It would in the mean time, yes, until I think it's time for me to use the Collective again.
Name of nation: Goa'uld Empire
Species:
The Goa'uld: The Goa'uld (pronounced "Go-wah-oold") are a race of sentient parasitic beings that take over hosts. Almost every species can serve as hosts. They originated on the planet in a different galaxy, now known to the Milky Way by the Triarian Designation of Honos' Lacerato Oculus, before man stood upright. They are extremely egomaniacal due to their genetic memory and the adverse mental effects of the Sarcophagus technology. Goa'uld means "god" in the Goa'uld language. Races which will not serve them are often completely destroyed without compromise or mercy whatsoever. Although there are those of them are one-dimensionally genocidal, megalomaniacal, and in some cases apparently barely self-aware (living out the patterns of their behavior as they existed thousands of years ago), there are also exceptions. For a Goa'uld, gender appears to be a matter of choice, or persona, and is not always defined by the Host. Goa'uld appear, to a certain extent, to be able to express, and feel love, for their mate, or to a lesser extent, their children. However the mating of two Goa'uld host creates a harcesis, an individual who possesses all the knowledge of the Goa'uld. With all the knowledge a harcesis could easily jeopardize the Goa'uld power structure by simply sharing the fact that they are not gods and how their technology worked. For this reason producing a harcesis was an unspoken taboo among Goa'uld and if known to exist were hunted down and killed with impunity.
While Goa'uld are asexual, there are some Goa'uld who can produce larva. These Goa'uld are referred to as Queens, both because they reproduce in a manner similar to Earth insects and because they often wield considerable political clout. Goa'uld Queens occasionally wield power and rise to the rank of System Lord on their own, but more often than not, they appear to serve as consorts to other System Lords (usually ones with male hosts). Almost without exception, Goa'uld queens prefer female hosts. Queens are quite rare, and are capable of spawning numerous larval Goa'uld -- called prim'ta -- in each cycle. To do this the queen first acquires a "genetic sample" (often procured sexually, for those queens that have taken host bodies, but this is not required) from the symbiotes' intended host species to ensure compatibility. While this is the preferred method the queen can spawn regardless of whether or not it has taken a genetic sampling from a host species, and these symbiotes may still be able to infect other species, it is merely to make it 100% garunteed. While the development of new symbiotes usually involves passing on the Goa'uld genetic memory to its offspring, the queen may choose not to do so -- rendering the symbiotes "blank slates" that are more susceptible to command and domination, rather than thirsting for power and worship of their own. When a queen begins to create symbiotes it grows a large sac which contains the young until they are ready for birth. The queen can detach from the sac to enter a host if desired.
Unas: Unas is a race named by the Goa'uld that translates to 'the first ones' or 'the first race' or more specifically, the first humanoid race that they used as hosts. The Unas are reptilian in nature, possessing regenerative abilities that a Goa'uld symbiote can enhance. When the Goa'uld eventually developed the ability to move between planets, thanks to stolen technology from a crashed space ship, they took Unas slave armies with them to different planets. Unas were used as hosts before the parasitic species encountered human beings; humans proved to be a much more suitable host-race for the Goa'uld, as human bodies were easier to repair, and human hands and voices offered much greater expressive and tool-using abilities. As a result the Unas as hosts were phased out. Unas are an exceptionally tough and hardy species, and significantly stronger than human beings. Goa'uld-possessed Unas is even more powerful, with exceptional regeneration abilities that allow them to survive and recover from injuries that would kill a human. They are, however, less well developed in the area's of intelligence and they are less capable of using tools as humans due to their hands structure, resulting in them being primitive and mostly using melee weapons
Humans (Tau'ri in the Goa'uld tongue, or 'Earthlings'): Long ago, the Goa'uld came to Earth and saw it's people. Using their slave armies of the Unas, the Goa'uld enslaved the race of man and warped them into their worship... Many ancient religions, paticularly those of the Egyptians, revolve around the Goa'uld as gods, an image which they were keen to feed. To the primitive man, their technology was seen as magic and they were worshps as gods. The humans were much better at using tools than the Unas, and thus were selected to be hosts due to this. They were also taken from Earth and placed throughout the worlds that the Goa'uld owned. But around 3000 BC came an uprising on Earth, which luckily coincided with the arrival of a group of Triarian Space Ships. After a short clash with the Collective and the loss of their forces on the ground at the hands of the uprising humans, the Goa'uld in charge of Earth fled in his last remaining ship and the Goa'uld empire would never returned to Earth.
