[@Ozerath] That's why it's [i]Pseudo[/i]-Covenant Also, here's my WIP [hider=Rothrm Primacy] [i]Species:[/i] The Rothrm are serpentine creatures between four and thirteen meters in length, distinguished by the shape of their head, number of tails, and type of spike/spine on the body. The most common race, known in their own language as Roth, approximate two-thirds to four-fifths of any given populations composition, with their larger cousins named Wyrms. Genetically compatible with each other races, spawn of a Wyrms and a Roth will, in almost all cases, result in a youngling of the Roth type as it is a more dominant gene. Roth can be immediately distinguished from similarly sized Wyrms by the lack of webbed membranes along the body. Instead, varying numbers of spikes adorn their backs and heads. Larger and fewer spikes are indicative of those who have resided within regions of higher gravity, while those of low-gravity origins exhibit a proliferous number of spikes along their back of a generally smaller height and length. Forming in double or single rows, they are utilized in courtship as a secondary function, but primary purpose is an extension of sensory perception that allows the Roth to detect minute changes in sound, pressure, and movement, a vestige of their days as apex predators on their home planet. Wyrms, meanwhile, replace the spikes with webbed spines. More acute by almost an order of magnitude over the spikes of a Roth, the spines otherwise serve the same functions. Roth and Wyrm physiology resembles that of many other serpentine creatures, with lengthy skeletal structures and highly developed abdominal musculature. Arrayed in a lateral triplex pattern on each side of the body, the divided arrangement of the muscles allow for greater control over muscle usage, improving their natural ability to turn, climb, and accelerate. Bones feature high-densities of calcium and carbon-structures for greatly increased durability and stress support, as much a product of evolution as of the Primacy's evolving technology. Possessed of four lungs, the endurance of Rothan are not as high as would be possible as a portion of the space in each lung is reserved as a buoyancy sac to allow them the ability to remain afloat in water if needed, with those descended of aquatic strains having noticeably larger lungs and buoyancy sacs. The heads of Roth and Wyrms are pyramidal in shape, with those of Wyrms much broader and shorter than those of Roth, another distinguishing feature between the two races.Teeth in Wyrms tend to be larger than those of Roth as the teeth were better suited for the hunting of large prey which Wyrms conducted in ages past than the needle-like teeth of their brethren. Both races, however, feature glands of acid which can be spat or injected through a special set of fangs set within the mouth, although the abilities are mutually exclusive. In the former case, the two components of the chemicals are stored within bone-like structures of intenesely inert compounds on either side of the mouth, reacting in the air when spat. In the latter, the chemicals are stored separately and react only at the tip of the fang as the injection occurs. Although the exact strength of the acid varies, its strength is several orders of magnitude higher than that of pure sulfuric acid, although not nearly as volatile as some synthesized super acids. An additional, yet now almost inert, tool of the Roth and Wyrms is a telekinetic ability, the reason why the species was able to begin creating technology, although technology itself has come to replace the scant ability. Telekinesis was used in conjunction with specialized, high frequency muscles located in the head and sides of the Rothan to burrow through dirt. Normally lived several decades, a violent predisposition guarantees a shortened lifespan for all but the most wary of specimens, offset somewhat by the quick time to maturity of a Rothrm, nearly self-sufficient from birth and reaching full adult status within two years. [hider=Juvenile Roth][img]https://41.media.tumblr.com/tumblr_lmi727wtlK1qdxnvbo1_500.jpg[/img][/hider] [hider=Adult Wyrm][img]http://orig09.deviantart.net/1612/f/2013/305/f/6/argothian_wurm_by_athayar-d6smiu1.jpg[/img][/hider] [i]Description of government:[/i] The Rothrm Primacy maintains no formal unified government, each individual colony affiliated with others through familial, economic, or military ties. As such, the Primacy is a massive network of dozens to hundreds - depending on how one counts - of colonies spread across multitudinous star systems, operating independently of one another. Healthy competition occurs frequently between the colonies, with the members of one bearing almost unfaltering loyalty towards their place of birth lest that colony falls to another, in which case those conquered will happily subsume into that which is "better." Within a colony, leadership positions are determined by an individual's skills and abilities, whether they be physical or mental, with certain sub-races or colonies favoring certain attributes as a product of their environment. Checks and balances are naturally determined by certain groups or individuals opposing each other; if such a system fails, the colony either rallies behind their new tyrant or cooperatively works to overthrow him or her. Although such a system would be exploitable when applied to many other races, the nature of the Rothrm inhibits those workings. When a colony is threatened by an outside force, other nearby colonies will mobilize to assist which in turns spreads the news of assemblage. Sorrows to those who persevere in their conquest as the countless numbers of the Primacy descend upon the aggressor from all directions with a wrath that leaves naught but bones and ash, ruins and dust. [i]Description of military:[/i] Each colony hosts its own military force, although such affairs are temporary organizations raised when needed, with normal defense relegated to those who care to maintain it and the tendency for Rothrm to act aggressively towards those not of their species. Unit sizes, disposition, organization, armament, tactics, training, discipline, etc. vary by leader and distribution of population, ensuring that no one encounter will proceed in the same manner. Some standards do exist across the breadth of the