Tumgik
#because of the claw size/shape and the curvature of the front toes
soars22 · 4 months
Text
Tumblr media
So I was looking at the tracks and-
Tumblr media
Yeah. Those are definitely bear tracks. If I had to guess, it probably has something to do with the whole Elena/purgatory worker/potential war situation that was hinted at previously. So this year’s definitely going to be fun!
62 notes · View notes
dragimalsdaydreams · 5 years
Photo
Tumblr media
JESUS rewriting all this info almost took longer than the damn ref itself.... it’s about 15 pages at single-spaced, 11pt font if anyone was curious.........................
anyways TLDR desc for folks that don’t wanna read all that bullshit:
Haunts are tiny, chipmunk-sized dragons with two sets of arms, one set of hind legs, and one set of wings. They can change their fur/skin colors due to mutualistic cyanobacteria. Haunts have healing, mental/emotional, and nature-based abilities which help them communicate and bond with one another and their environments. They form mutualistic bonds with various plants/fungi/mosses that root into the flesh along their spines/hips/necks, which causes bleeding and rot (they’re fine, though). Because of this and several other factors, Haunts are heavily associated with death, whether in a positive or negative light.
~~TABLE OF CONTENTS~~
NAMES
ANATOMY/PHYSIOLOGY
Stats
Appearance
Locomotion
Senses
SELF
PERSONALITY/SOCIALITY
Temperament
Group Structure
Belief System
Inter-species Sociality
Human Associations
COMMUNICATION
ECOLOGY
Habitat
Trophic Web
Mutualism
Battle
LIFE HISTORY
~~NAMES~~
Common Haunt Dragon:
The colloquial name, as coined by human travelers unfamiliar with the species and thinking them to be supernatural spirits (see “Human Associations”). They aren’t actually true dragons by taxonomic standards, but many creatures fall under the colloquial use of “dragon”. This is how they will be referred to throughout the following text.
Ocularis ocuuli:
The taxonomic name. Haunts are actually part of the superclass Octopodae-- an early offshoot of Arthrodira and a direct sister clade to Hexapodae. This clade is so small that Haunts are considered the representative species of Octopodae, and are the only currently surviving members.
Eyefolk:
Technically the “self-given” name. Haunt language is abstract at best (see “Communication”), but they tend to refer to individuals by the unique eye patterns across their bodies. Some researchers have taken this as Haunts’ self-title, translated to “Eyefolk”.
~~ANATOMY/PHYSIOLOGY~~
Stats:
Height:
From Shoulder- 1.5 - 2 in From Head- 2.5 - 4 in
Length:
Torso- 3 - 4 in Head to Rump- 4.5 - 6 in Tail- 9 - 15 in Tail+Fin- 11 - 17 in
Wingspan: 16 - 20 in
Weight: .8 - 2 oz
Speed:
Land- 15 - 23 mph Air- 60 - 80 mph Water- 20 - 40 mph
Strength: 2 - 4 oz, varies by appendage-- the wings and first set of arms are on the lower end, while the second set of arms, legs, and tail are on the higher end. Though all appendages are able to comfortably hold the full weight of the Haunt, if need be.
Appearance:
Torsos are bottom-heavy, with a gently upward-curving spine and areas of loose-hanging skin, fat, and fur along the belly. The ribcage is slightly long to account for multiple limbs, and held at a lower level than the hips. The torso, head, upper legs, and neck are covered in thick, soft fur; bare areas of skin include the tail+fin, lower legs and paws, wings, inner ears, and skents. One set of nipples is based on the pecs of the first set of arms, while another two sets are based on the lower belly, near the crotch.
Skulls are set on a somewhat short, thin, upward-curving neck. The throat sports long, thick fur, enhancing the deep curve of the neck. The skull has a long braincase and slightly longer snout, with a prominent nasal cavity. The flesh/cartilage of the snout is a bit droopy, further enhancing the prominent upward-curve of the snout. While most snouts are thick, some may thin to a more delicate tip, and the exact curvature of the snout can vary. Wide nostrils are based at the tip of the snout, following the under-curve of the fleshy snout, and mostly facing outwards. A few small, light whiskers sprout from the lips and chin.
The jaw is adaptable to all sorts of vegetation, with rounded molars and wide, sharp incisors. Sharpened premolars help with cracking nuts and seeds, and tearing up decaying flesh. The lips are somewhat stretchy, pulling back about halfway into the jaw at their limit. They droop a bit with the fleshy chin when relaxed. The tongue is flat and smooth.
Three large eyes are set into the skull, with the main pair facing largely outward, and the 3rd set into the forehead, facing up/forward, depending on the tilt of the head. All pupils are vertically-oriented, with a wide range of size when expanding/contracting. Each eye has a second eyelid for protection in water or the rare high-altitude flight. The third eye also opens sometimes during deep sleep/meditation, which the second eyelid automatically covers. Sclera are rarely visible. Pupils are notably lighter than the iris, which biologists find puzzling. Eye colors tend range in yellows, greens, and blues, with purples, reds, or oranges less common, but not necessarily rare.
Ears are based behind the jaw, just above the gill operculum. The bases are small, lending to their wide rotation/adjustment. They flare out wider past the base, but the exact width and shape can vary quite a bit. Despite the variation, all ears are large compared to the head, and have some semblance of a pointed tip.
Gills are set into the sides of the throat, just under the jawline. The operculum is anchored to the bottom jaw and back of the braincase, protecting delicate gills. The operculum locks tight when out of water, and glands within keep the gills moist. The respiratory pathway leads right past the gills, with valves that control whether the path opens into the gills or the lungs. Like all Octopodes and Hexapodes, Haunt respiratory and digestive pathways are completely separate. In Haunts, the nasal passage splits into two trachea which lead independently to a single lung each.
