Heckler's guild: pester Speedo
[1] They get assassinated by Speedo's more attentive followers. (-10 hecklers, heckler's guild destroyed)
End of turn 10.
Big Ol' Fire:
cult: 950 cultists, 400 ecologists
items: dragon blood, Orb of Stalwart 2
Diplomacy: very good PR
inquisitors (ACTIVE): 250 eco inquisitors
Volker-hands:
cult: 120 cultists
items: dragon blood
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness]
Base (sturdy fortress):
Diplomacy: Mixed PR
inquisitors: 115 inquisitors
Dar Gold (uninjured): [somewhat hungry]
Growths: Leaves (reduce hunger passively), fruit-bearing branches
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, Slight growth, slightly hungry
Quar-splosion man:
cult: 100 scholars, 1 Leg n dairy scholar (50% chance of turning 2 into 3 on dairy or leg related rolls)
Items: located dragons, Orb of Stalwart 4
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR, BOF no longer open to OoS related negotiations
inquisitors: 25 inquisitors, 50 scholars
KZ-Jello:
cult: 30 cultists, 50 "smart" cultists
items: Dragon blood, Orb of Stalwart 4
Diplomacy: good PR
inquisitors: 25 inquisitors
-Grotesque:
Arcing Mist-elf:
cult: 2 cultists, 5 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, 3 slimy toxin bottles, Necronomicon, Improvised melee weapons, extra dragon blood
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (moderately injured): Submerged
-Beldroth (uninjured): [2] turns til adulthood
Hon Shadow (uninjured):
cult: 10 "smart" cultists, cult in Washington DC
Items: dragonblood
Base (Clearing):
Diplomacy: good PR, support of president (discredited), support of Virginia (discredited), support of Florida (discredited)
inquisitors: 25 inquisitors, 10 marksmen
-Unlight: Let the light guide you!
Speedy Speedoman (uninjured):
cult: 116 cultists, 25 injured cultists, 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 #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale
-Leader #4 (f): marksman, guilty (50% chance of turning 5 into 4)
-Leader #5: lazy
-Mr. Banana hammock: 50 cultists
Zomboss with really long name:
cult:
Items: 2 Stagnant orbs, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): bunker
Diplomacy: mixed PR
inquisitors: 25 eco inquisitors
---- NPC factions
Happy the Clown's legion:
Cult: 150 cultists
Inquisitors: 25 inquisitors
World details:
-Orb of Stalwarts 1 and 3 destroyed