Species: Rover(s)

This is not a complete write-up.

~ higher at the shoulders than withers; height at shoulder, 3.5 - 4.5'
~ two heads
~ modified quadruped/hexapod: standard hind legs, forelimbs that branch at the elbow, foremost limb can be weaker, stronger, or equal to the middle limb, depending on bloodline (ethnicity/breed)
~ forked tongues
~ skin largely rough and textured, thicker/armored in places, spiky nubs and bumps in places, some smooth soft-leather places (strip on each face above the jaws and under the eyes)
~ reflective eyes (like a cat's), entirely black (so the whole thing glows)
~ smell bad to humans; acrid, sour
~ multiple eyelids from different directions (large up-to-down armored one, transparent down-to-up one, regular opaque in-to-out one)
~ medium-length, muscular, flexible necks (saurian)
~ telepathic/empathic, consciously controlled, deeper than language - words can be transmitted in the recipient's own mental voice/language
~ mental link can be one-way (rovers project and pick up the responses) or two-way, if the recipient chooses to embrace the connection and "step into the light", at which point the recipient can see itself (its own mind and paradigm) in perfect clarity and consciousness, all at the same time
~ rovers are clannish and have "nations"
~ two-way mindlink can share imagery/imagination/memories
~ they do not breed like humans
~ not all rovers are as delicate and deft as they need be to communicate successfully with humans
~ curled talons; feet are talon-like, gnarled if they're used for walking, with curving claws; if one of the frontfeet are so vestigial that they're only used for tool-using and not walking, they're smaller, weaker, and smoother; frontfeet have backwards-facing thumb-toes
~ split jaws - normal upper jaw, split lower jaw that swings down and out; acidic spit; sharp teeth

~ up-hooking horn-like tusk-like protrusions on the outside lower jaws, down-back-pointing horn-tusks on the inside lower jaws (where the two lower jaws meet when mouths closed)
~ bulbous protrusions where the eyes are, like swollen cheeks all the way up to the temples; large main eyes in binocular position, mostly facing forward; smaller pair of eyes below on the undercurve of the cheek; smaller pair of eyes behind the large ones on the upper curve of the cheek/temple
~ large, closeable nostrils; breathe only through those, not mouths
~ teeth are plate-like and serrated, line the outside of the upper jaw (in V form) and the inside edges of lower jaws; outside edges of lower jaws are sharp and bony but not large teeth, more like grinding stone
~ when looking down at the head, the lower jaws are wider than the upper jaw and are quite visible around it
~ sharp protective ridge over the main eyes, helps provide shade; matte black
~ spikes protrude, facing down-out-back, along curve of back of lower jaws (protects throat)