The skents are the antennae-like extensions from the skull-- thin, flexible structures which flare out into wide, flat lobes at the tips. They grow anywhere from half the length of the neck to just past the first shoulders, with lobes that can vary widely in size, shape, and lobe number (though they range from 3-8 lobes). The bases are anchored on the snout, just above and between the eyes. These skents have some bone structure comparable to vertebrae which support the first 3rd-to-half of the base of the skents. The rest is built on thin muscles and flexible cartilage. The lobes themselves can flex and curl as well.
Two sets of arms are at the front of the ribcage, each with a set of clavicles. The first set is small and thin, and tucked up against the chest when not in use. The thicker/longer second set of arms is based on the ribcage just behind the first set, and the paws settle plantigrade against the ground. There’s one set of hind legs-- digitigrade with a somewhat long foot section. All paws have thick padding, three gangly toes and a thumb, and can nimbly manipulate objects. All arms and legs are thin and somewhat gangly. The first set of arms have rounded, flat nails, and a shorter ‘pinkie’ with only one knuckle compared to the other fingers’ two. The second set of arms and hind legs have long, curved claws for clinging, and all fingers are long with two knuckles. The hind paws have webbing between all the toes for swimming.
A set of membranous wings are based on the ribcage just behind the second set of arms, each with three fingers and a thumb. The clavicle and associated shoulder/chest muscles create a subtle bump on the chest, but there is no keel for these wings. The leading edge of the membrane attaches above the first set of arm shoulders, while the trailing edge of the membrane flows smoothly back into the first set of spines on the tail, the membrane surface area thinning out along the tail. The wings have a mostly elliptical shape with a low aspect ratio and rounded wingtip. Wing thumbs have long, sharp claws for clinging and climbing.
The long, prehensile tail starts starts somewhat thick at the base of the hips, gradually slimming to a thin tip. Three spines sprout out along the topside of the tail, near the base of the tail and articulated between the vertebrae. The middle spine is usually the longest, but in some cases the first spine is longer. All the spines can vary anywhere from 1 - 4 in in length, and each have 2 joints. Webbing stretches between each spine, with the leading edge reaching up onto the furry rump a bit, and the trailing edge reaching as far as a third of the way down the tail. Decorative cartilage lobes on the tips of the spines are practically universal, though this can sometimes be absent due to select mutations. The size of the lobes and consequential depth of connective webbing can vary widely between individuals. 
Four pairs of spines flare out of the last inch or two of the tail, anchored between vertebrae. Lengths of each can vary (anywhere from 1 - 4 in), though the 1st set is typically the shortest with either the 3rd or 4th set as the longest. These spines all have joints throughout, allowing them to control the curvature/malleability of the fin surface, and to grasp while climbing. The underside has padding on the joints and tips of the spines for this reason. Joint numbers vary depending on the length of the spine, but the shortest tend to have 1 while longer spines can have up to 3 joints.
Pelt colors vary quite a bit due to cyanobacteria which Haunts can consciously manipulate towards different colors (see “Mutualism”). Haunts typically choose to match palettes with their environment for camouflage, with bare skin always in some range of green hue. Claws can also slightly change color, but are always some shade of near-black for whatever reason. Patterns vary quite a bit as well, with spots/splotches and stripes as the most common choices. Some sort of ‘eye’ pattern is always present due to cultural significance (see “Belief System”). Throats and belly/crotch regions usually feature a basic swathe of color. The cyanobacteria fade out as you dive deeper in the body, as seen in a Haunt’s mouth, where outer skin colors fade to typical fleshy pinks farther back. Cyanobacteria are NOT present in the eyes, thus can’t change their color.
Haunt fur is always tangled with some form of plant life, typically around the hips, spine, and back of the head/neck. Wherever plants root, the flesh will tear open, bleed, and eventually rot, only to be continuously rebuilt. The fur surrounding these areas of growth is always matted with blood and bits of rotting flesh. See “Mutualism” for more.
Sexual systems are completely separate from excretory systems, leading to a combination digestive/urinary cloaca just under the tail, and gonads just below that. Female Haunts are called Jays and typically have wider rumps, with a vaginal opening and womb. Male Haunts are called Johns and typically have thinner rumps, with a small retractable penis and testis. There is little sexual dimorphism beyond this, and researchers often can’t tell the difference outside of mating behavior. Denotations of “male” and “female” in the biologic sense are only really useful when discussing mating, as they don’t apply very well to Haunt interactions otherwise. Gender doesn’t seem to be a concept among Haunts, thus doesn’t seem to influence their behavior.
Locomotion:
Generally, Haunts are much more comfortable with swimming or climbing than they are on the ground or flying.
Arboreal movement typically involves the second set of arms and the hind legs, though the wing thumbs and tail also help with clinging depending on the situation. Haunts can quickly scurry up trees, bound across branches, and leap across gaps.
A Haunt’s main gait is a gallop, with the front paws landing first, then the hind paws landing in front and ahead. This can also be slowed to a bound, with the hind paws landing behind the front.
Wings, fins, ears, and both sets of arms are usually tucked in when underwater, minimizing drag. Haunts paddle their hind legs, with the second set of arms quickly flicking out for any directional changes. If the Haunt is swimming along the surface of the water, they may simply flap their wings in what is best comparable to a human “butterfly stroke”, but this isn’t common.
Haunt wings have a low aspect ratio, high loading, and rounded wingtips, making for high maneuverability, burst speed, and precision. This is perfect for navigating habitats crowded with vegetation. They’re able to hover for short time periods (up to 10-15 seconds at a time), but this is rare as it eats up a lot of energy. Haunts have low endurance when it comes to flight, and generally use their wings to glide from tree to tree.
