diff --git a/gm.tex b/gm.tex
index 04c1accea22626025970a4fb708cf5548c515b93..9eae6d23b035e6841cd2e4f2f20fb87e4b7a1f91 100644
--- a/gm.tex
+++ b/gm.tex
@@ -196,6 +196,34 @@ Removing the monster slaying focus should initially demand players spend \glspl{
 
 \end{multicols}
 
+  \begin{figure*}[t!]
+  \begin{nametable}[c||L|L|LLLL|L|L,fontupper=\footnotesize,]{Encounter in \iftoggle{aif}{Mt Arthur}{Crawling Valley}}
+
+    & \textbf{Villages} & \textbf{Villages, Edge} & \textbf{Villages, Edge, Forest} & \textbf{Villages, Edge, Forest}  & \textbf{Villages, Edge, Forest} & \textbf{Villages, Edge, Forest} & \textbf{Edge, Forest} & \textbf{Forest} \\
+  \hline
+  \textbf{Rolls} & \textbf{1} & \textbf{2} & \textbf{3} & \textbf{4} & \textbf{5} & \textbf{6} & \textbf{7} & \textbf{8} \\
+  \hline
+  \hline
+  \iftoggle{aif}{
+    \textbf{8} & Villagers celebrating a local festival & Sulphur Winds & Lightning Storm & Earthquake & Hurricane & \A\ Mouthdigger & \E\ $1D6+1$ Woodspies mating & Forest Fire \\
+    \hline
+  }{}
+  \textbf{7} & Flood & Heatwave & \A\ \iftoggle{aif}{Mouthdigger}{Owlbear} & Rain & \A\ \iftoggle{aif}{Chitincrawler}{$3D6$ Stirges} & \E\ \iftoggle{aif}{Woodspy}{Giant Snake} & \A\ \iftoggle{aif}{Chitincrawler}{Giant Spider} Eggsack & \A\ Basilisk \\
+  \hline
+  \textbf{6} & \Hu\ Noble Caravan & \Hu\ $1D6+4$ \iftoggle{aif}{\glspl{guard}}{Adventurers} & \E\ \iftoggle{aif}{Woodspy}{Giant Spider} & \El\ $1D6$ Tourists & Rain & \A\ Bear & \E\ \iftoggle{aif}{Woodspy}{Giant Spider} & \A\ \iftoggle{aif}{Chitincrawler}{$1D6+5$ Wargs} \\
+  \hline
+  \textbf{5} & \Hu\ $1D6$ \iftoggle{aif}{\glspl{guard}}{Adventurers} & \Hu\ $1D6+8$ Ale Guild Nomads selling flour & \Hu\ $1D6+4$ Bandits & \A\ $1D6+6$ Wolves & Lightning Storm & \A\ \iftoggle{aif}{Chitincrawler}{Owlbear} & \A\ Deer & Mana Lake \\
+  \textbf{4} & \Hu\ Villager Funeral & \Hu\ $1D6+3$ Paper Guild Nomads selling books & Wind & \A\ Bear & \A\ $1D6+2$ Wolves & \A\ \iftoggle{aif}{Mouthdigger}{Cockatrice} & \A\ Basilisk & \A\ Basilisk \\
+  \textbf{3} & \Hu\ $1D6+2$ Villagers selling wool & \Hu\ $1D6+3$ \iftoggle{aif}{\glspl{guard}}{Soldiers} & \Hu\ $1D6$ \iftoggle{aif}{\gls{guard} Scouts}{Adventurers} & \Hu\ $1D6$ \iftoggle{aif}{Refugees from destroyed village}{Henchmen leaving a dead adventuring party} & \Hu\ $1D6+4$ Brigands & \Nl\ $1D6+2$ Gnolls & \Hu\ $1D6+4$ Brigands & \El\ $1D6$ Wanderers \\
+  \hline
+  \textbf{2} & \Hu\ $2D6$ Pilgrims & \Hu\ Priest of \gls{naturegod} & Breeze & \Hu $1D6+6$ Bandits & \A\ \iftoggle{aif}{Mouthdigger}{Owlbear} & \A\ $1D6$ Griffins & \A Boar & \A\ $1D6$ Griffins \\
+  \hline
+  \textbf{1} & \Hu\ Travelling Bard & \Hu\ $3D6$ Paper Guild Nomads & \Dw\ $3D6$ \iftoggle{aif}{Sword Guild Nomads}{Soldiers} & \A\ Griffin & \Hu\ $1D6+6$ Bandits & \A\ $1D6$ Griffins & \A\ Deer & \A\ Aurochs \\
+  \hline
+  \textbf{0} & \Hu\ $1D6$ Begging Villagers & \Hu\ $1D6+8$ Bandits & Snowfall & Hailstorm & \A\ $1D6+5$ Hungry Wolves & Snowstorm & \A\ Boar & \A\ $1D6$ Hibernating \iftoggle{aif}{Chitincrawler}{Bear} \\
+  \end{nametable}
+  \end{figure*}
+
 \section{Random Encounters}
 \index{Random Encounters}
 \index{Encounters}
@@ -205,83 +233,67 @@ Removing the monster slaying focus should initially demand players spend \glspl{
 
