FAUNA
FAUNA
Quick creature exploration for Antilar, keeping the environmental factors in consideration.
Because of the harsh environment on Antilar it could be that creatures have evolved to have some sort of protection against weather and radiation.
Other creatures might find shelter in caves or underground. Because of dimmer light they could have big eyes to absorb as much light as possible, and slender / movable limbs to navigate through tight spaces.
Spiked Creature:
Function: Used for the food chain, as middle link.
Archetype: Long, slender herbivore, very spiky.
Characterization: Can be compared to a deer, skittish, sees everything.
Tools: Two small claws as 'hands' to gather food. Spikes for protection. Communicates through bioluminescence.
Silhouette: Tall, slender, big eyes.
Slender Creature:
Function: Spends most time in caves, can regenerate limbs. Good for research.
Archetype: Slender, agile omnivore.
Characterization: Intelligent, curious but cautious, can be compared to a monkey.
Tools: Two small claws as 'hands' to gather food. Spikes for protection.
Silhouette: Tall, slender, big eyes.
Because of the harsh environment on Antilar it could be that creatures have evolved to have some sort of protection against weather and radiation.
Other creatures might find shelter in caves or underground. Because of dimmer light they could have big eyes to absorb as much light as possible, and slender / movable limbs to navigate through tight spaces.
Flying Creature:
Function: Pollination of flora.
Archetype: Small, quick, agile, hovers in the air.
Characterization: Quick, aggressive, spends most time in air or hanging in trees, can be compared with a hummingbird / bee.
Tools: Proboscis, grabber hooks / claws.
Silhouette: Slender, long
As there is a higher amount of radiation on this planet, or sudden solar flares, creatures might have to find a way to protect themselves from it. It could be that they have armored plates on their backs that shields them from this radiation or predators.
Some creatures have skin that is made up of fluorescent chemicals, these chemicals make them glow when UV light / radiation is present. This way they warn other animals about possible flares or danger. However these chemicals are highly collectible and are needed on the home planet of the "player". With a special light the player can check which animals have these chemicals.
Shielded Creature:
Function: Maintaining biodiversity of the ecosystems. Provide shelter to smaller creatures.
Archetype: Big, long herbivore.
Characterization: 'Folds' itself and lays flat for protection. Can be compared to an elephant. Aggressive if provoked.
Tools: Plates for protection, moveable mouth parts. Thin skin and visible lungs for better air circulation.
Silhouette: Tall, slender, big plates as protection / armor.
Underneath the water surface there would still be more pressure than on land, which means that the circumstances would be more like our earth, which could mean that there would be similar creatures living in the deep seas.
Water Creature:
Function: Underwater sleek predator
Archetype: Fast, agile hunter
Characterization: Aggressive, movable
Tools: Pounces at prey, has a very good olfactory system, protractible jaws
Silhouette: Big, slender, spiky
Creatures on this planet might look different to us than on earth. Whenever you shine a UV light on them they could have some bioluminescent pattern on them.
They could also use bioluminescence to their advantage. Predators could use it to lure other creatures by pretending to be them.
Plant Creature:
Function: Part of food chain, pollination.
Archetype: Big herbivore, is always on the move.
Characterization: Can be compared to a cow.
Tools: Long tongue, long legs and agile neck, photosynthesis.
Silhouette: Tall, slender, big eyes.
Hunter Creature:
Function: Venomous hunter.
Archetype: Fast, agile hunter.
Characterization: Can be compared to a spider or scorpion. Hunts mostly at night.
Tools: Uses bioluminescence to attract prey, has a venomous stinger inside its mouth.
Silhouette: Slender, lots of claws/legs for grabbing stuff.
Because of the lower gravity it could be easier for creatures to glide instead of walking all the time. They could have extra flaps on their body.
Glider Creature:
Function: Hunter, can be tamed
Archetype: Small, agile hunter, can also be a companion.
Characterization: Can be compared to a squirrel, very active, is a hunter.
Tools: Flaps beside limbs to glide, long nails for digging.
Silhouette: Tall, slender, claws, skin flaps.
Creatures on this planet could have a lot of eyes, in order to catch as much light as possible.
On the other hand they could also have very big eyes, or even no eyes at all. In this case they would have evolved other senses at a higher level in order to survive. For example a better sense of smell, this could also work with a better air circulation throughout the body, they could have holes in their skin that would create a very extensive olfactory system.