Senses:
Spatial Awareness: Extremely important sense, highly sensitive to Self. Haunts have an intimate understanding of their immediate environment, and can consciously sense even beyond that.
Touch: On par with spatial awareness, these senses often feed back into one another. Bare skin is highly sensitive to Self, especially the paws and skents. The skents are delicate and sensitive to direct touch, and can cause pain if handled roughly.
Sight: Close third in importance to a Haunt. Vertical pupil, highly functional in both low and high light conditions due to their ability for spectral tuning. Though bright+flashing lights can be disorienting. Color vision ranges from ultraviolet to infrared, with the main set of eyes containing 6 unique cones, and the third a different set of 6 unique cones. Excellent eye for details and depth perception in each individual eye-- ocular fusion does not occur. The third eye individually views the alternate, Self plane of energy via unique cones. “Self vision” and “physical vision” are spliced together when all three eyes are open.
Hearing: Haunts’ large ears are rather sensitive, with a range from 18Hz - 40kHz. Hearing isn’t socially vital like the previous senses, however, and is mostly in service of predator avoidance.
Smell: Poor; Haunts can barely distinguish any smells unless they are particularly strong. Nostrils are used more for breathing than anything.
Taste: Extremely poor, to the point that Haunts can barely taste anything unless they are outright smelling it. Food preferences are based much more on texture.
~~SELF~~
(notes on my concept of Self found here but can basically be understood as “soul”)
Haunt Self is based largely on physical touch/kinesthesis and spatial awareness, followed closely by the visual. Their skents (the antennae extending from the bridge of their snouts) and third eye are their main points of Self-detection-- spatial/touch and visual, respectively. Paw pads and other bare areas of skin are also highly sensitive to Self in terms of touch, but not nearly as sensitive as the skents and third eye.
The third eye can see Self in abstract shapes/clouds and colors. When both the main eyes and third eye are open, the physical and Self plane are spliced together in a complex cacophony of color and motion. The third eye can open without the Haunt actually making a conscious effort to do so, usually during alpha or slower brain waves (such as sleeping or relaxation/meditation). In this state, the third eye is covered by a nictitating membrane. The skents sense Self through a combination of touch and spatial awareness, which can sometimes be described as a sort of “projected kinesthesis”. In close proximity, Haunts gently drag their skents’ flared tips over objects/areas of interest, in combination with touch from their paws.
Since their mental structures/thoughts/emotions are so socially/ecologically-bound, Haunts rarely ever rope their Self into themselves. Self is essentially a Haunt’s most important sense, so they naturally let it flow uninhibited out and around themselves to connect with and sense everything around. This is not necessarily the norm with other creatures, especially those that can’t directly sense Self.
Haunt connection to Self manifests as direct bonds to either the neural systems of individual organisms, or the broader ‘life networks’ of ecosystems (interacting cells, souls, and ley lines, generally). Connection is initiated through eye contact, skent projection, or physical touch (paw touches, snout/skent bumps, etc.)-- usually it’s some combination of the three, for a more effective connection. The energy for this connection is self-sustaining, where the Haunt transfers energy to the subject, that energy manipulates the subject’s energy, then the energy is reflected back to the Haunt, resulting in an (ideally) balanced connection. In this respect, Haunt Self is a delicate balancing act between Logos and Pathos– Haunts must have enough mental capacity to keep calm and grounded when dealing with various emotions/thoughts/memories, but also open and flexible enough to actually sense and experience the emotions/etc. at hand. Self manipulation can sometimes be achieved without this consensual connection, but it’s rarely-- if ever-- something Haunts do without consent. For one, non-consensual connection is SUPREMELY difficult without a balanced energy exchange. More than that, though, Haunts intimately understand the fragile nature of the mind and ecosystem, and the devastating issues that can arise from unwilling participation.
Connections to neural systems allow Haunts to read the neural charges of individual organisms and manipulate these neural charges towards different emotions, senses, thoughts, etc. they’re dealing with. The balanced transfer of Self energy provides Haunts with a current mental map of what areas of the brain are active during the experiences of certain emotions/thoughts/memories/etc. so the Haunt can make informed decisions on what areas of the brain must be manipulated. Manipulation of organisms/areas without neural systems is somewhat more abstract, but is still comparable enough to connections to neural networks. Self tends to flow in predictable paths throughout all matter, following ley lines and mimicking the flow of physical matter. It’s simply that these patterns vary according to physical material and context, so this sort of connection requires more forethought and flexibility.
Some examples of different abilities include:
Perception and Health:
Haunts have a very precise sense of the world around them, which may be described as “extrasensory perception”. They subconsciously connect to the Self systems of their broader environment, leading to an advanced spatial awareness. This is especially true for their home ecosystems, where they can precisely locate and even gauge the states of various organisms within a 50 yard radius. They can consciously search farther, but it must be directional in this instance-- as their general radius shrinks, they can search out specific paths of Self formed by organismal/ecological connections.
This spatial awareness feeds into Haunts’ sense of those near them-- specifically their physical/psychological states. It’s near impossible for signs of illness or distress to slip by a Haunt, whether in their own or others’ bodies. Thus, Haunts subconsciously direct Self to heal any broken-up Self energy and wounded systems, and push neural systems to work more efficiently. This helps their own and others’ wounds heal quite a bit faster, especially if the Haunt consciously makes the effort to connect, heal, and soothe. However, knowledge of illness/injury doesn’t always spur the Haunt to act (see “Mutualism”).
This subconscious connection also gives an extra boost to the growth of nearby flora. It’s not very noticeable in short time periods, but high-traffic areas (such as nests or the growth on their own bodies) show a large spike in plant growth.