~ heavily armored/spiked along back of neck and spine
~ colored dully; desaturated middle-dark; swamp greens, grey-blues, browns, green-browns, greys, mostly solid with natural variation on spikes and undersides and such; black claws, eyes, and brow-ridges; murky greyish-pink tongue; inside of mouth is mostly greyish
~ pawpads are as coarse as a lion's tongue and colored greyish (pawpads on off-the-ground frontfeet are softer but still a little prickly)
~ all genitalia is internal, set in the lower abdomen (between the hind legs, but to the front instead of the rear), sealed in by consciously-controllable 'lips' that are actually quite powerful muscles
~ urine and feces are not distinguishable; everything comes out as goop and is excreted by an extendable (6-8") tube right at the base of the spine, beneath the tail; the tube retracts and looks like a rather prominent, wrinkly anal sphincter when not in use
~ hind legs are pretty normal in shape, very powerful; four-toed talons, thicker digits with no thumb, heavy and somewhat duller claws
~ not terribly fast in a walk, usually hop-shambling unless two of their four frontfeet are off the ground; very fast in short bursts but do not have bodies built for long-distance running; fantastic endurance and can walk forever at their own pace
~ awkward and slow in climbing, but surprisingly good at it; great grasp strength and general muscular endurance for holding and pulling bodyweight
~ tails vary by ethnicity; most are only a couple feet long, somewhat squat and limited in motion; some are mere vestigial fat nubs, while others are longer and more typically saurian, though never really long (4' max, most are only 2', nothing shorter than 6"); long tails are not prehensile and are simply muscular, help with balance, etc; tails have no particular blading or armoring on the tip
~ general build is very muscular and stocky, very deep broad chest, short waist, powerful necks, thick tails, etc
~ not terribly fast in movement or physical reflex; far from agile and flexible; very deft with the frontfeet, especially the ones that are off the ground
~ some clans have forsaken empathy for slight telekinesis to help them with the finest of engineering feats; ethnic variances do exist quite noticeably in where the mental talents lie and how they're used
~ clans are like sovereign nations with distinct cultures, physiology, and behaviors
~ most clans are space-only; very few have set down colonies; homeworld is no longer habitable (probably because of the development that got them so space-worthy eventually destroyed everything, possibly with the aid of world-wide war)
~ ships are heavily armored, well-armed, and very ungaily in any kind of atmosphere; undecorated, some appear like balls o' rover while others simply resemble comets with engines
~ ships are controlled mentally 90% of the time, but do have an emergency manual (physical) mode
~ some space-only clans have fragmented (like the US into states) and hold only nominal loyalty and similarity to their mother clan
~ many nations are neutral or rivals towards each other, but none are actively warring enemies; what happened on their homeworld kind of broke them of that habit, though small independent clashes and fights still frequently break out
~ tri-gendered: one male (YY, two penises), one herm (XY, one penis, one vagina), one female (XX, two vaginas); male x female can only produce herms, but herm x male/female can produce a herm or its partner's gender; herms are some 70% of the race
~ females can bear two young, while herms can only bear one; females are better for producing large, healthy children than herms; gestation is almost a year (11 months, roughly)
~ rovers are parent-attached (dependent) until they're five, at which point they are communally-raised until adolescence (15), at which point they begin schooling/training for their adulthood; they are sexually mature at 20 and legal adults at 25, though they can take employment at 23 and apprenticeship at 21 (exact ages may vary by clan)
~ rovers are mentally and physically prime until about their 80s-90s; their physical ability wanes from then until about 110-120, at which point their mind declines and they are respectfully killed and sent off, usually between 115-125, though some have made it without senility until 140; lifespan is considerably longer in space, but mental endurance is not much better, and that determines when death comes
~ death is deliberately chosen when one is no longer oneself and one's mental debilitation can bleed over to truly upset those who would watch one decline; death can be assisted or not, but is always a solemn and honorable event attended by one's loved ones; the body is usually skinned and eaten afterwards, the skin burned or buried (rovers are so mentally-based that they do not associate a dead corpse with the person who used to inhabit it)
~ death through sickness or wound is often chosen in the same way, whenever possible
~ those who fight in wars and battles, or take up combat positions like guardians, are ever-willing to die and prepared for the eventuality (not possibility: eventuality)
~ religion, faith, and beliefs in the afterlife vary widely; many rovers worship gods and/or ancestors; likewise, attitudes towards death can vary a lot, though the respect and the nonavoidance are pretty much species-wide
~ economy varies widely based on clan; some are barter-based, some are solely currency-based, etc
~ rovers are omnivores, able to digest an amazing variety of stuff from raw meat to raw plant matter, but generally prefer forms of meat (or animal-like plants, as were farmed on their homeworld), difficult to poison or sicken but damage to vital digestive organs can often prove fatal, as their intestinal balance will fail and often see their own systems eat away their other organs and flesh
~ vestigial vocal chords, capable of managing very primitive spoken language, but mostly used as wordless sounds to complement mental communication; all sounds pass through the nasal cavities (which are large and amplifying) to emit from the nostrils
~ slow metabolism with a cooler body temperature; can survive hot areas fairly well but do poorly in snow/ice/freezing cold; skin has a layer of insulating tissue that helps A) protect their vitals and B) maintain a steady body temperature (probably somewhere in the mid-80s *F); will use insulating clothing in cold areas, but have little worry about rain, wind, sun, or reasonable warmth (they'll go dormant in super-hot weather)
~ poor swimmers, due to their density and build
~ some groups possess individual on-planet travelcraft, either hovery things or automobily things
~ I have no idea how the dual-brain-thing works 8D perhaps each head houses a small sensory-input-related brain that links back to a third brain in the torso where the consciousness and mental powers actually lie
~ cutting off a rover's head will not kill them immediately; if they die, it's due to bloodloss; chopping off both heads will almost certainly kill them with bloodloss, but not instantly (almost snake-like in their death throes)
~ it's been maybe 1500 years since the homeworld was deemed unlivable, about 1300ish since the last people were evacuated and even the scientists ran away (about 1.5 billion rovers went off-world)
~ there was a period of intense industry and technological progress for about 700-800 years before the "unlivable" status was achieved (population cap was about two billion)
~ there was a medieval period of culture and clannishness, with little widespread industrial development, for about two thousand years
~ there was a small hunter-gatherer-farmer culture in little areas for about two thousand years
~ there was a period where rovers developed from sentient pack hunters to actual civilization (and started writing) for about two thousand years

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