 \subsection{Creating Encounters}
 
-Whether you're in the middle of an adventure or the \glspl{pc} are just randomly wandering the world without any respect for local laws or plot, a random encounter can always add a sense of danger to a non-urban area.
+\iftoggle{aif}{%
+  Random Encounters have shaped Fenestra into a dangerous, untamed land.
+  They ensure every village on the \gls{edge} has a tall wall, and push everyone without their own land or function into the \gls{guard}.
+}{
+  Each area in your world should have its own encounter table, giving it a unique feel, and showing the players what kinds of creatures, weather patterns, and people live there.
+}
 
-Each time the players pass through a region, roll $3D6$ on the encounter table and create an encounter from the result.
-You can make a unique encounter table for each region in your campaign to individuate them.
-As an example, have a look at Manticide's forests:
+Check the following encounter table for the \iftoggle{aif}{Mt Arthur}{Crawling Valley} region.
+If we roll $2D6$, we can call the first dice `the left hand die', and the second `the right hand die'.
+If the left hand die lands on a `6', and the right on a `4', then the troupe have encountered $1D6+2$ Wolves.
+Note the `animal' symbol (\A), indicating an encounter with a non-sentient species.
+\footnote{For a full list of symbols, see the glossary.}
 
-\begin{encounters}{Manticide}
+An encounter with wolves might mean they want to steal the troupe's rations while they sleep, or that the troupe simply see wolves running in the distance.
+Not all encounters will want to harm the players.
 
-  Marshes & Forest & Result \\\hline
+\subsubsection{Encounter Terrains}
 
-  \li & Elven fortress. \\
-  \li & $2D6-1$ elven hunters. \\
-  \li & $1D6+5$ Hobgoblins. \\
-  \li \lii $3D6-2$ Ghouls. \\
-  \li \lii $3D6-2$ Goblins. \\
-  \li \lii $1D3$ Griffins. \\
-  \li \lii $2D6$ Bandits. \\
-  & \lii Bear. \\
-  & \lii $2D6$ Wolves. \\
-  & \lii $2D6-1$ Human traders. \\
+Each encounter table can cover subtly shifting terrain-types.
+The basic encounters here show what players encounter between villages.
+However, once the troupe moves farther away from civilized lands, the left hand die gains a +1 result.
+On row number `1', the travelling bard is replaced with a deer, and on row `3', the villagers are replaced with brigands.
 
-\end{encounters}
+Still farther out, in the depths of the forest, the left hand die gains a +2.
+The priest on row `2', is replaced with griffins, and the Nomads on row `4' are replaced with a basilisk.
 
-The forest can be a dangerous place, but not nearly as dangerous as the marshes.
-The entire Manticide area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marshes.
+Not all forest encounters are dangerous, but it has many more dangers than the safe, civilized, areas.
 