Environmental:
Similarly to how Haunts connect to individuals and give them an energy boost, Haunts subconsciously connect to their environment and help pull the Self around them into balanced flow. This helps bring ecological systems into more stable structures over long periods of time, alongside a Haunt band’s daily goings-on about the environment. If an environment is particularly out of balance, Haunts can consciously redirect and re-pattern Self into something more healthy, alongside physical environmental manipulation. Self may also concentrate in certain areas to an unhealthy degree, which Haunts may break up and spread over a much wider range around the area, especially those areas which may have been drained. This ultimately nullifies the energy and returns it to the greater cycle of Self. Cemeteries and places of recent war are common areas of unhealthily-concentrated Self, but are certainly not the only examples.
Haunts are attracted to strong energy transfers, which may be found in both the death and birth of individuals. While their species is heavily geared towards “creation”, Haunts intimately understand the importance of “destruction”, and feel great satisfaction in helping a soul move from this plane of existence to the next. Haunts are often found around grave sites for this very reason. Souls without physical form (ghosts, spirits, etc.) are just as visible/tangible to Haunts as any physical being. In fact, young Haunts often have a hard time differentiating between the living and the dead (despite the often fragmented nature of ghosts).
Information Processing:
Haunts can influence information processing in others, such as enhancing the encoding/storing capabilities of the brain. Haunts can even dig up forgotten memories (the issue must be in retrieval, however-- if the issue was in encoding or storage, the memory is gone). Anything the Haunt specifically ‘reads’ will be activated by the brain, and relived by the mental partner in the form of vivid flashbacks.
Haunts may also “hush” the mind of another by quieting the neural charges firing off. This could be directed at specific functions (such as nociceptor pain information, excessive sensory info, sections of the brain triggering flashbacks, etc.), or a broad settling of the brain. Haunts may even ease an individual into sleep, if the mental stress on them is too much. Haunts can usually can prevent themselves from passing out if they work slowly, but if the Haunt is forced to quickly knock out their subject, the Haunt will most likely pass out as well.
Projection/Manipulation:
Haunts can project certain stimuli, emotions, etc. onto their subjects, which can be used for direct telepathy (see “Communication”), induced hallucinations, or emotional manipulation.
New information (a Haunt’s own memories, for example) must be projected to the hippocampus and frontal cortex, while raw emotions may be induced by directly activating the areas of the brain associated with those emotions. Sensory info may be induced by certain areas of the brain or by influencing sensory neurons around the body, depending on which is most appropriate for the situation. Similarly, organs/organ systems and muscles that are primarily controlled by the nervous system (such as the lungs and heart), and can be influenced by the Haunt through the “back routes” of motor neurons rather than the brain. For example, the Haunt can cause the nodes of the heart to tap out a faster beat, or can cause other muscles to twitch, spasm, or move directly through their motor neurons, without instruction from the brain.
Sensations/emotions/etc. can be pulled from a participant’s memory or projected from the Haunt’s own experiences. When pulled from a Haunt’s own experience, the projections must be activated in the Haunt brain before reflecting onto their subject (IE- the Haunt must be feeling the emotion/sensation/etc. being projected). Haunts must be careful with system control especially-- if they wanted to shut down a given system, for example, that would certainly reflect back to their own bodies.
Haunts rather enjoy taking in and experiencing the senses of others, especially those with strong senses of taste and smell, since their own senses of smell/taste are incredibly dull.
Mind Control/Partnership:
This is an advanced level of manipulation, requiring an incredible amount of energy from both participants. This can leave both participants unconscious after their session is finished. While the Haunt can certainly be the driving force in control (and often is, when paired with non-Haunts), equal partnership is much easier and more fulfilling for both parties.
Depending on the subject, conditions of manipulation, willingness of the subject, etc., the Haunt may have to take extra steps to facilitate the mental connection needed for manipulation. This can include holding their body in the same position as their subject (which can be rather awkward when working with creatures with body plans very different from the Haunt), or making the same expression as their subject (again, difficult when Haunts lack a lot of minute facial muscles).
Connection between brains initiates at the most basic sections (such as the brain stem and cerebellum) then radiates out from there. Since this is such an energy and focus-intensive procedure, Haunts rarely connect to the entirety of the brain-- only the parts required to complete whatever task is needed. This may leave the subject open to, say, continue speaking, even as their body moves on the Haunt’s accord. As with any other form of manipulation, the Haunt must activate their own neural centers before reflecting them onto their subject; IE- the Haunt must be doing the task they are transferring to their subject.
Depending on just how much of the brains are connected, the experience can be rather surreal. The Haunt and subject are both fully conscious of themselves during the control, but both are aware of being each other at the same time. For a Haunt this is nothing new, but for another creature, sensing the world and thinking through two minds at once can be rather daunting, if not terrifying.
If the Haunt or the subject dies during this connection, the other will almost certainly die as well; if one brain shuts down during this intimate connection, that energy will transfer back to the other, whose own brain will follow suit.
~~PERSONALITY/SOCIALITY~~
Temperament:
Generally a docile species, known for being curious, excitable, and energetic. They can spook if something happens suddenly, such as a loud noise or a fast movement, and can be up a tree in a flash. Despite this, Haunts’ abundant curiosity and friendly nature often overrides their wariness, given enough time.
Haunts have a hard time keeping their paws still, and often carry around trinkets (such as smooth stones or shells) to keep their paws busy. Haunts are also attracted to colorful/shiny objects, which they’re prone to collecting for the simple aesthetic pleasure. Haunt nesting grounds are covered in these trinkets, often arranged into complex patterns throughout the nests. Researchers have found bits of colored glass to be a popular gift for Haunts.
