Daragon: Tell Saragon to go and "hug" Speedo-man, then go deep into the woods to plant the first Seed.
Militia Cult: Attack Quarken, killing as many of his cult as possible, with the goal of destroying his Orb of Stalwart
Rest of the Cult: Destroy the Orb I possess and then follow Daragon.
If the Seed gets created: set the vines not to attack my cult.
Attack Speedo: [1] You use your turn to tell Saragon to take his turn, and then Saragon creeps over in Speedo man's direction. Unfortunately, because it's a fucking tower of needles and not a mobile creature it starts falling apart. Luckily Sara is smart enough to stop moving when half it's body is about to fall off. (Saragon lightly injured)
Attack Quarken: [6] They attack Quarken's cult, and get themselves killed fighting... still, they manage to take a few of the bastards with them. (-25 militia, Quarken loses 50 cultists)
Destroy orb: [3] Your cultists roll the orb into a pit nearby. That's basically destroyed, right? (Orb of Stalwart 4 now stuck in a deep pit)
Seed: [irrelevant] No time, what with all the commanding and fighting Daragon is busy doing
Passive Madness: [4] Your cultists are driven to madness by the glow of your gilding. They are now obsessed with the golden vines and will likely throw themselves into the clutches of them at the first opportunity. (7 cultists now mad)
Archon: Mind-control more animals. It's impossible to have too many pets!
2 cultists: Acquire leadership skills.
1 insane cultist: Keep researching that ritual of summon random horror. You delved deep enough to go mad, so you ought to be getting somewhere.
1 insane cultist, 1 cultist, 5 beasts: Go and camp out at the orb of stagnant. Bring some dragon blood, and be sure to fish for my parody if you've got the time.
20 satyrs: Go recruit more humans. Animals are great, but we could really benefit from the extra brainpower.
Mind control: [6] You drag more beasts to do your bidding, but accidentally drive some of them feral. They'll have to be put down, for the good of the group. (+200 beasts, +100 beast inquisitors)
Leadership: [4] they learn basic team management and how to turn a small success into a reasonable one. (Now leaders [can turn 3 to 4])
research: [3] They gaze into the void and find a ritual that allows you to summon a random horror. Unfortunately, it only summons extremely weak horrors, but luckily it only requires dragon blood to do. (learned summon mini-horror [req dragonblood])
THE SALMONING: [4] The cultists work feverishly to etch out the summoning, but with only four able hands between them they don't get all the required runes etched this turn. (partially completed salmoning ritual)
Recruit: [1] They run out into the streets and get hit by cars. Idiots. What's a cloud of mist got to do to get good help around here? (-20 satyrs)