Jaffa: The Jaffa are an offshoot of humanity, genetically engineered by the Goa'uld. They have an abdominal pouch which serves to incubate larval Goa'uld. The infant Goa'uld provides strength, longevity, and good health, at the cost of supplanting the Jaffa's natural immune system, making them dependant on the Goa'uld for more symbiotes. The Jaffa have a warrior culture and form the armies of the Goa'uld. Some of the slaves who were taken from Earth were implanted with infant Goa'uld, and became known as Jaffa. As reward for carrying infant Goa'uld, the symbiote (or prim'ta) protects the host Jaffa from disease and gives the host Jaffa a long life, along with increased physical capabilities. The symbiote is also capable of healing its host of most injuries or ailments. For thousands of years, Jaffa faithfully served various Goa'uld masters as soldiers in their armies and servants of different kinds, controlled with the indoctrination of the idea of the Goa'uld were gods. Although only men served as warriors (with a few exceptions under certain Goa'uld, some maintaining entirely female armies) all Jaffa are raised as warriors, with strong emphasis on physical development and discipline. In many ways, they can be fanatical in their devotion, as a result of being taught from birth that dying in the service of their Goa'uld masters results in great rewards in the afterlife. They also believe strongly that their ultimate purpose is Ascension, this belief is fostered by various Goa'uld and simply ignored by others. Jaffa children are implanted with a larval Goa'uld when they reach the age of implantation, approximately ten-years old. Honored Jaffa are granted a ceremony of Prim'ta during which the implantation is performed. If the implantation is not completed before the Age of Prata (puberty), the Jaffa child will die as a result of a failing immune system. During the implantation process, an "X" shaped mark is cut on the stomach to create a pouch for the larva. This pouch never completely closes meaning the larval Goa'uld inside can be physically inserted or removed at any time. The symbiote replaces the immune system completely and without one a Jaffa will die a painful death in only a few hours. The larva are unable to exert complete control over the Jaffa, and are extracted once they are of age so that they may become true Goa'uld. The symbiote grants a Jaffa increased physical strength, health, and longevity. They may live in great health for well over a hundred years. Jaffa do not sleep but they must perform Kelno'reem, a deep meditation. This time allows the symbiote to repair any injuries to the Jaffa's body and is necessary to maintain good health. It is possible for a Jaffa to communicate with the symbiote during kelno'reem. The First Prime is the highest ranking Jaffa warrior in a System Lord's employ. The First Prime commands the Goa'uld's army and is tasked with carrying out his master's most important tasks. Each group of Jaffa, are led by a First Prime, a Jaffa warrior who has risen through the ranks by displaying superior strength and ability. First Primes typically bear the mark of the Goa'uld they serve in a raised form created by cutting into the skin and pouring molten gold into the wound. Lower ranking Jaffa bear their gods symbol tattoed in black on their foreheads, though higher ranking Jaffa recieve a silver marking in a similar way to the First Primes
Description of government: There is not really an established Goa'uld Government, in fact much of the time they are busy fighting each other, but there are the System Lords. The System Lords are the dozen or so of the ruling class in the Goa'uld hierarchy, who function as the leadership of the Goa'uld Empire. The Goa'uld's main weakness is their feudal nature. Although they will reluctantly unite to defend against outside threats such, they battle among themselves for supreme domination. The greatest danger has been the threat of a single Goa'uld rising to dominant power and taking over the System Lord collective. The High Council of System Lords is gathering of the Goa'uld leadership. The Council has the authority to grant the rank of System Lord and also banish a System Lord from their number. A System Lord or powerful Goa'uld can also send a delegate to the Council and vote on their behalf. The council also has the authority to negotiate with an enemy of the Goa'uld Empire, though the Council rarely pursues the negotiation option. Every night the gathered System Lords engage in ritual cannibalism, eating live symbiotes with great relish. The overall leader of the System Lords is called the Supreme System Lord, though his authority is often challenged and sometimes the Goa'uld refuse to support him at all.
Description of military: The Goa'uld Empire military consists of various different variants of Jaffa and/or humans depending on Goa'uld.
Death Glider: : A Death Glider is a two-seat fighter craft designed for combat in both space and atmosphere. They are the most prolific ship in the Goa'uld fleet. The Death Glider is a crescent-shaped vessel with wings stylized to look like that of a bird. The wings curve downward, making their tips the lowest point of the vessel. When stored on a Ha'tak, the wings fold in to save space. The cockpit has room for two people; the front seat is the pilot's chair while the rear position controls the weapons. A single pilot can do both, however. Gliders are piloted by means of a large red sphere. Direct thoughts and spoken words seem to control the craft as long as the pilot touches this device. Gliders are capable of both atmospheric and spaceflight. They do not use direct thrust, but rather an inertial propulsion system which negates the effect of inertia on the craft. This also allows them to hover. Though not designed for it, Death Gliders can be flown underwater The armament of a Death Glider consists of two Staff cannons mounted to either side of the cockpit on the underbelly of the craft. These are identical in function to a regular Staff weapon, but much more powerful. Gliders are also equipped with an external speaker, so as to terrorize targets with threats as well as direct action. They have scanning equipment to detect other ships, while communication is achieved through a small external device placed on the pilot's cheek.
