negotiate with rabe for my cultists back
Negotiating with yourself? An interesting plan, to be sure...
Humanity
Attack CARP's... nothing... I guess:
[irrelevant] They attack CARP's nothing. Nothing happens.
Help Tavern wench find the ritual
[6] Your cult gets a bunch of emails about what the ritual is, and it quickly becomes apparent that you can't do it now. It requires quicksilver (mercury) instead of dragon blood and it destroys the Orb of Stability when done. Also, it only summons most of you, so you'll come out injured. Your cultists get frustrated by all the emails and some quit the cult (-50 cultists, learned stability ritual {req mercury, orb of stability, causes injury})
End of Turn 14.
score:
Unescargot (moderately injured): summoned, getting old
-cultists: 420 cultists, 5 high morale empowered moneyed investor cultists, 5 annoyed empowered moneyed investor cultists, 8 cultists in high places, 3 hallucinating veterans, professional journalist hirelings
-Items: book with power swap ritual
-Inquisitors: 115 lightly armed inquisitors, 10 inquisitors, inquisitorial demolition hirelings, inquisitors active
-Other: host of ihatecarp.com, knows ritual of fading strength, knows self banishing ritual, bad PR, knows power swap ritual, knows yoga
--Puff Puff (uninjured): plush toy that looks just like him
Tavern wench:
-cultists: 210 heavily armed cultists
-Items: Precariously perched base, Orb of Stability 1, has dragon blood
-Inquisitors: 60 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, Inquisitors activated
-Other: well known, admired by humanity, leaderly campaign started well, refugee organization made, knows stability summoning {req mercury and orb of stability, can sub DB [causes injury]}
--Crux the mad (DEAD): killed 10% of Earth's population
TROG (DEAD): summoned, vanished into the abyss
-cultists:
-Problems: despised by humanity
-Items: has dragon blood
--GORT(DEAD): 124 mummies
--KONG(lightly wounded): nothing
Anthaju(uninjured): summoned
-cultists: 70 cultists, 30 archaeological cultists
-Items: has a flooded pyramid with a shoddy shack on top for a base, has money, prepared self banishment ritual, has metal, has dragon blood
-Inquisitors: 5 strong mummy inquisitors, inquisitors activated
-Other: has weighed Unescargot and TROG, knows self banishing ritual, destroyed Orb of Stalwart 4, knows ritual of fusion
Koshu: guarding
-Cultists: 152 cultists, 200 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base, has a few spaceship components, has extra spikes
-Inquisitors: 125 armed inquisitors, inquisitors activated
-Other: good PR, satellite launched, knows "cascade" ritual, knows sacrificial summoning ritual {requires Dragonblood, 500 sacrificial cultists}
Rabe (uninjured): summoned, can drown people and detect beards/alcohol
-Cultists: 1155 cultists, 50 armed cultists, 10 hallucinating cultists, 1 old cultists, 40 recognizable cultists, 10 cultists in high places
-Items: has lightly damaged sturdy base with defenses (+lightning rods and 30 gun turrets), metal recycler and shaper set up, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones)
-Inquisitors: gone for now
-Other: KI website and company set up, posters put up, campaign for president started, destroyed Orb of Stalwart 1, second in command to carp's faction, moderately bad PR
DF CARP: rather calm, thinks TROG is carp, ageless and better with psychic power, regained swimming power and control of carp
-goal: find old powers again
-Cultists: loneliness
-Items: emptiness
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of), destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES (DEAD): unending hunger, mass: 200, physique +2
Rosabel:
Cultists: 50 cultists with cancer, 100 slightly healthier cultists
Items: has dragon blood
Inquisitors: inquisitors have destroyed Orb of Storms 1 and Orb of Stalwart 2
Other: good PR, has humanity's sympathy, buried the dead, knows gold summoning ritual {req gold block, dragonblood, tallow candles, causes weakness}
Other: Poison widely available, 10% of Earth's population gone, cascade impossible