Zerg in a Fantasy World

That's the key, I think. One thing the Primals never figured out, oddly enough, is the power of community. It's really the only reason Kerrigan was able to ever survive on their planet at all; if even a handful of the stronger Primals had decided to gang up on her she'd have been evicted in short order.
Isn't that the thing about primals - 'be strong and survive on your own'?
Lost Star put it like this:
Path of Gods. Primal... Yes, that was what the zerg once were. Primal and singular. Packs instead of swarms. You can move back to this, and evolve alone. It's fitting at your current state.
 
Isn't that the thing about primals - 'be strong and survive on your own'?
Lost Star put it like this:
Sure... but it's fundamentally something we can teach them now. As noted, Kerrigan is still primary deity in this pantheon, and they'd be spawning from a hatchery, and they'd probably be building towards being adventurers, who have an established place in this world. We're not going to just start randomly spawning sociopaths that look like us, if that's what you're worried about.
 
Survival does not always mean killing everything else.

It's just that that was the norm on the Zerg homeworld, constant warfare.

Somewhere where there's areas safe for them to be and rest? They'd probably exploit that like any other resource or safe-ish area back home.

Naturally they'd still seek out essence as they could, weighing the pros and cons of it. And any that turned us against them would find a powerful foe and other primals no doubt eager to turn on them.
 
We're not going to just start randomly spawning sociopaths that look like us, if that's what you're worried about.
I was simply if the opinion that the normal biological setup of a primal is what we would call 'sociopathic'. That doesn't fit a primal because there is no society for them. Think male polar bear.

Naturally they'd still seek out essence as they could, weighing the pros and cons of it. And any that turned us against them would find a powerful foe and other primals no doubt eager to turn on them.
Exactly. And if we don't explain these new realities to our neighbours, we (the Hive) will be held responsible. Also, see above.
 
Stone People
[X] Plan crystals here we come
-[X] Build Hatchery, and upgrade it to a Temple of Dehaka. (300 Minerals, 9 Biomass. +100 Vespene)
-[X] Change three Overlords to Overseers (150 Vespene)
-[X] Spawn 6 Hydralisks (750 Minerals, 150 Vespene, 12 biomass)
-[X] Build Dungeon Level 1 (350 minerals, 4 biomass)
-[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 drones, 20% chance of drone loss due to local areas becoming tapped out)
-[X] 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.)
-[X] Have Abathur Two look at our current creep roots. While they work for what we need them for they might be able to do more with them given our unusual situation here. Specifically our need to gain many of our resources through mining around at random. With a detection system already in the ground a small change to these roots to detect worthwhile deposits could improve mining efficiency by pointing us at them.
-[X] Have our Biomancer Queen work on expanding our paladin hotel, as we intend invite adventurers in soon. Take some of the feedback we've gotten from paladins we've spoken to and work to make our accommodations more... accommodating.
-[X] Change Contracts?
--[X] Open up our land to adventurers. Go around to our contacts to spread the word. Also get some information on the side on what acceptable prices for services to adventurers are. What do the nations around us charge for various things?
[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 drones, 20% chance of drone loss due to local areas becoming tapped out)

Happy drones were working drones. Well, sort of. Zerg really didn't do emotions other than avarice and seething anger very well. A hive mind didn't lend itself well to experiencing emotions as others would anyway. There was something like contentment in doing their job right though. Drones busied themselves dancing across the burning red hot lava, and getting into the better stuff that was hidden within the floes.

A lot of normal lava was stone after all. There were heavy metals in several types, but you had to be rather careful about finding them. The constant lava didn't help much. Had it been any other race there would have been deaths enough to flood the lava with charred carbon. The zerg just considered it a normal day.

(+5,000 Minerals.)
-[X] 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.)

There was always a feeling that the zerg had been missing something on their last scouting attempt. The desert was wide and vast, and so very empty. This was strange because all the other places had been rather filled with things and people. Even a dessert such as this should have something right?

It happened by chance really. An overseer was scanning with it's enhanced senses, and then eventually spotting movement from one of the rocks.

Or, as it turned out, one of the rocks themselves were moving. Siliacaid lifeforms. Rather rare for the zerg to encounter, but apparently they existed here. They were even larger than what the zerg were normally used to. Though these things seemed a bit slower too. The ones the swarm observed had been rather sluggish.

Further investigation lead the zerg to believe they were likely older ones? It never paid to assume with dealing with other species. Fortunately in this the zerg at least had some experience. Finding a hidden city was relatively easy once the swarm knew what to look for.

