Zerg in a Fantasy World

[X] Call a new god to the pantheon. Dehaka the Primal Survivor! Aspect Adaptation/Survival
-[X] Dedicate the temple we just built to him and begin his quest.

Don't feel like paladins would fit the Swarm. I'm fine with being friendly to Bulwark but not worshiping him.
 
[X] Call a new god to the pantheon. Dehaka the Primal Survivor! Aspect Adaptation/Survival
-[X] Dedicate the temple we just built to him and begin his quest.
 
[X] Call a new god to the pantheon. Dehaka the Primal Survivor! Aspect Adaptation/Survival
-[X] Dedicate the temple we just built to him and begin his quest.
 
[X] Call a new god to the pantheon. Dehaka the Primal Survivor! Aspect Adaptation/Survival
-[X] Dedicate the temple we just built to him and begin his quest.
 
...does no one here know how Banelings happened?

Zerg found a mold thingy that could infect them. In a month the mold was adapted to and Banelings happened.

Let the plague happen, Zerg will evolve until it stops being a problem.
 
...does no one here know how Banelings happened?

Zerg found a mold thingy that could infect them. In a month the mold was adapted to and Banelings happened.

Let the plague happen, Zerg will evolve until it stops being a problem.
true why dide we not think aboute it and i did not know the baneling thing
 
Zergs have a tendency to weaponize everything.

[X] Call a new god to the pantheon. Dehaka the Primal Survivor! Aspect Adaptation/Survival
-[X] Dedicate the temple we just built to him and begin his quest.

Let the Plague come, we assimilate it into the Swarm.
 
[X] Call a new god to the pantheon. Dehaka the Primal Survivor! Aspect Adaptation/Survival
-[X] Dedicate the temple we just built to him and begin his quest.
 
...does no one here know how Banelings happened?

Zerg found a mold thingy that could infect them. In a month the mold was adapted to and Banelings happened.

Let the plague happen, Zerg will evolve until it stops being a problem.
I know thats why I picked Dehaka for adaptation/survival. We could probably adapt eventually, but its still a divine plague not a conventional one so I figured best not to take chances.
 
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With a god dedicated to survival our odds would go up tremendously. (Or if we roll a nat 20, obtain strain for divine resistance?:p)
 
[X] Take the plague (Zerg suffer a minor to significant debuff in physical activities until it's cured or mitigated by further divine action)
We shall adapt, it will take time and we shall be crippled for the duration but have stocks and we have allys
[X] Research a cure and the plauge's nature in the evolution pool.
Abathur Two should be delighted by this, not just a plague but one crafted by a master, he might be able to make poisons to rival the slimes after this.
[X] Abathur Two: Attempt to alter himself then others to resist the plague.
[X] Diplomat queen: Hire some dwarven guards with gems to guard major tunnels and prevent things like the ash baby(was that one of the slime king's subjects?) from getting too close. Zerg and dwarves would stay far from each other for the duration to prevent possible spread.
 
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Dehaka
AN: Gonna apologise for the slow updates. Motivations getting low at the moment for this quest.
[X] Call a new god to the pantheon. Dehaka the Primal Survivor! Aspect Adaptation/Survival
-[X] Dedicate the temple we just built to him and begin his quest.

Kerrigan hissed out as the energy slipped from her metaphysical fingers. A divine plague wasn't a normal plague. It would hurt despite her zerg's natural capabilities. Even worse, she couldn't get counteract it. She could feel the way the plague twisted and turned as it started to sink down into reality. She couldn't allow it.

Something occurred to her though. "So..." She started, as she glared at the hissing creature in front of her. "You think you're supreme here because I can't touch it?" She chuckled malevolently. "Then let's get something that will . DEHAKA! Your Queen calls!"

"Not my queen." Another voice appeared in the heavens. "But I will answer anyway. Another place to grow? Goood." The misshapen primal zerg lurched into view and glanced around. "I will adapt and change as always."

Vile skittered back some from the new creature. Even as a god he was at heart a coward. "A new god? Hah!"