Story-telling is another common artistic pursuit, and a favorite bonding experience among Haunts. Since Haunts are practically mute, this story-telling occurs through direct mental connections, as the storyteller projects fantastical images and emotions to their eager audience.
Haunts are hardly territorial-- if at all-- thus are welcoming to new faces. This can sometimes lead to trouble with other, more territorial species that try to stake a claim to land, when Haunts don’t understand the meaning of a “claimed” land. While not territorial, Haunts are protective of the environments they call home, and will react negatively-- and sometimes even violently-- to severe imbalances to the ecosystem.
Haunts aren’t prone to extensive grooming, but they are fussy about clean paws-- they just can’t stand dirty paws.
Group Structure:
Collectively called a band, Haunts typically hold to a generational hierarchy. Elder members are referred to for band-wide decisions and are generally considered the most knowledgeable. There are no specific leaders beyond this.
Band sizes vary based on environment, but typically they can range anywhere from 15-100 Haunts. Individuals rarely leave their birth-band, but large bands may end up splitting into smaller groups due to size restrictions in their environments.
Individuality is a tenuous concept among Haunts, as their self-concepts are based heavily around their communities and ecosystems. Haunts typically let their Self flow freely around themselves, and Haunts instinctively connect to the Self of others around them, particularly those that are receptive to connection (most of the time, these souls are fellow Haunts). Thus, Haunts tend to feel/sense most things through several souls at once, rather than just their own individual experience. For example, the elation of a single Haunt will quickly travel through the whole band, and all the band will celebrate the feeling, or the anxiety of one Haunt may spread throughout the band if not swiftly recognized and checked. Laypeople have often misinterpreted this system of interaction as a “hivemind”, which is far from correct. Though it is true that this intimate connection to one another keeps Haunts physically close-- if you see one Haunt out and about, at least three others aren’t far behind.
Haunts have almost no concept of “family” or “friends” in the human sense. To Haunts, those that they are emotionally connected to ARE their family, whether they are blood-related or not. This extends to any non-Haunts they bond with as well.
Belief System:
Haunts conceptualize their ecosystem as both person(s) and home, treating their ecosystem as a conscious, active entity in all interactions. Thus, Haunts are protective of the balance of their environment, as they are protective of the health of a fellow band member. 
This sense of balance extends beyond even their ecological mindsets, as Haunts try to retain balance in all aspects of their lives, from energy exchange, mental/physical health, life/death, etc. Death, for example, is not an end for Haunts, but simply an event or checkpoint in the grand scheme of things; a movement of energy and matter from one form to another. Haunts directly take part in this transition of matter by eating a few bites of a loved-one’s corpse, to help the dead subject continue on in the cycle of life and among their peers. Bodies are then left out in the open for other scavengers and natural processes to take care of.
As mentioned in the previous “Group Structure” section, a Haunt’s sense of self is intimately tied to their sense of community. “My community is, therefore I am,” is the closest comparable motto to a Haunt self concept-- a Haunt truly only exists in the context of their band and environment. A Haunt disconnected from land and band is not just alienated or even wounded, but ceases to be on a sociopsychological level.
Haunts like to display eye-like patterns across their pelts in reference to their sensory connections to Self, and their reverence for observation of the world. Specific patterns vary by individual, and are used to reference one another when communicating via telepathy. These patterns vary over a Haunt’s lifetime, signifying changes in character, personality, etc. as the individual sees fit.
Inter-species Sociality:
It’s very difficult to offend a Haunt, as they are very laid-back in their habits and beliefs. Haunts’ few social taboos include ecological imbalance, and non-consensual breaching another being’s autonomy (in particular, their Self and emotional well-being). Otherwise, Haunts are open to novel experiences and interactions.
Haunt Self is intimately bound to socialization, which lends to their lack of physical/personal boundaries. It would be no surprise to find a Haunt affectionately patting or rubbing up against a stranger. This can be a bit off-putting to species that are more solitary, especially those averse to touch.
Haunts are fascinated by species that have complex control over their vocal chords, and love to listen to singers and storytellers. Haunts receive mixed reactions to their own brand of telepathic story-telling-- some consider it too abstract to understand, while others are delighted by the unique experience.
Raw emotions/thoughts are the cornerstone of Haunt relationships, in a much more intimate sense than most other creatures may realize. To befriend a Haunt is to gaze directly into their deepest Self—their very soul– and to, in turn, bare one’s own Self open and vulnerable to the Haunt. Most non-Haunts are not comfortable or ready for this kind of vulnerability.
Human Associations:
Despite the wide array of unique human cultures across Haunt habitats, there is one constant in all interpretations– Haunts are always associated with death and/or life. Among many cultures, Haunts are seen as guides or guards to the afterlife, companions to both the departed and their grieving loved ones. In these cultures, Haunts are welcome guests to both funerals and births alike-- signs of prosperity in the afterlife or life to come, respectively. Some people even pray to Haunts for fertility, or protection of their to-be children.
On the flip-side, this association with death paints Haunts as spectral beings by other cultures-- mysterious, dangerous omens of doom. The name “Haunt” originates from their attraction to the dead/dying, often “haunting” graveyards, abandoned buildings, etc. First sightings of Haunts by these cultures often weren’t very distinguishable, seeing only Haunts’ reflective eyes through fog or rain at night. Such encounters birthed other legends, such as multi-eyed demons and devious fae, set to steal unlucky souls. Legends of these fantastical creatures persist, but they lost connection with Haunts over time.
Domestication is a modern trend among certain folks, as Haunts match humans in sociality and cater to our attraction to “cuteness”. There has been very little success in this endeavor though, as several factors make Haunts unsuitable for domestication.