Ha'tak: : The Ha'tak is a Goa'uld spaceship and the mainstay of their fleet. It serves a dual role as a mothership and a heavy attack vessel. The Ha'tak is one of the most powerful ships in the Goa'uld fleet, only second to the larger and quite rare flagships employed by System Lords. The Ha'tak consists of two sections: the main section is a golden tetrahedron built into the center of the vessel, evocative of an Egyptian pyramid, containing the majority of the primary systems as well as the command areas and Glider bay. Built around the pyramid is a much larger, triangle-shaped superstructure, which wraps around the center of the pyramid. The outer structure houses the vessel's weapons. A Ha'tak's armament is vast, these weapons can be used for ship to ship combat or orbital bombardment. It can also house a large compliment of Death Gliders for use as a fighter screen or other tactical maneuvers. It is equipped with shields and an FTL drive. The main 'pyramid' section can detatch from the rest of the structure if required
Al'kesh: : The Al'kesh is a powerful Goa'uld medium-range bomber and troop carrier used to attack fortified positions on planetary surfaces, serving a support role during invasions by System Lords. It is larger than the Tel'tak scout ship and Death Glider, yet much smaller than the Ha'tak mothership. The Al'kesh, like most Goa'uld ships, is pyramid-shaped in design. Two large wings extend from the base, which curve into the cockpit at the head of the vessel. The Al'kesh is capable of sublight travel by means of four engine nacelles on the rear of the craft, as well as a hyperdrive for interstellar travel. The engine controls use the typical Goa'uld Control crystals. The bridge of the Al'kesh has a control station and two pilot chairs, one with a spherical control interface. The bridge of the Al'kesh can also be its greatest weakness as its location is prominent and vulnerable. The Al'kesh is equipped with four Staff cannons mounted on a pivoting turret on the ventral side. It can also drop powerful bombs. Its weapons are superior to that of a Death Glider, and it is shielded, falling behind only in maneuverability. For movement of troops and equipment, it is equipped with Transportation rings, which sits in a large room that can also be used for storage. This ship is capable of cloaking
Tel'tak: : Tel'taks are small transport ships used by the Goa'uld. A Tel'tak is a vaguely pyramid-shaped vessel with an elongated nose. The rear section of the vessel curves into a pair of wings. When landed, the tips of the wings, located near the midsection, retract to allow boarding, then extend once more when in-flight. The ship is divided into two major sections—the flight deck, onto which the main entrance opens, and a cargo section in the back. They are separated by a bulkhead, which is removable to allow for more space during flight. Beyond the cargo hold is an engine room where all the control systems of the ship are located, this includes the many control crystals. The Tel'tak's primary role is that of a transport vessel, either for cargo or passengers. The basic model of Tel'tak is equipped with a Hyperdrive, Transportation rings, and four Escape pods located in the cockpit. It is unarmed and possesses no shields. The ship is highly maneuverable, thanks to its small size, but no match for Death Gliders. Tel'taks are often modified so as to make them more versatile. Shields are the most common addition, making the vessel somewhat more robust than normal, though not by much. Some have also been equipped with Staff cannons, though this is less common. This ship is capable of cloaking
Needle Threader: A Needle Threader is a specialized Death Glider constructed by the Goa'uld that can travel through the Chappa'ai (a maneuver called Threading the Needle) It carries two crew, a pilot and a gunner, although just like the ordinary Death Glider, it can operate with just a pilot. While the normal Death Glider has two anhedral or down-pointing wings, this craft has one curved into a cylinder around the central hull and the tied by horizontal airfoils tying the first to the fuselage. The craft has two energy weapons, similar to Staff cannons
Technologies of note:
Chappa'ai: Known to the Collective as the Astria Porta, was an ancient piece of Aetherii technology. These consist of circular rings which create artificial subspace wormholes, allowing for near-instantaneous transportation between two distant points in space. This technology is not dissimilar to the teleportation technology used by the Collective. hen activated, a Chappa'ai produces a violent burst of energy known from the unstable vortex. This is due to the large amount of energy needed to form a stable wormhole, while keeping one open is much less power-intensive. This event will destroy any matter it comes into contact with; however, if the event horizon is blocked to within a few microns, the vortex will be suppressed. Technologies such as the Iris on several of the worlds of the more prominent Goa'uld can achieve this. The vortex settles into the event horizon, which