Zerg in a Fantasy World

So... does this all mean that we can hand zerg to Abathur for destructive testing and get back EP? (Would probably be a research action.)

I thought adaptation was the whole raison d'être of the Zerg?
I believe that that was his point. I don't happen to *agree* with it in this case, but it is at least a semi-reasonable response to your argument.
 
[X] Talk to Dwarves. Ask for them to prepare half of your shinies to be shinier (polish and facet).
[EDIT] They can take some of those gems as payment for the work.[/EDIT]
Trade Action
[X] Half of gem reserve for minerals? +350 Minerals
Pretty sure you can only do one or the other of these; your first action is trading half our gems away to get polished gems, and the second is trading unpolished gems, which you just traded away, for minerals.

Also:
We're limited to 1 diplomacy action per month; you have 4. As much as I want to do the others, the goblins action is kind of pressing.
 
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Pretty sure you can only do one or the other of these; your first action is trading half our gems away to get polished gems, and the second is trading unpolished gems, which you just traded away, for minerals.

I didn't trade all the unpolished gems, that would be worth 700 minerals. I traded half for 350. But yeah, I messed up my entry more than a little. Updated here: Zerg in a Fantasy World

[X] Plan ptbptb

Especially the Goblin training and Dragon action. Get the feel of both and see where are their strengths

Please check updated plan in case you want to change your vote. I don't think we should visit dragon this turn without a suitable tribute.
 
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[X] Plan Friendly Face
[/spoiler]
It's should be its, when you're wanting it to state it belongs to it.
"That was it's role in dungeon delves at least." should be "That was its role in dungeon delves at least."
"Such was it's purpose, and such was it's passion." should be "Such was its purpose, and such was its passion."
 
Laughing Gods
[X] Plan Spreading Thick
[X] Spawn 10 drones, 24 if trade goes through
[X] Range to the East to the Mountains with the overlord and zerglings. Have the roaches guard our base. (Reduces chance of drone loss.)
[X] Gems for minerals? +700 Minerals

-----

The mountains to the east contained the realms of our dwarven allies. This did not mean that we could not explore and examine the area. So long as we were careful about the borders, we were quite free to move around. It helped to define the borders as well, and various passes and such through the mountains.

Not that we needed them of course. Our overlords provided some rather potent movement capabilities. Though admittedly it was only a substitute for actual proper routes. Should we ever desire to move through the mountains, it would be through tunnels. Of which there were many.

To be honest, compared to the other areas, the mountains were positively mundane. No monstrous creatures to challenge us, no particularly deadly beasts. A few ornery goats, and an indications of farms and other places that the dwarves jealously guarded. There was stone and cold. That was it.

Underground was where the challenge was. The tunnels were wide and vast. Most done by dwarves. We were even guided through them as a matter of courtesy and shown the main throughways. Deeper though, deeper held things that would fight back and fight back with teeth and claws. We could see hints of it in the claw marks on stone, and the shattered armors we saw for our allies. The dwarves were holding, and holding well, but it wasn't a peaceful defense.

All the more reason for us to fight and claw if we needed. There were things of interest there.

(Information on Dwarf Lands gotten.)
---
[X] Arrange tasks for goblins (Do note they breed incessantly, and are starting to eye the guards.)
-[X] They will assist the drones in mining. Rewards are negotiable. Rebellion will result in twice the number of goblins being eaten by the Swarm, and the rebels themselves being given to Abathur 2 to be used "creatively"; past experience indicates that non-Zerg tend to react to such prospects in horror.
[X] Expanded Lava Harvest. Send the drones to dredge minerals from the lava in a larger area as you have stripped the local area free of minerals. ( Guaranteed minerals based off drone loss, 10% chance of drone loss due to local areas becoming tapped out)

We were not accustomed to being laughed at. The zerg were forces of savage and deadly nature. So the experience was something new, and decidedly unpleasant. We knew enough not to kill Fire Rocks, but the goblin was making it surprisingly difficult.

"They stupid." He explained between laughs, and then guffawed again. "Go ahead. Threaten. See what happens."

They needed to be culled some anyway. Goblins were born in ones and twos, but they grew and matured fast so there were already enough that they were becoming slightly difficult to manage. So we took a few and attempted to train them to assist the drones.

Several burned themselves alives trying to run and falling into lava flows. One attempted to eat the drone it was supposed to help. Several actually escaped and hid before we could track them down fully. Those were carried struggling to Abathur Two, and slain.

They just lacked the temperament and instinct to obey. Non-goblins were food or threats. Nothing else. Even standard conditioning at most made them fearful. They had just enough intelligence to recognize things, and then to flee when the ones doing the threats turned their back.