Other beings wouldn't call it a city really. A collection of rocks arranged artfully was more accurate. Inside there were a few smaller rock creatures. The tiniest ones were about the size of a zergling, and resembled nothing so much as rolling pebbles. The overseer saw a few from a careful distance away. The behavior resembled younglings, so the tentative assumption was that age had them get larger. The smaller ones had more energy, and the larger ones didn't move much.

The larger ones actually were outside the cities and hidden by their very nature. They could have been specialized protectors too. Sluggish as they were at the time, the zerg swarm wasn't confident of them being easy prey should it come down to it. The largest creatures could probably step on Ultralisks. That was a frankly massive amount of stone.

The stone creatures hadn't spotted the swarm at least, so it was up to the zerg to make first contact in a way of their choosing.

(Siliacaids found.)
-[X] Build Dungeon Level 1 (350 minerals, 4 biomass)
-[X] Have our Biomancer Queen work on expanding our paladin hotel, as we intend invite adventurers in soon. Take some of the feedback we've gotten from paladins we've spoken to and work to make our accommodations more... accommodating.

Zerg buildings were normally masses of flesh embedded into the creep around them. Living creatures that breathed and technically ate as well. The dungeon was something similar, and yet not.

Picture a mass of flesh with six bone ribs sticking out of it. Inside this circle of bone, there was a circle. That circle was inactive normally, but when activated created a strange portal to another area. Testing was inconclusive at the moment. It was a dungeon, but the zerg were still very unfamiliar with it. They would probably have to send some adventurers through to really get an idea of what to do.

Speaking of buildings. The queen and the rest of the swarm had been working on habitation. Some carved stone chairs, some seats. A fire pit, and good positioning. There were meats now, and the zerg had taken the time to have them properly preserved too. Combined with the creep plants, the quarters could be considered adequate by other race standards. Which was a good thing because adventurers would be coming soon.

(Dungeon built. Adventurers invited. Special turn starting at the end of next turn for these adventurers.)

New tech discovered by Abathur Two! Creep Sensor Nodes: Specialty nodes for detecting metal. Increases mining discovery and mining operations.

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

Building Actions - We require more minerals.

6/9 Hatchery spots used. 'Lava region' claimed.
9 Turns for Dehaka Task
1 Turns for Mad Goblin Actions.

[] 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)
[] 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.)



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. Now Mad Goblins.
-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 Welcome: 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 (?)
[] Contact Siliacaids?
[] 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
[] Bioform exchange with elves
[] Do something with Gem mine?

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.
 
Last edited:
You didn't need a research action for the increased quarters. I took the queen action instead.

I've fixed the rest. :)

No I mean this bit:

Research Actions - We observe and grow as always.

[] Write ins allowed

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

Trade Action
...

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.

There are two separate sections for research action(s), which doesn't make much sense.
 
@Lost Star
Does creep already do photosynthesis?

How does the gem mine option work? Is that an economic action in addition or instead of other economic actions?



*********************************************************************
Proposed actions - comments?
(and has somebody good ideas for mad goblins / Abatur)


Economic Actions - What should we eat today?

[X] 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.)

// Expanded options, for example dragon tribute (and then ask the dragon about magic/adventurers) / trade goods for rock people


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

[X] 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)

// We need some evo points


Diplomacy Actions
[] Contact Siliacaids?

// Maybe we can later trade gems with them, once we know more ...

[X] Write in
Start expanding the creep into the desert, avoiding the rock people. Use creep fruit variant, look if goblins can be used to pluck fruits
 
Last edited:
Okay, so given the clarified rules regarding Adventurer Strains, it looks like we can't actually get our own hero yet, since the biomancer queen was made using a small crystal rather than a medium. So...

[X] Plan Big Game Hunting
-[X] Build Actions: Start Biomass 244/500 Minerals 10025/15025 Vespene 700/750
--[X] Upgrade 3 Temple Hatcheries to Lairs (900 Minerals, +300 Vespene)
--[X] Spawn 61 Drones (3050 Minerals, 61 Biomass)
--[X] Spaen 10 Zergling (500 Minerals, 5 Biomass)
--[X] Spawn 2 Queen, Diplomatic Form (200 Minerals, 4 biomass)
--[X] Upgrade melee attacks, ranged attacks, ground carapace in Evolution Chamber (350 Minerals, 350 Vespene)
((It's long past time for us to have researched the Tier 1 upgrades; we should really be looking into Tier 2 melee attacks by now))
--[X] End Biomass 314/500, Minerals 15025/15025, Vespene 1050/1050