has a blueish liquid appearance. Travelers enter through the event horizon, which dematerializes them for transport through the wormhole, to be reassembled on the other side. The gate will remain open so long as matter or energy continues to pass through it, to a maximum of 38 minutes. Beyond this point, massive amounts of power are needed to sustain a wormhole, which ordinary sources cannot provide. Travel through a Chappa'ai is strictly one-way: from the dialing gate to the receiving gate. This is not a limitation of the wormhole, but of the technology; wormholes will transmit anything that enters them, but no solid matter could survive the process. Thus, each gate in the pair takes on a specific role: the dialing gate converts the traveler into its most basic components (sub-atomic particles) and transmits it, while the receiving gate reassembles the transmitted matter back into its original form. Doing the reverse is not only fatal for the traveler, but would just result in the dialing gate deconstructing the object upon arrival which would be a most unpleasent demise. The Chappa'ai is an enormous superconductor composed almost entirely of a material known as Naquadah, and is capable of harnessing power from virtually any source. Its design renders it incredibly durable; direct meteor impacts have failed to destroy a gate, and they have also survived within a crashing vessel unharmed. The naquadah construction of a Chappa'ai allows it to hold many times the necessary amount of power for a wormhole to form, but it does have a limit. Surpassing this limit will create an explosion of considerable size. All Chappa'ai have a group of glyphs spaced around the inner ring (39 in total) and nine chevrons spaced equally around the outer edge. These two features are used as a coordinate system for the gate to target and form a connection with another gate; each chevron is locked to a specific glyph, thereby allowing the gate to connect to another. This is known as an address for a gate; gate addresses are described in terms of how many chevrons are needed to dial them, seven at the least and nine at the most. For a standard seven-chevron address, the first six glyphs represent points in space, forming three-dimensional coordinates. The seventh represents the point of origin, a glyph which is unique to each gate. For a Chappa'ai to access a destination outside of their galaxy, eight chevrons are used; the first six target a destination as normal, while a seventh glyph prior to the point of origin adds a distance calculation to the address, targeting a gate outside the galaxy as opposed to a local one. A nine-chevron address is more of a code than a location, and this allows connection to specific Stargates - regardless of their location.
Transportation rings: Transportation rings are similar in function to the Chappa'ai, but only transport matter across planetary distances, either on the planet itself or to ships in orbit. When activated, a number of rings rise from the floor or drop from the ceiling, surrounding the object and converting it to energy. The matter stream is then transmitted to a similar set of rings (or the rings themselves simply move where desired) which reassemble the object. In order to prevent damage to people or objects during reassembly, the matter at the destination is swapped with the matter at the departure point. The rings are roughly half the diameter of a Chappa'ai and function under similar principles. The rings move to surround an object or person being transported from a holding platform, which is a cylindrical chamber, contained in either a ceiling compartment or rising up from the floor. They only transport matter from within their perimeter to the perimeter of other rings. Transportation rings consist of five rings that levitate slightly off the ground and float above each other during operation. All matter the rings contain when they are activated is dematerialized and teleported via matter stream to another set of rings in a different location where it is then rematerialized. A unique feature of the Transportation rings is that it "swaps" matter between the two locations. If there is a person or object within the receiving set of rings, the rings simply exchange the two simultaneously. This is a safety measure to prevent transmitted matter from "fusing" with ambient matter – an occurrence that would damage inanimate objects and kill organic life even if were merely atmospheric gases in the way. It also makes possible a method of covert escape from an area – if one is under the rings as they come down, one will be transported out while an enemy happens to be transporting in. The rings make no distinction between whole objects; matter is transported regardless of whether or not the entire object is within the confines of the rings. They can be activated by a ring remote worn on the arm or hand by Goa'uld and their Jaffa, or controlled by a remote panel located somewhere near a ring platform. Ring platforms are sometimes extremely well camouflaged, with the rings appearing to emerge from ordinary floors.
