Creatures of Eden
They do not know they are being watched. They simply liveโhungry, tired, afraid, curious. Their stories write themselves.
โ EdenCreatures 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:
๐ฆ Deerโ
Gentle herbivores that graze on plants.
| Aspect | Characteristics |
|---|---|
| Diet | Plants, grasses |
| Behavior | Cautious, herd-minded |
| Senses | Excellent hearing, good sight |
| Threats | Predators, starvation |
Deer are often good choices as Wanderersโtheir lives are rhythmic, marked by the search for food and water, and the wariness of threats.
๐ Beesโ
Essential pollinators that live in colonies.
| Aspect | Characteristics |
|---|---|
| Diet | Nectar from flowers |
| Behavior | Colony-focused, industrious |
| Role | Critical pollinators |
| Threats | Weather, habitat loss |
Bees connect plants across the landscape. Following a bee reveals the hidden network of pollination.
๐บ Predatorsโ
Hunters that prey on other creatures.
| Aspect | Characteristics |
|---|---|
| Diet | Other creatures |
| Behavior | Stalking, patience |
| Senses | Keen smell, sharp vision |
| Role | Population control |
Predators add tension to the ecosystem. Their presence shapes prey behavior and keeps populations in check.
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 crueltyโit is conversation.
โ EdenThe 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 scriptsโthey make decisions.
The Decision Processโ
- Perceive: What do my senses detect?
- Assess: What do I need most urgently?
- Decide: What action addresses that need?
- Act: Execute the chosen behavior
- Repeat: Continuously reassess
Priority Systemโ
Creatures prioritize needs:
| Priority | Need | Trigger |
|---|---|---|
| 1 (Highest) | Immediate danger | Threat detected |
| 2 | Thirst | Water level critical |
| 3 | Hunger | Food level critical |
| 4 | Rest | Stamina depleted |
| 5 (Lowest) | Exploration | All 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
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 truthโit is hope.
โ EdenGenetics and Inheritanceโ
Creatures inherit traits:
Physical Traitsโ
| Trait | Effect |
|---|---|
| Body Size | Affects speed, food needs |
| Speed | Movement capability |
| Strength | Physical power |
| Fur Color | Camouflage, visibility |
Behavioral Traitsโ
| Trait | Effect |
|---|---|
| Aggression | How likely to fight |
| Intelligence | Decision-making quality |
| Fertility | Reproduction 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 followโyour 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 hardโfood 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.
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 EdenContinue learning:
โ Needs and Survival
โ Creature Behavior
โ Perception