Heckler's guild: pester Archon
[1] Several of their members are enraptured by all the adorable animals following Archon and join their faction. (15 hecklers join Archon)
AIM is forgotten.
End of turn 8.
Big Ol' Fire:
cult: 150 cultists, 400 ecologists
items: Orbs of Stalwart 3
Diplomacy: good PR
inquisitors (ACTIVE): 25 inquisitors, 275 eco inquisitors
Volker-hands:
cult: 150 cultists, 80 cultists locked inside base
items: access to Orb of Stawlart 4
Base (sturdy fortress [LOCKED]):
Diplomacy: Mixed PR
inquisitors: 115 inquisitors
Dar Gold (lightly injured): [somewhat hungry]
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (DEAD): the light... so close...
-Seed 1: sprawling tendrils, starving
Quar-splosion man:
cult: 100 scholars
Items: located dragons
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR
inquisitors: 25 inquisitors, 25 scholars
Leechmaster: *yawn*
cult: 50 cultists, 50 lumberjacks, trying to summon with Fisherman's materials
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk, lots of thatch huts
Diplomacy: bad PR
inquisitors: 25 inquisitors
Crystal queen: Zzzzzzzz...
cult: 125 angry housewives, 50 injured economists that hate economics, 100 journalists, 50 medics
Items: dragon blood
Diplomacy: excellent PR, protesting money (Heated)
inquisitors: bad PR, 25 inquisitors
KZ-Jello:
cult: 230 cultists, 50 "smart" cultists
items: Dragon blood
Diplomacy: good PR
inquisitors:
Arcing Mist-elf: [AFFLICTED BY PSISHOCK, NO ABILITIES FOR [1] TURNS]
cult: 3 cultists, 15 hecklers (negate leadership bonuses), 1 mad cultist, 1 mad weak esper, 440 beasts, 100 large beasts, 30 satyrs, 25 minotaurs, 20 centaurs, 5 centaur scouts, 5 battle commanders (50% chance to reroll negative outcomes in combat they initiate), 2 leaders (50% chance of turning 3 into 4), 2 disaster averters (50% chance of turning 1 into 2)
Items: dragonblood, discovered Stagnant orb, 3 slimy toxin bottles
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (lightly injured): suffocating
-Beldroth (uninjured): [4] turns til adulthood
+Happy the clown: Hey there kids! Let's play a game!
Hon Shadow (uninjured):
cult: 15 "smart" cultists, 20 marksmen, cult in Washington DC
Items: dragonblood, Orb of Stalwart 1
Diplomacy: good PR, support of president, support of Virginia
inquisitors: 25 inquisitors
-Unlight: Let the light guide you!
Fisherman (uninjured):
cult: 390 cultists, 150 warriors, 38 exhausted champions
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: mixed PR
inquisitors: 70 inquisitors
Speedy Speedoman (moderately injured, [REGEN]):
cult: 150 cultists, 50 marksmen [bad backs], 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, partially gathered more dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed PR
inquisitors:
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists
Zomboss with really long name:
cult: 60 gravekeepers, 25 cultists, 100 russians
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons, salmon
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates, bunker
Diplomacy: good PR
inquisitors:
-Count Trout (lightly injured): submerged, attacking Fisherman's faction
---- NPC factions
Heckler's guild: Get rekt, Speedo!
Personnel: 35 hecklers (negate leadership bonuses)
Relations: Created by Speedo
World info:
-Orb of Stalwart 4 in a field somewhere