For one, Haunts are intimately bound to their ecosystems (see “Belief System”). Thus, living in human-constructed areas that are removed from ecological connections leads to serious health effects and even death in severe cases. Precautions can be taken here, such as setting Haunts up in greenhouses, flower shops, abandoned buildings, or parks, but it’s still highly risky. Humans simply can’t replicate the familial connections Haunts build with their land. Similarly, Haunts will experience severe psychological trauma if separated from their bands, to the point of death within a year of separation. This has been true for nearly every case of Haunts stolen from their bands-- even juvenile or newborn Haunts can’t be trained out of these connections.
Also, despite their “cute” appearance, many humans are put-off by Haunts’ rotting bodies and blood trails. Whether the distaste is due to cleanliness, aesthetics, or a misguided concern for Haunt health, human caretakers usually attempt to eradicate any disease or illness found in Haunts. This, ironically, only ruins Haunt health, as it decreases their exposure immunity and eliminates their mutualistic connections to the plant life that cause the rot in the first place.
Human relationships with Haunts are best kept to non-domesticated companionship. Haunts are friendly and sociable, and have never required domestication to be so. Humans living near or within Haunt territories are often delighted to find Haunts curiously taping at their windows, or following along as the humans hike the trails. The most notable relationships between humans and Haunts have been formed with humans that simply live near Haunts, or ethological/ecological researchers who have studied Haunts or their territory. These situations allow humans a great deal of passive interaction and bonding with Haunts.
~~COMMUNICATION~~
Haunts can seem rather stoic/deadpan to other species-- while Haunts use active body language among their own due to their heavily physical/visual Self, they tend to be deadpan among new species/individuals. They do this to ‘feel out’ the body language and general Self configuration of the being in question before they attempt to communicate. This can lead to awkward initial interactions between Haunts and those of other species. Though, Haunts quickly catch on to another species’ body language and match it over time. If the species in question doesn’t rely on body language, then the next option would be direct mental connection, and then writing. Any other communication is beyond Haunt capability.
Telepathy:
Haunts’ primary form of communication. Telepathy for Haunts involves projecting/reading of either raw emotions or sensory info (visual, tactile, and spatial, primarily). The connection process can be compared to a phone call: it can be a one-on-one call, if both participants “answer” the call and participate; it can be a call on mute, if both are listening, but one has “muted” their thoughts to the other; or it can even be a group call, with multiple participants listening and projecting.
Tactile:
Tactile communication is a primary form of understanding and connection between Haunts, outside of telepathy.
Purring affects Haunts on more of a touch-based level than an auditory level, and the physical vibrations of purring (whether from their own purring or the purring of another Haunt pressed up against them) is incredibly soothing.
The touch of one snout to another is the most common and general form of greeting and mutual trust.
Display of/touching of the paws is a slightly more intimate show of trust, but could also be displayed to anyone, and is important for bonding. Paw display would be answered with grasping/sliding of the arms and paws, or a rubbing of the snout against the paws. Any of the six paws may be used for this, depending on the body position.
Wing-bumping and draping wings over another’s body is treated similarly to paw display.
Skent-bumping signals a direct sharing of emotions and can be used in many situations, from a show of empathy/reassurance, to a strengthening of bonds. While it is a common display among individuals in the species, it is very rare for it to be displayed towards other species. Besides the fact that skents are a Haunt-exclusive structure in the first place, skents are incredibly delicate and can mean certain death if tampered with.
Skent-nipping/licking is a calming mechanism, and is displayed when a Haunt is under extreme distress/agitation, or to just show affection in an already calm situation. Note that this is ONLY done to the base of the skent and NEVER the tip. This behavior is ONLY permitted by the closest of bonds.
Tail-wrapping/bumping is an invitational display often associated with mating rituals, but not exclusively.
Visual:
While the majority of Haunt interactions are based on Self/tactile-sensing, sight is still an important aspect of such interactions (considering the third-eye’s connection to Self-sensing, especially). In fact, Haunts perform a great deal of behaviors based solely on sight, even among their own species.
Ears forward, skents perked-> Listening/attentive, confident.
Ears pointed back and open, skents curved gently back-> Relaxed.
Ears pulled back tightly, skents curled against the skull-> Agitated, anxious, irritated, or simply readying for a dip underwater.
Ears and skents hanging loosely down-> Stressed, exhausted, possibly sick.
Wings and tail fins flared fully out and shaking, displaying the (usually) more brightly colored/patterned underside. Paired with a crouched posture-> Signals extreme anxiety, and is used to scare off predators or other threats.
Wing arms held at a relaxed angle, with the wings creating a semi-circle around the Haunt-> A welcoming gesture, one of trust and reassurance.
Wings and tail fins flared open in quick intervals, either in tandem or one at a time. Paired with quick dips of the body, head bobbing/tilting, and ear flaring-> invitational display, often associated with mating rituals but not exclusively.
Twitching tail fin tips-> Agitation, irritation, anxiety.
Full-waving tail-> Delight, excitement.
Tail-ending fin curling and uncurling at intervals-> Contentment, relaxation.
Tail fins flaring in rapid succession-> Probably trying to get someone’s attention.
Audio:
Haunts are almost entirely mute, thus don’t have very complex vocal language at their disposal. Of this limited vocal language, only a few sounds (purrs and chirps) are used among their own-- any other sounds are only ever directed at other species. Purrs and ferret-like clicks (dooks) are produced by the vibration of the bases of the skents, which resonate in the sinus chamber. Chirps are produced in the trachea via sharp exhales.
Loud, separated clicks-> Discomfort or anxiety; a warning to others to back off. The speed of the clicks increase with the level of anxiety.