Combined with the almost supernatural ability to move and find places to hide, and it was surprisingly taxing to keep the goblins in line. About the only thing good that came out of the entire fiasco was the fact that their numbers were culled. Mostly males since the females were used in other matters.

We detect the hand of another god in this matter. They aren't interfering directly, but the god of vermin is extremely good at being subtle and has a firm grasp on his 'people,' as debased as they were.

On the plus side, while annoying the entire failure didn't hinder the lava mining. We have an appreciable bonus of minerals available now.

( 10250 minerals now.)

[X] Abathur 2 researches the healing potion, sees if it's possible to duplicate or enhance it, possibly integrate its healing abilities into a gland so our units and buildings naturally produce it.

"Healing potion similar to Queen Transfusion. No adaption needed. Optimized already in Queen gland. Have detected improvements, and have been added. Possible to create stabilized version with appropriate catalysts. Higher level of ability needed before possible."
(+Queen Transfusion power. Healing potions may be made if your queen is upgraded to High Level Biomancer, or Abathur Two gains a few levels)

You may choose one of each action. Building actions are considered instant, and can change other actions.

Building Actions - We require more minerals.

4/9 Hatchery spots used. 'Lava region' claimed.

[] Build what? (Page 1 has details.)

Economic Actions - What should we eat today?

[] Dig deep and dig down. We have a lay of the land beneath us. But it has risks now as well as rewards. (Guaranteed minerals, chance of drone loss, chance of special event)
[] Expanded Lava Harvest. Send the drones to dredge minerals from the lava in a larger area as you have stripped the local area free of minerals. ( Guaranteed minerals based off drones, 20% chance of drone loss due to local areas becoming tapped out)
[] Mushroom Harvest. There are a LOT of mushrooms nearby. The trips longer than you'd expect, but drones won't care. (Biomass gain based on drones. Further harvests will deplete the area over time.)
[] Shiny hunting. Look for glittering gemstones or other materials underground. We never really cared before, so we didn't really look. Now we do a bit. (Random trade good unlocked.)

Military Actions - Kekeke. With Roaches and queens, our options become greater.

[] Range to the North to the forest with our forces and hunt big things! (Chance of lost units, chance of EP, chance of special events, chance of biomass)
[] Range to the South to the Swamp with our forces and hunt big things! (Chance of lost units, chance of EP, chance of special events, chance of biomass)
[] Range to the East to the Mountains with our forces and underground to hunt deadly things. (Very High Chance of lost units, chance of EP, chance of special events, chance of biomass)
[] Range to the West to the Desert with the overlord and zerglings. You feel as if there's more to discover still. Have the roaches guard our base. (Reduces chance of drone loss.)
[] Hunting. Zerglings can fight better than most anything normal, and normal animals stand no chance. There are a few nearby, but not many at the moment. Roaches can ambush from the ground. (Gain biomass.)
[] Hunt Charybdis. (Warning, Risky.)


Research Actions - We observe and grow as always.

[] Write ins allowed

Diplomacy Actions - The goblins poke and prod, but stay still... For now.

Current Contracts:
People of Stone - A nation of dwarves to the east. Primarily focused on crafting and building up. Their gods apparently value creation of weapons, armor, buildings, and art.
-Tentative Trade agreement: Give them shiny things, and you get minerals.

Slime People - A nation of bizarre and friendly people to the south in the swamp. Their clumsy and absentminded nature conceals a deadly and dangerous proficiency of poison.
-Trade agreement: Roach Acids for Healing potions

Elves of the Great Forest - A nation of elves to the north in the forest. Nature mages. Or in better words, biomancers.
-Trade agreement: 'Tech exchange' bioform for bioform

Goblin Tribe, led by Fire Rocks.
-You don't squish them, and feed them, and they stay in a secured area.

General Contracts
-Paladins Welcome: All Paladins of Bulwark are welcome.
-Adventures Not Welcome: No adventurers allowed!

You may pick one of the below
[] Contact the slime king(About what?)
[] Contact the dwarves (About what?)
[] Contact the elves! (about what?)
[] Request Lore from others (?)
[] Talk to the Dragon of Fiery Mountains! (You probably want tribute if you're doing that)
[] Change Contracts?
[] Arrange tasks for goblins (Do note they breed incessantly, and are starting to eye the guards.)

Trade Action
[] Gems for minerals? +700 Minerals
[] Bioform exchange with elves

Research Action "Choose a purpose, and this creature will weave you a strain."
[] Write in. Think up a reason for a new strain, and you'll have something to spend EP on as your Abathur will create something new for you.
 