Primacy. [indent][b]Ground Forces:[/b] Due to their size, Rothrm build vehicles long and low to the ground, with few rising very tall, unwittingly improving their own warfare capabilities. Yet it is also their size that precludes the use of vehicles in a common fashion by the Rothrm themselves. Most military forces are infantry heavy, vehicles utilized on a commander-by-commander and situational basis. The infantry units can be divided into certain categories. First are the light and heavy infantry divisions: the former eschew much armor, favoring instead mobility and confusion as an operative manner, while the latter fight directly, armored to take heavy fire. Disregarding their already impressive physiology which makes them more resistant to the infantry weapons of other species, larger size affording better protection to important bodily features, Rothrm armor makes use of advanced composite materials formed of ceramics and metal for heavy-style units. Armor normally takes the form of large modular plates attached to powered frames and composed of dense metals such as depleted uranium and elastic elements for hypervelocity impacts, ceramics for increased thickness and energy dispersion, and carbon structures for general support and weight decrease. This makes the followers of heavy infantry doctrines as armored, to varying degrees, as vehicles of other species. Those of light infantry doctrines normally use semi-powered frames or none at all, utilizing fiber mesh armors with solid inserts to protect themselves. Both, however, equip telekine dome generators, protective shields that function off of the power of a kinergy vortex normally attached to the suit frame and able to sustain a fair amount of damage before failing, although transferred momentum can become a problem against larger weapons, with an inertial equalizing system created to counteract this effect. Ballistic and energy weapon usage depends on the individual and unit, but ballistics are most used as they are deemed more efficient, operated by means of artificial telekinesis and ram acceleration. Naturally, the standard weapons of the Rothrm could be considered as light autocannons by other nations since they are scaled to size. Vehicles usually take the role of automated units, operated by AI or an individual linked remotely by a mind-impulse unit and created for specialized purposes. Ground-based transports are almost non-existent, but tanks, self-propelled artillery, reconnaissance, and anti-air vehicles are somewhat common, especially the second and fourth. [b]Space-bound Forces:[/b] The Primacy has no official Navy or anything approaching such, even within the individual conclaves. Rather, most individuals posses their own space-faring vessels which are increasingly modified as time passes, such that no one vessel is similar to another. Even the creation process differs as many elect to create their ship instead of coercing another to do it for them. One of the few standards within the space vessels of the Rothrm is that no ship measures very large, with most examples ranging between 500 and 750 meters in length, although Rothrm ships tend to be broad and tall to accommodate their physique.[/indent] [i]Technological Overview:[/i] The capabilities available to the Primacy are diverse, products of untold millenia of research and advances, fits and spurts of great achievement followed by lulls where technology remains stagnant, even regresses. Simple first appearances would point towards their being an underdeveloped state, utilizing, at least visibly, technology that might fit to a species still bound to its solar system. Yet the depth of their equipment extends greatly, magic to those more primitive and wonders to many who travel the galaxy. A plaything have the Rothrm made of the universe, manipulating all of its variables in order to produce results pleasing to themselves through the workings of their minds, having long mastered the use of telekinesis, both artificial and natural, to bend reality. [hider=Common Technologies] - [u]Kinergy Vortex:[/u] Electricity and its secrets have been known to the Rothrm for centuries, an amusement with which some tinkered. However, there was no need for implementation of such power, for the Rothrm had found one more attuned to their innate telekinetic abilities, and one much more useful for their purposes. At first utilized by those who had developed the earliest of telekinetic enhancers, it was discovered that manipulation of the velocity of particles and the subsequently stripping its kinetic energy with traps could power objects which other civilizations would normally operate with electricity. Much has science advanced, for now these once incredible machines proliferate within the Primacy, known colloquially as kinergy vortexes. Artificial field generators manipulate and accelerate atomic particles to near-light speed velocities many billions of times per second, before subsequently stripping the total kinetic energy of particle groups as they hit the velocity limit of the accompanying field generator, directly transferring this energy into powering robotics, ships, weapons, and any other number of devices which might be required for use by the Rothrm. - [u]Void Sails:[/u] Void sails are the most common form of FTL transportation utilized within the Primacy at the time, interest in the locomotive variant have outstripped that of all other available drives and engines. The sails themselves occupy a significant area outside of the ship, whose primary purpose is to tap into the substrata of the universe, utilizing the natural faster-than-light acceleration of space to achieve extreme speeds in small periods of time and to manipulate their ship into an FTL state, becoming out of phase with the universe while doing so, unable to send or receive information during transit, leaving them both blind and invisible. As means of STL propulsion, the Rothrm primarily use kinetic drives, driving their vessels forward by means of telekinesis. - [u]Stellar Manipulation:[/u] Although unable to affect the course and nature of celestial bodies as massive as planets in any timely manner, the Rothrm have developed various methods by which smaller objects, e.g. planetoids, asteroids, comets, may be quickly manipulated into different velocities and states. Two primary approaches