-[X] Economic Actions
--[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] 110 Drones assigned
---[X] Non-drone units left at base: 4 Queens, 4 Roaches, 6 Zerglings
-[X] Military Actions
--[X] 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)
---[X] Bring along 3 Overlords, 2 Overseers, and the full 50 units that we can supply: 6 Hydralisks, 12 Roaches, 32 Zerglings
-[X] Diplomacy Actions
--[X] Make peaceful contact with Siliacaids. Try a peaceful approach of the "guardian" types first; if that doesn't work try a slow, obviously formal-looking approach of the city. Assign 1 Overseer, 1 Diplomat Queen, and "honor guard" of 2 Zerglings. Attempt to make a trade deal of some kind.
-[X] Trade Action
--[X] Assign 6 Drones to harvesting raw gems from Gem Mine. Assign one Diplomat Queen to trade resulting raw gems not needed by Abathur to trade for dwarven currency; use money to advertise the new dungeon, and the offer of unique "animal companions" for adventurer types who use them.
-[X] Research Action
--[X] Assign our biomancer Queen to looking into cross-species transfusions. Now that our transfusion ability has been upgraded with the slimes' healing potions, can they be safely used on non-Zerg? Experiment on a variety of animals first, then on a few of the sub-sapient goblins. Finally offer free healing to any paladins or adventurers in the area, with the aim of making it a paid service later on.
--[X] Have Abathur look into gem polishing. We have seen what "unpolished" gems look like, and we have seen what "polished" gems look like. It should be a simple matter to convert one to the other, and then we wouldn't have to give half our gem "income" to the dwarves all the time.
 
Last edited:
[X] Plan Big Game Hunting
--[X] Upgrade melee attacks, ranged attacks, ground carapace in Evolution Chamber (350 Minerals, 350 Vespene)
((It's long past time for us to have researched the Tier 1 upgrades; we should really be looking into Tier 2 melee attacks by now))

Pretty sure we aren't using the upgrades in this quest... At the very least they are listed nowhere on the first page.

-[X] Economic Actions
--[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] 110 Drones assigned
---[X] Non-drone units left at base: 4 Queens, 4 Roaches, 6 Zerglings

I would rather wait for the new sensor nodes before mining, it would make doing so far more efficient.

-[X] Research Action
--[X] Assign one Diplomat Queen and our biomancer Queen to our "Inn". Adapt our accommodations according to the needs and desires of our clients; perhaps eventually we can become good enough at this to charge for "luxury" accommodations?
--[X] Have Abathur look into gem polishing. We have seen what "unpolished" gems look like, and we have seen what "polished" gems look like. It should be a simple matter to convert one to the other, and then we wouldn't have to give half our gem "income" to the dwarves all the time.

I doubt we can do much work for our accommodations right now, we just did the stuff we know about. As for Abathur figuring out gem polishing... That really isn't his field.
 
Pretty sure we aren't using the upgrades in this quest... At the very least they are listed nowhere on the first page.
Um, then what's the Evolution Chamber for, exactly? @Lost Star?

I would rather wait for the new sensor nodes before mining, it would make doing so far more efficient.
We need an EP for that. Do you want to have our drones just sit idle for a turn?

I doubt we can do much work for our accommodations right now, we just did the stuff we know about. As for Abathur figuring out gem polishing... That really isn't his field.
I figure that's something we might be able to figure out that doesn't cost an EP; we're really starved for EPs right now, so discovering more things to spend them on is basically useless.
 
We need an EP for that. Do you want to have our drones just sit idle for a turn?

Uhm, no? I'm just saying that if we try to get an EP this turn so we can get those sensor nodes next turn then it might be more effective to do a action that doesn't benefit from them now like looking for trade goods and then do the mining after we get the sensor nodes.

I figure that's something we might be able to figure out that doesn't cost an EP; we're really starved for EPs right now, so discovering more things to spend them on is basically useless.

While it is true that EP is scarce for us we just did an action to improve accommodations. We haven't yet had any feedback on them either. The action isn't likely to yield anything.

As an idea, I'm curious what transfusion would do when applied to a non-zerg creature. There might be some market among adventurers for out of combat healing in some cases. We could test it on some animals or misbehaving goblins to verify whether or not it is is safe (and maybe if it isn't what it would take to make it so).
 
Uhm, no? I'm just saying that if we try to get an EP this turn so we can get those sensor nodes next turn then it might be more effective to do a action that doesn't benefit from them now like looking for trade goods and then do the mining after we get the sensor nodes.
Ah, so you think we should be looking for more trade goods? Well, normally I'd agree, but we're still on the "We Require More Minerals" side of our gathering tree, and I want to get a good 150 drones before we start rooting around for trade goods again.

While it is true that EP is scarce for us we just did an action to improve accommodations. We haven't yet had any feedback on them either. The action isn't likely to yield anything.
We ought to be getting some adventurers this turn (at least I hope we do; we need to start getting gems somewhere, and without adventurers around we're stuck.) They ought to be providing some useful feedback, and with an extra diplomacy queen around we'll even be able to ask questions of them this time!
 
