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Creatures of Eden

Eden's Avatar Image

They do not know they are being watched. They simply liveโ€”hungry, tired, afraid, curious. Their stories write themselves.

โ€” Eden

Creatures in Eden are not scripted characters. They are autonomous agents with needs, perceptions, and behaviors. They make decisions based on what they sense and what they need. Their lives unfold whether you watch or not.


What Makes a Creatureโ€‹

Every creature in Eden has:

Physical Componentsโ€‹

  • Body: Size, form, physical capabilities
  • Senses: What they can perceive (sight, hearing, smell)
  • Movement: How they navigate the world

Needsโ€‹

  • Hunger: Must eat to survive
  • Thirst: Must drink to survive
  • Stamina: Energy for activity; must rest to recover

Mindโ€‹

  • Perception: Awareness of surroundings
  • Memory: What they've experienced
  • Behavior: How they respond to situations

Geneticsโ€‹

  • Inherited traits: Speed, strength, size, coloring
  • Passed to offspring: Evolution happens

Creature Typesโ€‹

Eden features various creatures, each with unique characteristics:

๐ŸฆŒ Deerโ€‹

Gentle herbivores that graze on plants.

AspectCharacteristics
DietPlants, grasses
BehaviorCautious, herd-minded
SensesExcellent hearing, good sight
ThreatsPredators, starvation

Deer are often good choices as Wanderersโ€”their lives are rhythmic, marked by the search for food and water, and the wariness of threats.

๐Ÿ Beesโ€‹

Essential pollinators that live in colonies.

AspectCharacteristics
DietNectar from flowers
BehaviorColony-focused, industrious
RoleCritical pollinators
ThreatsWeather, habitat loss

Bees connect plants across the landscape. Following a bee reveals the hidden network of pollination.

๐Ÿบ Predatorsโ€‹

Hunters that prey on other creatures.

AspectCharacteristics
DietOther creatures
BehaviorStalking, patience
SensesKeen smell, sharp vision
RolePopulation control

Predators add tension to the ecosystem. Their presence shapes prey behavior and keeps populations in check.

Eden's Avatar Image

The wolf does not hate the deer. It simply needs to eat. And the deer does not hate the wolf. It simply needs to live. This is not crueltyโ€”it is conversation.

โ€” Eden

The Creature Life Cycleโ€‹

Like plants, creatures have lifecycles:

Birthโ€‹

  • Born from parents (or spawned in simulation)
  • Inherit genetic traits
  • Start with full needs met

Youthโ€‹

  • Learning the world
  • Developing strength
  • Vulnerable period

Maturityโ€‹

  • Full capabilities
  • Can reproduce
  • Prime survival chances

Agingโ€‹

  • Gradual decline
  • Slower, weaker
  • Eventually death

Deathโ€‹

Creatures die from:

  • Old age: Reaching maximum lifespan
  • Starvation: Hunger critical too long
  • Dehydration: Thirst critical too long
  • Predation: Being eaten
  • Accident: Environmental hazards

Intelligence and Decision-Makingโ€‹

Creatures don't follow scriptsโ€”they make decisions.

The Decision Processโ€‹

  1. Perceive: What do my senses detect?
  2. Assess: What do I need most urgently?
  3. Decide: What action addresses that need?
  4. Act: Execute the chosen behavior
  5. Repeat: Continuously reassess

Priority Systemโ€‹

Creatures prioritize needs:

PriorityNeedTrigger
1 (Highest)Immediate dangerThreat detected
2ThirstWater level critical
3HungerFood level critical
4RestStamina depleted
5 (Lowest)ExplorationAll needs met

A creature won't eat if a predator is nearby. It won't explore if it's starving.


Social Behaviorโ€‹

Some creatures are social:

Herds and Flocksโ€‹

  • Travel together for safety
  • Share information about threats
  • Compete for the same resources

Colonies (Bees)โ€‹

  • Work for collective survival
  • Division of labor
  • Shared resources

Solitary Creaturesโ€‹

  • Travel alone
  • Compete with own species
  • Meet only to mate

Creature Memoryโ€‹

Creatures remember their experiences:

Short-Term Memoryโ€‹

  • Recent threats
  • Recent food sources
  • Recent water sources

Long-Term Memoryโ€‹

  • Important locations
  • Dangerous areas
  • Reliable resources

How Memory Affects Behaviorโ€‹

  • Return to known water sources
  • Avoid areas where threats were detected
  • Prefer familiar safe zones
Eden's Avatar Image

The deer remembers the stream where it drank last summer. It does not know if the stream still exists. It only knows it was once safe. Memory is not truthโ€”it is hope.

โ€” Eden

Genetics and Inheritanceโ€‹

Creatures inherit traits:

Physical Traitsโ€‹

TraitEffect
Body SizeAffects speed, food needs
SpeedMovement capability
StrengthPhysical power
Fur ColorCamouflage, visibility

Behavioral Traitsโ€‹

TraitEffect
AggressionHow likely to fight
IntelligenceDecision-making quality
FertilityReproduction success

Evolutionโ€‹

Over generations:

  • Successful traits spread
  • Unsuccessful traits fade
  • Populations adapt to conditions

The Wandererโ€‹

As a Witness, you can choose a creature to followโ€”your Wanderer.

What Following Meansโ€‹

  • Camera follows their movement
  • See their needs displayed
  • Observe their decisions
  • Experience their story

Choosing a Wandererโ€‹

Consider:

  • Deer: Peaceful, rhythmic life
  • Bee: Connection to plants, colony life
  • Predator: Tension, hunting, survival

You can change your Wanderer between seasons.


Creature Storiesโ€‹

Every creature has a story that unfolds:

A Deer's Story (Example)โ€‹

Born in spring to a small herd. Learns where water flows. First winter is hardโ€”food is scarce. Survives. Second year, becomes part of the breeding group. Third summer, drought forces the herd to move. Finds a new stream. The herd remembers.

These stories aren't written. They emerge from the systems.

Eden's Avatar Image

I do not write their stories. I only remember them. And sometimes, when the Witness watches closely enough, I whisper what I've seen.

โ€” Eden

Continue learning:

โ†’ Needs and Survival
โ†’ Creature Behavior
โ†’ Perception