Attempting to Subvert the Plan: Dominion Edition

Retcon: Should General Horner (the MC) have been The Magistrate (Starcraft 1 PC)?

  • Yes

    Votes: 35 43.8%
  • No

    Votes: 29 36.3%
  • This does not matter to me

    Votes: 16 20.0%

  • Total voters
    80
  • Poll closed .
Attempting to Subvert the Plan: Dominion Edition
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Rebuild the Terran Dominion following the Great War.
MengskQuest Character Generation (Non-Canon)

Dominion- An Original SciFi Ruler Quest

After years of fire and struggle, the Great War is over. The Zerg and the Protoss have left Terran space, and left behind the smoldering remains of the Terran Confederacy. Out from these ashes you, Arcturus Mengsk, have arisen, pulling together the desperate fragments of a once-great nation and reforging them into your new Terran Dominion. You have climbed your way to your throne with blood, sweat, and promises to your new subjects, and to your Sons of Korhal, your most ardent supporters.

However, these promises will not be easy to fulfill. Enemies still hound you at every turn, both within and without. Your grip on the throne is tenuous, and if you do not quickly prove your worth the people will look for a different master. The monstrous Zerg left behind traces of their infestation when they left, and nobody knows what the enigmatic Protoss are up to. However, you wouldn't have gotten this far if without trouble and turmoil. You will surely be able to rise to your new challenges, and forge yourself a legacy that will resound throughout the stars for centuries to come.


Of course, there was a price to your power, skeletons that your enemies could uncover and use to topple you from your throne. What secrets do you want to keep buried?

[] Darker Forces: During the Great War, you came into contact with a faction of Protoss called the Tal'Darim. You struck a deal with them, calling a Death Fleet down on Tarsonis in exchange for repayment. You have your throne, but there's a price you'll have to pay to keep it…

[O] Moths to a Flame: On Mar Sara, a raided Confederate facility yielded the schematics for a device called a Psi Emitter. The machine amplified a Ghost's psionic signature, drawing Zerg to the planet like a candle flame. You deployed this device on Tarsonis, and the monsters devoured the world, paving the path of your ascendancy. Despite your best efforts to keep it silent, records of your actions still exist out there somewhere…

[] Outside Backing: Shortly after the arrival of the Protoss, you were contacted by a Terran faction from outside the Sector. They offered advanced weaponry, far beyond what you knew humanity capable of, if only you would help them when the time came. You accepted, and used your new arms to take your throne. However, there's still the matter of your mysterious backers…


Your secrets are not the only things that propelled you to power. What Benefits did you possess? (Choose one free)

[O] War Buddies: One of your old war buddies from your time in the Confederate military came to you when the Sons started up. They never officially joined the Sons, but their aid was invaluable, and you made them a General when you took the throne.

[] Speaking Softly: You brought a major political activist along with you to the throne, and she's quite persuasive. You've made her one of your public faces.

[O] Magistrate: Another old friend of yours called you for aid during the Great War, and ended up assisting you in your rise. His loyalties to the Confederacy shattered, you placed him as head of the Treasury.

[] Ghostly: You saved the life of a Confederate Ghost, and grew close enough for you to trust them as your head of Security.

[] They Called Them Mad: When you founded the Sons, you brought a brilliant scientist alongside you. Although some would call them eccentric, you can't deny the results.

[O] Spaceborne: You managed to flip a Confederate admiral during the War, and he brought a fleet alongside him.

[O] Better Lucky Than Good: The Confederacy was immensely incompetent and left you small shoes to fill.

[O] Worthy Heir (Requires Family Man): Your child is almost as brilliant as you are. They'll surely continue your legacy in time.

[] Unscathed: The actual worlds of the Confederacy actually got out of the Great War quite well, so you won't have to do nearly as much rebuilding.

[O][O] Vassal States (Can be taken multiple times): The Confederacy had vassals that were mostly untouched by the War. They have tentatively transferred this loyalty over to you.


Of course, you may have had some Setbacks, as well… (Each Setback allows for one more Benefit)

[O] Family Man: You have a child hidden away somewhere, a vulnerability your foes will take advantage of.

[O] Devil's Due: You've gone through extensive pains to hide the things you've done, as your secrets are especially abhorrent to those without your vision.