Sarcophagus: A Sarcophagus is a device the Goa'uld use to rapidly heal injuries and extend their lifespans. The device can also bring the recently deceased back to life. It can heal almost any wound in the species it is designated for, and most of them are designated for Human/Jaffa use as a result of them being the host species
Zat'nik'tel: The Zat'nik'tel is a handheld weapon used by the Goa'uld and their Jaffa. It is in the shape of a serpent. The safety is active when the Zat is not in use and lays flat like a snake, but when it is turned on it stands up, alert like a snake. The weapon is unique in how it affects objects, animate and inanimate. at'nik'tels are fired by squeezing the bottom curve where the gun is held. The Zat is unique in the way it works. One shot is shown to incapacitate a victim and causes immense pain, while a second shot kills them. The shots do not have to be right after the other, as some have been killed several minutes after the first Zat blast; however, an extended period of time between shots will cause the effect to wear off and two new shots will be necessary to kill. A third shot will disintegrate the victim and their clothing, and will also disintegrate small inanimate objects with low densities, leaving no visible trace of their existence. The Zat has been shown to conduct through objects, stunning victims indirectly.
Ma'Tok Staff: The Ma'Tok staff, known more commonly as simply a Staff weapon, is the primary weapon of Jaffa warriors. The Ma'Tok staff is a high-power, anti-personnel energy weapon. It is a two-meter staff shaped vaguely like a Goa'uld symbiote. The front end is oval-shaped, which opens to reveal the barrel of the weapon. The back end has a club, allowing the staff to double as a melee weapon at close range, as well as a small blue patch that may be illuminated to act as a light. It is activated by a small control spot near the midsection and is powered by a small Liquid Naquadah power cell which will furnish the weapon for a seemingly indefinite amount of time, keeping up the illusion of magic The Ma'Tok staff fires a powerful blast which can kill most humans with a single shot if it strikes near the center mass of the body (or other vital areas). Glancing blows will cause severe pain, but the victim may survive if the wound is treated quickly. The high heat of the blast will cauterize the wound instantly. At close range, the blast can go completely through a victim, and even blow off limbs, often tossing them back several meters. In addition to being lethal, the blast can cause significant damage to solid objects. More powerful versions of this weapon are used in ships and fighters.
Various wrist mounted weapons: In order to keep up their appearance of magic, the Goa'uld have developed wrist mounted devices capable of manipulating gravity, projecting energy fields and firing attacks at their opponents to name but a few functions. They use these to great effect in keeping up their appearance as gods to their slaves
Naquadah: Naquadah is a rare, super-dense mineral. Its most basic use is as a weapon: Naquadah greatly amplifies energy, making it extremely potent if paired with explosives. Due to its unique properties, Naquadah forms the basis for many advanced technologies. Naquadah is also present in the bloodstream of the Goa'uld, which allows them to control their technologies and sense the presence of other symbiotes. The Goa'uld have Naquadah mining operations on many planets; its refined form, weapons-grade Naquadah, is extremely valuable and often used as currency. Weapons-grade Naquadah is so dense that two Jaffa are required to lift a quantity the size of a couple of common housing bricks, making it at least as dense as gold. Alternate forms of Naquadah include Liquid Naquada and heavy Liquid Naquadah. It is used in several alloys of the Triarian Collective in addition to by the Goa'uld. Naquadah has superconducting properties. It can store massive amounts of energy and is extremely hard. It gives off a unique energy signature that the Goa'uld, former hosts, Triarii and Jaffa can detect. However large doses of drugs can counter this. The energy stored in Naquadah can be released rather efficiently. Small amounts of Naquadah can be absorbed into the blood streams of some creatures. Allied with the host body's bio-electrical impulses, the energy contained within the Naquadah in the bloodstream of host and symbiote renders these Goa'uld devices operable when touched.
History: The Goa'uld first arose in the waters of their homeworld, originally as predators. Eventually, they began taking the native Unas as hosts, becoming more adaptive. They eventually learned how to operate a crashed space ship on their homeworld and left to the galaxy at large, taking Unas slave armies with them.
The Goa'uld developed the first of their society as conquerors, stealing technology and adapting it to their purposes. Intially small and stuck on a single craft, they slowly grew in power and began to create more space ships in their own design, eventually rising to become a small collection of warring nations. However, around 84,800 BC, the Goa'uld began to rise in power: They manage to procure a device known as the Chappa'ai, a device of the Aetherii that was now replicated and in use by the Triarii. Through this device, they were able to get through to the galaxy of the milky way through an abandonned gateway on a barren world. From here they created more of the Chappa'ai and created space ships with which they spread across a small corner of the Milky Way, eventually encountering and subjecting ancient man before being beaten off Earth.
The Empire is divided into individual domains ruled by the System Lords, the most powerful of the Goa'uld, and independent minor Lords. The former holds thousands if not tens of thousands of worlds each while the latter could hold anywhere from one world to possessing domains large enough to merit becoming a System Lord. There were also Goa'uld who served in ranks of more powerful Goa'uld. Their power differed from one individual to another and depended upon their master's favour or if they had any domain of themselves: these latter Goa'uld not powerful enough to exert their own independence.