Purring-> Contentment, happiness.
High-pitched chirping-> Happiness, excitement, curiosity.
Writing:
Most Haunt bands haven’t produced writing of their own, but they’re shockingly adept at learning the written languages of other species. Most seem to enjoy learning, and have even developed their own Haunt-specific grammatical dialects within a given language.
~~ECOLOGY~~
Habitat:
Haunts are pretty adaptable creatures– wherever flora is found, they can thrive. However, they prefer wet areas and trees for their arboreal lifestyle. Thus, Haunts are mostly found in temperate seasonal forests and temperate rainforests, then boreal forests less often. Plains/grasslands are uncommon habitats, and deserts/tundra are rare.
Within any of these larger habitats, riparian, lakeside, or shoreline environments are ideal-- Haunts have an almost insatiable craving to be around or in water somehow, so it’s rare to find them very far from a large water source. Some Haunts even opt to spend their entire lives underwater, though this isn’t necessarily common, and they tend to stick to the shallows of oceans/lakes in these cases.
Haunt connection to nature is more than simply relying on the land, but an intimate connection to land on both a personal and systemic level (see “Belief System”). Thus, Haunts are sedentary in their living arrangements, and are averse to any kind of migration. Only some catastrophic event could push Haunts out of their birthland.
Haunts CANNOT survive in strictly human constructs such as cities/towns or buildings, but may live near human settlements that are located in Haunt territory (see “Human Associations”).
Haunts create communal nests up in tree canopies, with sizes depending on the structure used. Wide trees may hold one large dozen-Haunt nest, while thinner trees may hold several 3-Haunt nests scattered among the branches. The nests themselves are woven together using twigs, leaves, feathers, and any other soft material Haunts can find. Nests are often decorated with random baubles (smooth stones, shells, glass, etc.) the Haunts find on their explorations, arranged into complex patterns throughout the structure. Trails and patches of dried blood criss-cross Haunt nests from their constantly-dribbling wounds.
Haunts flip between short 3-4 hr periods of sleeping and wakefulness throughout the day, thus don’t lean either nocturnal or diurnal.
Trophic Web:
Haunts are primarily omnivorous scavengers, feeding on any dead/decaying organic material they can find. While Haunts can and do often eat fresh vegetation (primarily fruits, flowers, seeds/nuts, and leaves), a large chunk of their diet consists of decaying materials. For this reason, they are often considered key species in the decomposition cycles of their ecosystems. This diet has influenced their beliefs as well, as mentioned in the “Belief System” section.
Haunts need not fear consuming any natural poisons/toxins or diseased materials, as their healing abilities counteract any severe maladies. Some symptoms may still present, depending on the strength of the toxin and the novelty of the exposure to the Haunt’s system, but severe symptoms are rare. Repeat exposure in combination with their healing factor actually strengthens Haunt immune systems.
Haunt predators depend on environment, but raptors (eagles, owls), foxes, mustalids, and other mid-sized predators are common. The thing that usually does a Haunt in is the scent of their blood, which skilled predators can easily track. Though Haunts camouflage with their environments very well (see “Mutualism” below), and can make a hasty retreat on the wing or use their Self for defense (see “Battle”). This is especially effective in groups, as Haunts are rarely alone.
Mutualism: 
Haunts form mutualistic relationships with various moss, fungi, and plants found in their natural habitats. Haunts introduce themselves to these organisms by intermingling their Self with that of their floral subjects. When the Haunt finds a compatible partner, they gently uproot the organism (or snip off a bit of it, depending) and tangle them in the fur along their spine, hips, and the back of their neck. It’s not very hard for clumps of plant life to naturally get tangled in their fur as well, since Haunts aren’t prone to grooming their fur. These organisms eventually root into the Haunt’s flesh, settling more permanently over time. Haunts that live more exclusively in water are usually covered in aquatic algae or even seaweed.
The plants/fungi/etc. take up nutrients from the Haunt’s body, whether from the Haunt’s circulatory system or by breaking down dead flesh/fur. They also gain a greater range to spread their spores/pollen/seeds, and receive a boost in health that Haunt Self naturally induces. Haunts benefit from the extra camouflage provided, additional nutrients from the plants (oxygen especially), and the exchange of Self energies. 
These benefits aren’t immediately apparent, however, as the excessive amount of bloody rot and decay underneath these plants are what others usually notice first. Contrary to the unsavory appearance of the wounds, this is yet another benefit to the relationship– the wounds gradually expose the Haunts to illness/infection over time. Similar to the benefits of eating poisonous/diseased material (as mentioned in the previous “Trophic Web” section), these repeat exposures in combination with their healing factor grant Haunts an uncanny hardiness in the world of disease. In this sense, Haunt bodies are in a constant state of repair and decay-- neither perfectly healthy nor detrimentally unhealthy. This is not without drawbacks, however, as the scent of blood often attracts predators.
These bonds begin practically from the moment a Haunt is born, as adult Haunts introduce the newborns to different mosses/fungi/plants, which will begin to take root soon after introduction. As Haunts age, they will learn to seek out compatible organisms on their own. Haunts typically search out small organisms for these arrangements, though they will sometimes bond with the seedlings of larger plants. Young/adult Haunts will carefully remove and replant the seedling once the plants grow too large for their bodies, but elder Haunts will allow these plants to continue growing through their body as they near their death (see “Life History”).
Tiny animals (insects, arachnids, frogs) may also hang out in Haunt fur, tucked in among the moss and plant growth. Self intermingles to the benefit of both parties, and the tiny organisms are provided with a safe, mobile home. Haunts that live exclusively in water may house tiny crustaceans or other invertebrates, or have little minnows zig-zagging in and around their plant growth.
