>>19185826
see areas 1-3
----------------------------------
the winters were hard, and survival came at a crushing cost while life was cheap. the evolutions that came were ungraceful, but functional. Ask anything from the central continent, winter has no mercy, and only the unfettered survive.
---------------roll a 2d6, and if you already have that trait, make it more pronounced. if you get two of the same roll, go up one, if its 6, it rotates back to 1.
animals
1-blubber layer- get fat, stay warm.
2-dense fur- get fuzzy, stay warm
3-big claws- good for climbing, good for killing
4-hammer like appendages- develop hands or feet, etc, whole new thing, or even a head into something to crush something else with. its good for getting the marrow out of bones, fighting rivals, or breaking ice to seek shelter or prey.
5-wide feet- dont sink in the snow
6-migration- fuck this place, its cold and im leaving. adapt to your new local. roll a 1d14 to see where you land and change accordingly.
--------------------
plants roll a 2d6, same rules apply.
1-fuzz and spiky vines- yes, plants get fuzz. you have it now, and spiky vines as fuzz is lame.
2-poison sap- fuck you dont eat me. or spend time evolving to do so ass face.
3-yam like storage of nutrients (Get bloated)
4-carniverous- fuck it. its time to eat them back.
5-thermogenic- your plant emits heat. fuck the cold. you make your own water from ice. try not to overheat and spontaneously com bust.
6-mobility- lets go for a walk, crawl, flight, burrow.