 cultists: Get the last Orb of Stalwart.
20 cultists: Run for office.
30 cultists: Start a small relief organization, to welcome refugeees.
Recruit: [3] You convince a couple more people to join your quest for victory. (+50 cultists)
Secure orb: [irrelevant] without a base it would be pointless to move it, but they follow the trail the orb left when it was rolled out and find it again.
Campaign: [5] Your cultists set up a campaign for you to become president... or senator... or representative... or chairman... really, whatever type of leader they have in this town... You initial reception is good (campaign started, very good PR)
Bezniss start: [6] They set up the relief organization adn get so caught up in the work that they don't have time for the cult anymore (-30 cultists, refugee relief organization made)
Tornado: Attack Carp!
100 cultists: search for and do not drink the dragon blood.
Me: provide healing for wounded cultists.
50 cultists: Give those who are dead a burial again.
Attack CARP: [irrelevant] He hasn't been summoned, so it just sort of runs toward the base and then runs away... also, your tornado dissipates because it's run out of energy.
Dragon blood: [2] Dammit, those inquisitors must have hidden all the dragon lilies... or maybe they should just look somewhere else...
Let me heal your wounds: [3] You get them back to usable condition, but they're still looking a bit rough. (wounded cultists now lightly wounded)
Redead: [4] They go to the other horrors and bury their dead for them. What a nice, civilized bunch of folks. Some of them are less than happy about being buried and escape (dead are buried, mummies buried, but they escape)
Edit: forgot these guys
Inquisitors: arm yourselves
[5] they find explosives and machines guns. Things are getting real now. (inquisitors heavily armed)
Wait.. I have an idea.
Me: Summon mummies! This time I'll look into them before summoning...
Cultists: Research a ritual that might be able to perhaps fuse entities together!
Assassins: Poison the water supply of my inquisitors! They want their water, they get their water.
Mercenaries: Murder Trog! Murder Trog! Send him back where he came, into the bog!..
What? Egypt wasn't exactly known for its poets, y'know.
Summon more mummies: [3] You ressurrect Lloyd Fargley, Tanya Rreknos, Brian Ekleres, Yonti Likles, and Sarah Ileuts. who are those guys? I dunno, and neither does anyone else. (gain 5 weak mummies)
Research: [5] They find a ritual that enables you to merge two entities into one. It can be done with living or dead creatures, and the result will be living... Of course, if the two entities don't get along, there will be some... inner conflict... Apparently they will just explode if they get into too bad an argument... The ritual requires dragon blood, two entities, and of course, an important symbol to draw in the middle with a paint made from metal powders which is vital to make it work properly... good thing you looked this up before trying to perform it otherwise you might have made some horrible world-ending monstrosity on accident... (ritual of fusion learned)
Poison: [3] They pour poison into the water supply. The inquisitors clean it out before too much damage happens, but it's too late for some (-25 inquisitors)
Murder trog harder: [3] They dance on his dead body. they get covered in blood. The leader checks his calendar and announces they will be leaving. Their contract has ended. (-85 mercenaries)
Inquisitor mummies: Tear into the assassins.
[5] They bash themselves against the walls of the pyramid until they manage to tear a hole with their ridiculously powerful clawed hands. Damn, those guys are strong. (pyramid base damaged, -5 armed trained cultists, -5 inquisitor mummies)
Other inquisitors: sabotage the dragon blood
[5] They sneak through the hole in the pyramid and immediately get attacked by the guards. It's a bloody battle and they put in a heroic effort but your guards are not strong enough to beat these odds. The inquisitors leave to lick their wounds. (-10 armed trained cultists, -30 inquisitors)
*Edited a bit because I keep getting confused between Koshu and Anthaju for some reason...
500 Cultists and 10 in high places: Construct and fire MIRV (google it) missile, targets are Unescargot, Gort, Kong and the cultists of tavern wrench
5 Cultists: Turn on and use the smeltery.
Rest of them and me: Recrute.
OUR BALLISTICS WILL BLOCK OUT THE SUN!: [4] They build a Multishot missile and fire it off. Turns out not putting explosives in limits the usefulness to individual targets, but they still deal some heavy hits to what they land on (Unescargot's base is destroyed, Gort is heavily wounded, KONG is lightly wounded, tavern wench loses 10 cultists). ((Could you describe what you're building in the future rather than just naming military grade stuff and telling me to figure it out? Otherwise next time you're launching guys named mirv out of a catapult because I can't be bothered to deal with that))
Dangerously understaffed smeltery: [6] they turn it on and get it running, but there aren't enough hands to deal with the problems that quickly arise (smeltery heavily damaged)
Recrute (you+95): [5] You and your followers convince a bunch of people to join you (+390 cultists) ((I've given up on making colorful descriptions for recruiting in case you couldn't tell))
Edit: also forgot these guys
Inquisitors: smash smelter
[6] They bash themselves against the walls of your base for a few hours until your cultists chase them off (-20 inquisitors, sturdy base lightly damaged)
Me: If any missiles or whatnot come my way, lighting said missile out of the sky. Otherwise... PM!
100 cultists: Recruit generics!
70 cultists plus veterans: keep guarding.
Puff Puff: Float into Rabe's base. Spread the doom powders.
5 wealthy cultists: Hire architects, engineers, and construction workers to repair my base and make it even more deadly!
other 5 wealthy cultists: Hire some odd college interns to research a ritual that causes two horrors to switch powers.
8 cultists in high places: Give my inquisitors directions to Rabe's base, tell them that the directions are to my base.
Journalist minions: Bombard Rabe with bad PR!
Anybody I may have forgotten: Spread Sudoku books through Rabe's base.
Lighting defense: [irrelevant] It's too late, the missile has landed with a loud crunch on your beautiful fortress
Lightning trap (because I'm going to forget you did this if I don't post it): [3] It sticks, but it's not very subtle (Orb of Stalwart 2 booby trapped)
recruit: [1] Hate club ahoy! (+100 inquisitors)
Hallucinogen Rabe: [2] Puff puff gets confused and floats around in the middle of nowhere for the whole turn.
hire and do stuff: [3] They manage to find some contract workers to rebuild the base and research for you, but they do a poor job and leave. The ritual guys hand your cultists a book with some vague instructions and tell them to figure it out, they must work for Rabe. (shoddy base built, power swap ritual reference found)
Lying: [5] They successfully convince the dimmer among the inquisitors that Rabe's base is yours. Many of them aren't fooled though. (200 inquisitors transferred to Rabe)
PR attack: [1] They accidentally mix up the names, they gave you bad PR and said it was from Rabe (bad PR)
wtf?: [3] They spread some simple sudoku problems (just papers, not books) around Rabe's base. It doesn't do much. (sudoku problems dropped onto Rabe's base)
Wealthy Inquisitors: hire a demolition team to remove that eyesore
[5] they hire a demolition team that tears down your shoddy base before you even get moved in. What a bunch of dicks! (shoddy base destroyed, inquisitor hireling demolitionists gained)
Inquisitors in high places: detail the dangers of this monster known as "Unescargot"
[5] They go on a campaign against you and inform everyone of the terrible beast that summons the storms and slays all in his path. The scare works and everyone turns against you. (hated by humanity) ((hated = they try to interfere with your operations, despised = they actively try to kill you))
Inquisitors: ruin his dragon blood, in case he finds any more rituals that need it
[6] They don't bother with water and drink all the dragon blood. There isn't enough for everyone. So tasty, but so toxic. (-50 inquisitors, lose dragon blood)