"Remove the plague, and I offer you a place with me here." Kerrigan commanded and gestured with a divine hand.

"Why remove? We adapt. Even strange as they are, they can adapt too. They just need push." Dehaka looked down. Even as a newly called god he could use this sort of power. Where Kerrigan had struggled, he simply wove around the divine curse, and the affliction started to disappear. "There. Easy."

Kerrigan let out a huff, and turned back to the skittering Vile. "Now for you." She growled out and lunged forward.

The vermin shrieked and changed into a thousand little pieces. They hissed as some of them died, and the god's voice came out of a thousand maws as it fled. "I remember this Bitch and Cur! You will suffer a thousand plagues!"

Dehaka cackled. "Good. More essence to eat!" He snapped at one of the rodents and gulped it down. For a moment the creature turned green, but then his form flickered and he was normal again. The primal zerg paused. "Essence is horrible." He hacked out. "Barely edible."

"I'm almost surprised you can stomach it myself." Kerrigan replied back softly. "He will be back though. A thing like that is like nothing we've faced so far."

"Like this place is nothing we've seen so far yes?" Dehaka flexed a divine 'muscle' and the area they were in rippled. "I have much essence here. It is strange though. You called, I answered. Now what would we do? Primals would fight. This place?"

Kerrigan laughed darkly. "You want to fight? We can. I'd prefer not. Down there we have zerg, and they need our help. Will you help?"

"Don't see why. They either adapt, or die." Dehaka shrugged. "No use to me."

"They can be of use though." Kerrigan noted. "I will have them make a temple to you. Let them prove their worth."

The primal zerg paused. "Very well. More pack, bigger rewards."

----

Dehaka has joined the Pantheon. His quest is 5 large crystals within 10 turns.

Abathar Two has made a breakthrough in his examinations of the goblins. Like a divine insight.

2 things to vote on.

Spend your EP

Choose one of the below:

[] Primal Goblins - A subtype of goblins that will breed true. Far more violent, and competitive, but stronger, tougher, and faster. They are also capable of reasoning, and will be naturally friendly to the zerg. Expect attrition from infighting. Primal goblins are slightly larger than normal goblins and have normal chances of heroic units rather than the rare high goblin chances.
[] Infested Goblin- A subtype of goblins, sort of. Adds the creatures to the swarm completely and totally. They become a new strain that the swarm can use, much like the other strains. This eliminates the problem entirely. You can assimilate more goblins at will, as their lack of intelligence makes them unable to resist the process. Infested Goblins look monstrous, and are capable of horrifically deadly infiltration and ambush tactics.
[] Pack Goblins - Doesn't increase intelligence, but switches goblins to surprisingly friendly behavior. Instead of natural hostility, they need to be provoked. Expect this type of goblins to breed like rabbits and follow 'pack leaders' which can be zerg or assigned people. High Goblins will be less rare, and Pack Goblins will be incredibly deadly swarm type units in addition to their normal sneakiness.
[] Mad Goblins - A bizarre strain that comes from the desire for intelligence. Expect little combat capability, but a propensity for mad flights of fancy. The goblins will die a lot in this breed, but they will discover strange things sometimes too.
 
AN: Gonna apologise for the slow updates. Motivations getting low at the moment for this quest.
Sad to hear that. :(

[] Primal Goblins - A subtype of goblins that will breed true. Far more violent, and competitive, but stronger, tougher, and faster. They are also capable of reasoning, and will be naturally friendly to the zerg. Expect attrition from infighting. Primal goblins are slightly larger than normal goblins and have normal chances of heroic units rather than the rare high goblin chances.
[] Infested Goblin- A subtype of goblins, sort of. Adds the creatures to the swarm completely and totally. They become a new strain that the swarm can use, much like the other strains. This eliminates the problem entirely. You can assimilate more goblins at will, as their lack of intelligence makes them unable to resist the process. Infested Goblins look monstrous, and are capable of horrifically deadly infiltration and ambush tactics.
[] Pack Goblins - Doesn't increase intelligence, but switches goblins to surprisingly friendly behavior. Instead of natural hostility, they need to be provoked. Expect this type of goblins to breed like rabbits and follow 'pack leaders' which can be zerg or assigned people. High Goblins will be less rare, and Pack Goblins will be incredibly deadly swarm type units in addition to their normal sneakiness.
[] Mad Goblins - A bizarre strain that comes from the desire for intelligence. Expect little combat capability, but a propensity for mad flights of fancy. The goblins will die a lot in this breed, but they will discover strange things sometimes too.
Damn. Good picks all around.