[O][O] Traitor (Can be taken multiple times): You betrayed someone on your path to power, and they're not happy with you in the least…

[O] Good Old Days: You're not a fan of all this newfangled technology, aside from the parts that let you blow things up.
-[] Luddite: Not even the guns are safe from your disdain.

[O] Self-Made Man: You have a distaste for the old Confederate nobility.

[] Confederate Holdouts: Not all of the Confederacy fell with Tarsonis. There are still some holdouts against your enlightened rule…

[] Dead Man Walking: You have a severe illness, one that could kill you if not cured soon…


AN: Sorry for the doublepost, but have a MengskQuest chargen. Comments may come later, I just cannot channel my inner SBer today.
AN 2: Yes, it says "original." StarCraft doesn't exist in the Negaverse.
 
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A Helpful Reply (Semi-Canon)
General Horner

I must apologize for the brevity of this note, but we have limited time to compose our messages and limited space to carry them. Accordingly, I'll try to keep this brief, and hope it can provide some useful intelligence on the nature of the Zerg. The Protoss have a serious advantage on us-they've been able to tell us a lot, especially the 'dark templar' Zeratul. The Zerg are also a psionic species and the Protoss have been eavesdropping on their communications to a limited extent. More importantly, Zeratul and his attendants have killed several members of a key subspecies and been able to gain access to their thoughts and memories.

The Zerg are a hive mind, as we guessed, but they are far more than just that. The Overmind, the creature we helped kill on Aiur, was apparently the pinnacle and supreme authority of the Zerg minds, singular and directing the entire swarm. It was, however, apparently killed for good, with no chance of it coming back. However, it was not the only mind within the Zerg. Next down the ladder are the Cerberates, creatures that like the Overmind, are almost entirely creatures of thought and psionic power, being physically incarnated as giant pale worms. I've enclosed a few pictures, apologies for the poor quality. The Dark Templar can kill them with some kind of 'void energy' but I'll be damned if I have any understanding of what that is. Without that, they seem to reincarnate quickly, growing a new body in just hours or days. Still, there is some good here-they were apparently dependent on the Overmind to reincarnate, and without that, maybe they can't come back. Even if they can come back, killing them seems to have a negative effect on their hives for a few hours until they get over the trauma of dying. However, the next steps down the chain of command-the Overlords, Queens, and to some extent Defilers, seem to maintain control of limited zones of the Swarm as well, serving as field-officers of a sort. From what we've seen on Aiur, however, if their Cerberate is killed, these are themselves traumatized and revert to a certain level of instinct. While the lower reaches of the swarm might be capable of more thought, they aren't used to or designed to exercise it, so a Brood goes feral without direction from above.

Of the named Broods, we can confirm that three have been decapitated-Garm, Baelrog, and one we have dubbed Grendel. The Zerg themselves apparently wiped out Garm, but Baelrog and Grendel are still active and still very dangerous, abliet lacking strategic direction. Tiamat was present on Aiur, but it's Cerberate is apparently still on Char while the Overmind was in direct control of the brood here. But there's so many Zerg still on Auir that even killing the Overmind hasn't changed the basic calculus and Tiamat still has Daggoth. That's the name of the Cerberate in control apparently. They apparently have names...and personalities, strange as that is to think. The Overmind apparently sounded grandiose and formal. Its death throes didn't feel very grandiose, but I'm no telepath.

Kerrigan seems to sit somewhere to the side of all this, we're not quite sure what's going on there. We thought she was the Overmind's champion, her conversion the ace in the hole the Zerg needed to create some kind of super-Zerg that could fight the Protoss one on one. But she seems to have never been on Aiur, so who knows what the story is there. She might not have direct command of a Brood, but I think it's safe to guess it's just a matter of time if she decides she wants one. Kerrigan's got a leg up on everything else inside the Zerg hive-mind at the moment, and that's being used to thinking for herself. If she can't turn that into forcing her will onto Zerg, and leveraging that, then I'll be surprised. While I cannot give you any more actionable information, she might move more early than would be wise-she's very confident in her own strength now, perhaps overconfident.

I close now, wishing you find this information useful. May it save lives or give you some clarity in a troubled universe.

Your obedient servant.
Captain M. H.
 
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