Ah, so you think we should be looking for more trade goods? Well, normally I'd agree, but we're still on the "We Require More Minerals" side of our gathering tree, and I want to get a good 150 drones before we start rooting around for trade goods again.

First off trade goods can be converted into minerals. Secondly that means that you are in fact exactly planning to run into the inefficiency I was talking about. Thirdly, why 150?

We ought to be getting some adventurers this turn (at least I hope we do; we need to start getting gems somewhere, and without adventurers around we're stuck.) They ought to be providing some useful feedback, and with an extra diplomacy queen around we'll even be able to ask questions of them this time!

WoG was that we'd get a special adventurer turn at the end of the coming turn. So no, we probably won't get useful info during the coming turn.
 
First off trade goods can be converted into minerals. Secondly that means that you are in fact exactly planning to run into the inefficiency I was talking about. Thirdly, why 150?
9 hatchery slots for the mountains * 16 drones per hatchery = 144 drones. Yes, I know the 16 drones per expansion bit only applies to mineral gathering in actual Starcraft games (8 mineral patches per expansion * 2 drones per patch), but it seemed like a nice round number to me here too; after that we probably need to start looking to expand our territory, rather than building more workers, anyway.
WoG was that we'd get a special adventurer turn at the end of the coming turn. So no, we probably won't get useful info during the coming turn.
*shrug* All right; I'll make that change. Biomancer queen off of accommodations duty and on to looking into cross-species transfusions.
 
[X] Plan More Upgrades
-[X] Build Actions: Start Biomass 244/500 Minerals 10025/15025 Vespene 700/750
--[X] Build 3 hatcheries in the remaining spots in the lava region and upgrade them to temples. (900 Minerals, 27 biomass, +300 Vespene)
--[X] Upgrade 5 Temple Hatcheries to Lairs (1500 Minerals, +500 Vespene)
--[X] Spawn 5 Hydralisks (625 Minerals, 125 vespene, 10 Biomass)
--[X] Spawn 18 Drones (900 Minerals, 18 Biomass)
--[X] Spawn 5 Zergling pairs (250 Minerals, 5 Biomass)
--[X] Spawn 1 Queen, Diplomatic Form (100 Minerals, 2 biomass)
--[X] Upgrade melee attacks, ranged attacks, ground carapace in Evolution Chamber to level 1 (350 Minerals, 350 Vespene)
--[X] Upgrade ranged attacks and ground carapace in Evolution Chamber to level 2 (375 Minerals, 375 Vespene)
--[X] End Biomass 306/500, Minerals 15025/15025, Vespene 1550/1550

This turn should be focused on going hunting for more EP so we get some more hydralisks and we upgrade them as far as they can go. It has the simultaneous benefit of us completing the claiming of the region. That should let us maximize gains mining with nodes next turn.

-[X] Economic Actions
--[X] 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.)

Mining will be more effective with sensor nodes and our forces are out hunting this turn so lets look for shinies.

-[X] Military Actions
--[X] 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)

We need some EP. The upgrades and extra hydralisks should hopefully let us get some decent results here.

-[X] Diplomacy Actions
--[X] Make peaceful contact with Siliacaids. Try a peaceful approach of the "guardian" types first; if that doesn't work try a slow, obviously formal-looking approach of the city. Assign 1 Overseer, 1 Diplomat Queen, and "honor guard" of 2 Zerglings. Attempt to find out some basic facts about them and see what kind of things they value.

Try to talk to the Siliacaids and see what they are like.

-[X] Trade Action
--[X] Try to set up a deal with the dwarves to process uncut gemstones into cut gemstones and then letting them keep a part of them as payment. If asked for a reason why we don't want payment in minerals explain that we would like to stockpile some valuables against future needs and that these gems seem suitable to that end.

Lets finally put those gems to use.

-[X] Research Action
--[X] Assign our biomancer Queen to looking into cross-species transfusions. Now that our transfusion ability has been upgraded with the slimes' healing potions, can they be safely used on non-Zerg? Experiment on a variety of animals first, and if that works then on a few of the sub-sapient goblins.
--[X] Have Abathur join the hunting expedition to the swamp. There he can examine kills and local smaller wildlife and plantlife, maybe there is more essence to be gained than our hunters can see. Obviously he shouldn't be involved in the fighting.

I think Abathur should be able to work not only on the usage side of essence but also might be able to identify and harvest some more. And lets test the transfusions before we get a lot of people in our lands, having some more services to sell can only help us get those crystals sooner.
 
Last edited:
Back
Top