For me, Infested goblins aren't exactly what we would need - although I can see how they might prove useful, I think the other three types would be more useful to us in our current situation.
 
[X] Pack Goblins - Doesn't increase intelligence, but switches goblins to surprisingly friendly behavior. Instead of natural hostility, they need to be provoked. Expect this type of goblins to breed like rabbits and follow 'pack leaders' which can be zerg or assigned people. High Goblins will be less rare, and Pack Goblins will be incredibly deadly swarm type units in addition to their normal sneakiness.
 
[x] Mad Goblins - A bizarre strain that comes from the desire for intelligence. Expect little combat capability, but a propensity for mad flights of fancy. The goblins will die a lot in this breed, but they will discover strange things sometimes too.
 
Pro-This has the most overall combat potental.
Con- The infightings can be troublesome to the swarm and costly if it happens during a battle/seige and the infight shows that enemy can possibly manipulate them into fighting each other in contest of who is stronger.
Pro- Potentially one of the best assassin unit due to infiltration and ambush and if in need of more units can just find/breed more goblin to infest.
Con- Looks horrific and possibly looks obviously converted from Goblins so that will spread fear of being assimilated into a monstrosities of the swarm from both friends and foe.
Pro- High war asset potential because of the rapid breeding. If they can learn to build then great maual labor.
Con- Food shortage and housing space due to the breeding and if enemy manage to convince some Goblins to defect or kidnap, breed and train the new born then enemy has their own loyal forces.
Pro- Tech specialist and can sell said tech for other stuff and can potentially be used to look for weakness if enemy tech and gear.
Con- No little to no combat power, many die alot, probably gonna be alot of explosive, draining on resources for materials to build.

[X] Mad Goblins
I want us to have our own Gazlowe (he is from WoW and Hero of the Storm)
 
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[X] Mad Goblins - A bizarre strain that comes from the desire for intelligence. Expect little combat capability, but a propensity for mad flights of fancy. The goblins will die a lot in this breed, but they will discover strange things sometimes too.

My tentative vote.
 
[X] Pack Goblins - Doesn't increase intelligence, but switches goblins to surprisingly friendly behavior. Instead of natural hostility, they need to be provoked. Expect this type of goblins to breed like rabbits and follow 'pack leaders' which can be zerg or assigned people. High Goblins will be less rare, and Pack Goblins will be incredibly deadly swarm type units in addition to their normal sneakiness.
 
[X] Primal Goblins - A subtype of goblins that will breed true. Far more violent, and competitive, but stronger, tougher, and faster. They are also capable of reasoning, and will be naturally friendly to the zerg. Expect attrition from infighting. Primal goblins are slightly larger than normal goblins and have normal chances of heroic units rather than the rare high goblin chances.
 
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[X] Primal Goblins - A subtype of goblins that will breed true. Far more violent, and competitive, but stronger, tougher, and faster. They are also capable of reasoning, and will be naturally friendly to the zerg. Expect attrition from infighting. Primal goblins are slightly larger than normal goblins and have normal chances of heroic units rather than the rare high goblin chances.

I think this is the best option overall, not just for us but for the goblins. True their infighting can be dangerous but that's a common factor among many races, the infighting losses can be offset with their already high birth rate.

The Primal goblins will no doubt be drawn to Dehaka, that plus the natural friendliness toward Zerg means there will be little chance of them turning on us verses the Pack goblins nature to submit to a strong leader that might not be us. The hero's born from them can help us with dungeon runs too.

-Edit-

Adding EV point choices

[X] Hydralisk - 01

[X] Adventurer Strain - 01

[X] Overseer - 01
 
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