exist within the field, with contenders on both side trumpeting the efficacy of their style. Slightly less utilized is the attachment of void sails to the bodies, turning them into massive ships of rock, ice, and other various elements. The size of the void sails and engines, however, limit the usage as some would consider it to be too time consuming. More common is the transit of mass via telekinetic fields. Thevril, large structures built for the purpose of stellar manipulation, act as both a relay and source for artificial telekinetic fields, projecting their power across hundreds of thousands of kilometers in smaller stations to many millions in developed super-stations. Due to their size and energy requirements, Thevril are unable to be moved outside of the system in which they reside without great effort, as the FTL transit destabilizes the unique conduits of the station. - [u]Kinematic Logic Engine:[/u] Having never developed electricity in any meaningful manner, computers did not develop in a manner similar to that of other species. Instead of currents activating chips, logic engines utilize the same principles as the kinergy vortex to operate, the spin and kinetic energy of atoms. Particles are kept in motion, utilizing their velocities to store information and compute various operations. Due to their nature of utilizing atomic spin, logic engines very much resemble quantum computers, giving the Rothrm similar capabilities in most cases to more conventional computers. Additionally, as they are kinetic in nature, communication with normal computers is near impossible without significant and time-consuming translations. [/hider] [i]Cultural Overview:[/i] The culture of the Primacy is one of its few binding aspects, maintaining the cohesion between the conclaves and lone wanderers of the species. Rothrm in their dawn were hunters, and are still, and much of their civilization has evolved around the art of conflict, although its manifestation and interpretation has changed with the ages. Few if any Rothrm pass their lives unscathed, either a sign of great prestige or great cowardice dependent on how such a situation came to pass. Warring, raiding, and fights to the death were at first the preferred methods of conflict when culture manifested within the species as it was most similar to what was practice among the Rothrm, a legacy of hunting and killing, competing with others of their species to maintain dominance over a tract of land. The first proto-conclaves would form around those strongest and most agile physically for they represented the best hunter, the most fit warrior. Duels for dominance would often render one of the combatants slain as a foe left alive would sometimes seek revenge. Vel Hamroth, the Day of Judgement, changed their tenets. Following the event, conflict became much more formalized, although no less proliferous and violent. Rules would develop and then fail in the proto-conclaves before an unprecedented consensus was reached among the Rothrm, establishing guidelines, known as Majakal, which stand to this day. Enforced by the species as a whole, Majakal establish most requirements and facets of formalized conflict between individuals and groups in a simple manner. The specifics of the rule vary between each conclave, but the main decrees are followed unilaterally: 1. Death shall be avoided unless both parties have agreed to the ruling. 2. Damage and harm to those not part of the conflict shall not be tolerated, and neither is the interference of those outside allowed within the boundaries of the conflict. 3. Those not of the Rothrm are not subject to any ruling and are subject to the will of the Primacy. Keepers of Sanctity arbitrate larger conflicts involving more than a dozen individuals to ensure that the blood rage which so often infuses the Rothrm does not spill over to harm the Conclave. Keepers are neither appointed nor elected, and none know why some are chosen, but if a Rothrm declares to be one, they are immediately so. Only those bearing the brand of the Keepers are left alive when the announcement is made, for those who masquerade as keepers have oftentimes in the distant past led to great atrocities. Smaller brawls, however, are generally not subject to many Majakal, leading to fights emerging in random locations without disruption of the surrounding area as such events have always been expected, even made spectacles of if the matter is of great import. [i]History:[/i] The annals of the Rothrm are filled with blood, expansion, contraction, and discovery. Only a scant four hundred years past were the first void sails created, the first efficient faster-than-light system to be created by the Primacy, allowing them to reach stars which would previously have taken years of unending travel. Rapacious and ignorant, the Rothrm spread across nearby stars as a horde, proliferating among their now boundless habitat for expansion. A century of colonization, development, and internal conflict would shift suddenly with the first discovery of other life among the stars, intelligent life. No records of the name exist within the Primacy, no vestige of their culture allowed to survive after the war which ensued. It was the Rothrm's first taste of interspecies war, and it tasted wonderful. Initially beaten back, colonies seized and converted by their opponent, the largest gathering of Rothrm in history, then and since, emerged from their planets and reaved a path of bloody slaughter across the stars of their foe. Worlds burned or shattered and trillions of sentient being were reduced to ashes and particles, none spared the wrath of this first war. Since those three centuries, dozens of worlds and countless cultures, for how can one count that which no longer exists, have fallen to the thirst of the Rothrm, external conflict maintaining an internal peace. A wave of ennui struck eventually, however, for war had ceased to become pleasing as they opposition had become little to no problem among the species encountered, worlds sometimes falling within weeks of first contact. Withdrawing into their former colonies or scattering to isolated solar systems, the Rothrm have remained pacifistic for the last decades, tempering their blood lust with explorations into the sciences and the stars, attempting for even greater change. [/hider]