This is up to the alley of the Goddess of Betrayal and redemption.

We need to upgrade our temple. That, or build more temples. Let's see what happens when Kerrigan gets some extra power. Betrayal of goblins against the Vermin Goddess and redemption of goblins from their base-selves.

Yep-yep, that would be thematically appropriate and if it works and we can start spreading Kerrigan's influence out there...
well, people are likely to be thankful that the vermin are slowly becoming non-vermin at least.
 
All the more reason for us to fight and claw if we needed. There were things of interest there.
Hmm, so possibility of joint operations? Nifty; seems like something we can have some fun with.

BTW, @Lost Star, how much time does each of these turns take? A day? A week? I'm sort of curious because of the 1 diplomacy action per turn limit, and it's already been 2 turns since we accidentally dug into the Dwarves' underground highway in our territory; I'm wondering when exactly we need to deal with that.

Also, how does Abathur Two work, in general? Does he basically give us one free EP per turn if we can't think of anything else to do with him at the moment, or does he not do stuff like that?

Okay, so we've got a decent amount of biomass and minerals to work with. Let's get building:

[X] Plan Building up
-[X] Build 3 Hatchery, (750 Minerals. 27 Biomass.)
--[X] Upgrade 4 Hatcheries to Temple of Zerg (200 Minerals, permanently removed from pool.)
-[X] Spawn 25 drones, 1 roach (1325 Minerals, 25 Vespene, 27 Biomass.)
-[X] Ending totals: Biomass 240/240, Minerals 9225/10050, Vespene 350/850
-[X] Dig deep and dig down. We have a lay of the land beneath us. But it has risks now as well as rewards. (Guaranteed minerals, chance of drone loss, chance of special event)
-[X] Hunting. Zerglings can fight better than most anything normal, and normal animals stand no chance. There are a few nearby, but not many at the moment. Roaches can ambush from the ground. (Gain biomass.)
-[X] Arrange tasks for goblins
--[X] "Fire Rocks. You agreed to serve, but your people have proven unruly and rebellious, and we grow weary of coddling them. We offer one more chance. We will seal you and your people inside the Temple. There, the Goddess Kerrigan will determine your worth. You will serve the Swarm, in one fashion or another."
--[X] Seal the goblins, along with Fire Rocks, inside the Lair Temple (along with a few Roaches, Zerglings, and Queens as guards). Either Kerrigan will offer them redemption, or they will be handed over to Abathur Two for infestation.
-[X] Abathur Two and our biomancer queen do some work on our accommodations for "Paladins", possibly "adventurers" at some point. You are aware, for example, that other species value the "taste" of their food, so being able to create a variety of different "tastes" in Creep Fruit may be worthwhile. The few "adventurers" you ran into also seemed to dislike sleeping on bare or damp ground; maybe soft patches for sleeping could be arranged in the "inn" that we had constructed?
 
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BTW, @Lost Star, how much time does each of these turns take? A day? A week? I'm sort of curious because of the 1 diplomacy action per turn limit, and it's already been 2 turns since we accidentally dug into the Dwarves' underground highway in our territory; I'm wondering when exactly we need to deal with that.
I'll note if things require your attention. Don't worry about it. That particular issue isn't pressing. You're sort of expected to accidentally dig into things until you know where things are.
 
-[X] Arrange tasks for goblins
--[X] "Fire Rocks. You agreed to serve, but your people have proven unruly and rebellious, and we grow weary of coddling them. We offer one more chance. We will seal you and your people inside the Temple. There, the Goddess Kerrigan will determine your worth. You will serve the Swarm, in one fashion or another."
--[X] Seal the goblins, along with Fire Rocks, inside the Lair Temple (along with a few Roaches, Zerglings, and Queens as guards). Either Kerrigan will offer them redemption, or they will be handed over to Abathur Two for infestation.

What do you expect this to do?

And I'm going to point this out again... We don't have the infestation upgrade.
 
What do you expect this to do?

And I'm going to point this out again... We don't have the infestation upgrade.
Right now the goblins are empowered by the God of Vermin, thus making it impossible to fulfill the oath made by Fire Rocks. We're basically offering Fire Rocks and his people the opportunity to change gods, to "accept Kerrigan into their life" or, well, die, and serve in a different way. After all, Kerrigan is the Goddess of Betrayal and Redemption, literally has in her own history the story of leaving behind her own species, first for power and then for redemption, and so we come offering both to these goblins.