Cyanobacteria is just as important a partner in Haunt survival as any other organism discussed here, but they play a slightly unique role. Unlike other organisms which must be introduced to Haunts and checked for compatibility, these bacteria pass on directly from milk to a kit during their developmental stages (see “Life History”). These bacteria evolved alongside Haunts, and are uniquely designed to survive within Haunt bodies. The bacteria are present across Haunt bodies-- not just in the flesh, but in their fur and even in their partnered organisms (given enough time, of course). They provide Haunts extra energy via photosynthesis (mainly in the wings, but other bare areas of skin can also photosynthesize), and can be manipulated to display an array of different colors and patterns. These changes can take up to an hour.
Battle:
Haunts have very little in the weapons department, and are very susceptible to harsh wounds, since they lack much physical protection. Given this, Haunts RARELY ever involve themselves in quarrels. They generally opt for a 'flight’ maneuver, in combination with easing their opponent down from any violent emotions they’re experiencing. Stealth plays a critical factor here as well, as Haunts often avoid predation by simply camouflaging and staying still, or even projecting hallucinations to lead their attackers away.
If Haunts do ever find themselves in a jam, they must rely on quick reflexes and evasive maneuvers rather than outright offensive attacks. Most attacks involve projecting their own fear onto their attackers in order to stifle. More drastic situations may call for system control or shutdown, such as numbing a limb, or knocking out an opponent completely. This is especially effective when Haunts are in groups (as they usually are) and can confuse an attacker with multiple sources of stimuli from different directions.
While Haunts are incredibly weak to physical attacks, they are practically indestructible on the mental plane. Haunts have the potential to wreck a psyche beyond repair, and such mental damage is arguably much worse than any physical damage. However, Haunt bodies can be left vulnerable to attack when focusing on attackers on the mental plane, especially when using advanced techniques like mind control or system manipulation.
Toxic attacks are likely not to work either, as Haunt bodies are practically immune to most toxins and illnesses. Haunts aren’t venomous/poisonous themselves, however.
~~LIFE HISTORY~~
Development:
The gestation period lasts about 12 months. Self abilities begin developing at around 5 months in the womb. Adults-- especially those carrying the kits-- communicate simple emotions of affection and joy to the developing fetuses, whose own simple emotions instinctively project back.
Litters usually consist of one kit, sometimes two, and very rarely three.
Younglings:
Haunts give live birth to kits who are basically precocial in anatomy/physiology, but nidicolous in behavior. The social act of mating/brooding causes a physiological reaction among all adults to produce milk, whether they conceived or not. Younglings drink milk for around 2 years before moving on to solid food. All band members care for each others’ kits, with all adults switching off feeding and protecting the kits as if each one was their own. This leads to little concern with blood bonds, with heavy emphasis on social/emotional bonds instead.
Various plants/fungi/moss/etc. are introduced to newborns soon after birth, in order to promote mutualistic relationships (see “Mutualism”). It may take a few days for adults to help kits find compatible partners, but it usually doesn’t take much longer than that. Kits take in mutualistic cyanobacteria directly from the milk of adults they nurse from, which integrate into their bodies over several weeks. Before full integration, kits are born various shades of white/cream, and must be carefully camouflaged with leaves/branches/etc. by watchful adults. Even after full integration, it takes several more weeks for kits to gain any semblance of control over their colors and patterns.
Kits take a few months to learn to walk, but only a few minutes to learn to cling to nearby adults (with the help of adult’s first set of arms). Kits will cling to adults for about a year before becoming comfortable with roaming about around the nests. Kits learn to fly at around 2 years old, but will flap to develop flight muscles long before then. Kits’ gills are fully developed and functional at birth, and adults often take them down to water sources to keep their gills fresh and healthy.
Despite the early development of Self abilities, it takes a few years for kits’ abilities to extend beyond simple sensing and projection. At this point they hit “Self puberty”, as it were, and their Self experiences a sudden growth spurt in complexity alongside their physical neural networks, extending quickly out to a much wider environment. This is often an overwhelming, terrifying, and painful experience for kits, suddenly feeling thousands of new emotions/memories/sensations, and an enhanced spatial awareness. Adult Haunts are doting and careful with kits in this time, as the kits are hyper-sensitive to strong stimuli and emotions, and fall into hysterics at the slightest rise in emotion.
It takes about a year for kits to grow into their newly expanded sense of Self. Their Self continues to grow in complexity at a much more gradual rate for the next 17-19 years until it reaches a fully-matured state of being, along with their brain and nervous system. Haunts are considered juveniles for this section of time between “puberty” and full maturity.
Mating:
Haunts can become sexually active as early as age 20, but rarely start so early-- individuals usually wait a few years after maturity to mate. During this time, young adults will court one another with short “dances” of flaring wings and fins, twisting bodies, colorful patterns, and gentle purrs. The tactile/visual elements of the dances enhance Self connections and exchanges of raw emotions.
Eventually the real 'heat’ begins, and adults begin mating among themselves, switching back and forth between any partners whose dances caught their interest. Individuals tend to have Self patterns similar to their siblings, offspring, and other close blood relatives, thus are averse to individuals with patterns similar to their own.
Band-wide breeding occurs every 20-25 years, but it’s not completely uncommon for individuals to mate out of season.
Elders:
Haunts hit old age after around 85-90 years, and can live up to 100-125 years total. 
Most elders take on the seedling of a larger plant as they near their death (see “Mutualism”), leading to the growth of a new being as their body fails. Some sections of forest in long-held Haunt habitats are actually “cemeteries” marking the resting places of past Haunts, still growing lush and healthy after so many years.
4 notes · View notes