And... I don't think there is an Infestation upgrade, unless you mean the Infestor's ability to spawn Infested Terrans? Basically all I mean there is that we hand them over to Abathur Two to do whatever he wants with them; maybe our Infestors will spawn Infested Goblins instead of Infested Terrans now? Maybe we'll be able to build a structure that will let us create Infested Goblin units? Or maybe they'll just be liquefied and used as spare biomass? Who knows? Fire Rocks agreed for he and his people to serve, as recompense for his audacity to think the Zerg were his food, and he will be made to serve, either with his labor, through service to Kerrigan, or with his body, as spare parts for our biomancy researcher.
 
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Right now the goblins are empowered by the God of Vermin, thus making it impossible to fulfill the oath made by Fire Rocks. We're basically offering Fire Rocks and his people the opportunity to change gods, to "accept Kerrigan into their life" or, well, die, and serve in a different way. After all, Kerrigan is the Goddess of Betrayal and Redemption, literally has in her own history the story of leaving behind her own species, first for power and then for redemption, and so we come offering both to these goblins.

And... I don't think there is an Infestation upgrade, unless you mean the Infestor's ability to spawn Infested Terrans? Basically all I mean there is that we hand them over to Abathur Two to do whatever he wants with them; maybe our Infestors will spawn Infested Goblins instead of Infested Terrans now? Maybe we'll be able to build a structure that will let us create Infested Goblin units? Or maybe they'll just be liquefied and used as spare biomass? Who knows? Fire Rocks agreed for he and his people to serve, as recompense for his audacity to think the Zerg were his food, and he will be made to serve, either with his labor, through service to Kerrigan, or with his body, as spare parts for our biomancy researcher.

They aren't smart enough to 'accept Kerrigan into their life'...

And the infestation upgrade is Assimilation over in our tier 2 upgrades.

That doesn't necessarily mean Abathur 2 can't research a goblin specific form of assimilation.

So... Hope the GM forgets that we haven't paid the EP?
 
They aren't smart enough to 'accept Kerrigan into their life'...

And the infestation upgrade is Assimilation over in our tier 2 upgrades.
They aren't smart enough to accept the Lord of Vermin and that doesn't seem to stop him. Bulwark was able to apply a change to the Goblin race as a whole. We are attempting to do something similar but on a smaller scale, affecting a single tribe by bringing them to the place where Kerrigan's influence is strongest on this world and invoking her aspect of redemption. That's alot of juju going on, it's going to do something( just what that is on the other hand :whistle:...)

So... Hope the GM forgets that we haven't paid the EP?
Not necessarily, remember Abathur 2 can be given a research action to unlock new stuff for us? Why not this? @TheEyes I would suggest a slight change. Make Abathur's action in your plan researching ways to integrate the goblins into the zerg either as a new strain, via infestation, upgrades for existing strains, etc. That should give us an alternative option for the goblins if Kerrigan doesn't work her mojo on them. (Though we will probably need an EP to put it into effect) Would that be acceptable to y'all?

@Lost Star is there any reason why that wouldn't work?
 
Not necessarily, remember Abathur 2 can be given a research action to unlock new stuff for us? Why not this? @TheEyes I would suggest a slight change. Make Abathur's action in your plan researching ways to integrate the goblins into the zerg either as a new strain, via infestation, upgrades for existing strains, etc. That should give us an alternative option for the goblins if Kerrigan doesn't work her mojo on them. (Though we will probably need an EP to put it into effect) Would that be acceptable to y'all?
Well, this turn they're going to be sealed in the Temple with several guards and given the opportunity to turn from their heathen ways and bow to Kerrigan. I was going to give them to Abathur Two next turn (and every following turn until he/it finished), assuming that this plan of offering them to the Goddess didn't work. I figure that's going to be a project that takes several turns at best, so may as well spend this one on making the traveling Paladins' lives a little easier.
 
Well, this turn they're going to be sealed in the Temple with several guards and given the opportunity to turn from their heathen ways and bow to Kerrigan. I was going to give them to Abathur Two next turn (and every following turn until he/it finished), assuming that this plan of offering them to the Goddess didn't work. I figure that's going to be a project that takes several turns at best, so may as well spend this one on making the traveling Paladins' lives a little easier.
I understand, well in that case what about having our queen with the upgraded biomancy tackle the hospitality problems while Abathur works on the more difficult goblin issues?

Unless I'm mistaken it seems as a Hero unit he gives us another research slot per turn at (least while he's here and not off adventuring or in a dungeon.)

-Edit-

I just figured it'd be a good idea for Abathur to already have been working on it since we already gave him some goblins last action due to escape attempts.
 
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