-Some encounters presented are fairly benign.
-Wolves may try to steal the party's food, but they're not dangerous, and human traders simply provide an opportunity to gain news, and travel with a little more safety.
-Despite the different tables, the overlap provides some cohesion to the area.
+Different areas have their own steps.
+Areas with starkly different terrain-types might add `+2' to a roll with nothing in-between the two, or could contains three or four types of terrain.
 
-If you reach a result which is not listed, there is no encounter.
-If you roll an encounter on trips (three of the same number) roll again, and if you get another encounter, combine the two.
-If you get a griffin and a bandit, perhaps the players stumble upon bandits in the woods, attempting to pilfer griffin eggs for a patron.
-If you roll wolves and a griffin, perhaps the players hear victorious howls in the distance, as wolves have caught a griffin.
+\subsubsection{Changing Seasons}
 
-You may want to set up your random encounter before the start of the session, allowing you to review monsters' stats and perhaps tie the encounters together, or integrate them with active characters from players' \glspl{storypoint}, or recent events in the campaign.
+Cold seasons bring freezing winds, but many of the more dangerous predators can also go into hibernation.
+Warmer seasons have their own challenges, including floods in some colder regions, or heatwaves in warmer regions.
 
 \iftoggle{aif}{
-  For full per-area encounter tables, check out \textit{Adventures in Fenestra}, \autopageref{regionEncounters}.
-}{}
-
-\subsection{Running Encounters}
-
-\subsubsection{Statblocks}
-
-Statblocks describe monsters at a glance.
-
-\ifodd\value{r4}
-  \humanthief
-\else
-  \humansoldier
-\fi
-
-The top line -- ``\name'' -- shows the name and some symbols describing the creature.
-The top part of the stat block has all the basic stats, and the bottom has the derived stats.
-
-The Strength is \arabic{str}, but after we add the weapon, the total damage is `\arabic{damage}', which means rolling \calculatedamage{damage}.
-Some derived stats display in brackets, showing alternatives for when knacks are in use.
-
-Instead of showing the attack score as `+\arabic{dex}', we show the \gls{tn} the players need to roll to attack the target -- `\arabic{att}'.
-And when a \gls{pc} has to defend, just add 1 to this number, so they would successfully counter-attack on the roll of
-\stepcounter{att}`\arabic{att}' in this case.
-
-The first `\glsentrytext{ap}' written shows the number of \glsentrylongpl{ap} at the start of a round, while the \glsentrytext{ap} in brackets shows the number of \glspl{ap} required to use the weapon.
+  Fenestra has an additional season type -- `Stormy'.
+  During these times, lightning cracks, the ground quakes, and wind rages.
+  These add +2 to the right hand die.
 
-The boxes provided next to \glspl{hp} and other depletable stats are provided to cross them out, to record the loss, like this: 
+  So if the troupe travel through the villages and the encounter roll is `3/6', a stormy season would bring a Lightning Storm.
+  Later in the forest, the same roll would bring a hurricane.
+}{
+  If the area has seasons (and not all do) then Winter should subtract 1 from the right hand die, while Summer should add +1.
+  During Winter, column `4' loses the travelling elves, replacing them with a hailstorm; and column `6' replaces the bear with a Snowstorm.
+}
 
-\glsentrytext{hp} \arabic{hp}:\addtocounter{hp}{-3}
-\Repeat{3}{\sqr}\Repeat{\value{hp}}{\sqn}
+\iftoggle{aif}{
+  Check out the other encounter tables in \textit{Adventures in Fenestra}, \autopageref{regionEncounters}.
+}{}
 
-\subsubsection{Direction}
+\subsection{Aggressive Encounters}
 
-Anyone the party meet on a road either comes in front of them, or behind.
-Flip a coin, to find out if the encounter is \textit{head}ing towards them, or at their \textit{tails}.
+If you can't immediately tell if an encounter should be aggressive, roll the creature's morale (\autopageref{morale}).
+They can retain this roll throughout combat.
+For example, if a \iftoggle{aif}{Chitincrawler}{giant spider} gets an `8' on the morale check, it attacks, but after becoming wounded, it may flee, because the wound brings it down to `6'.
 
-On more open terrain, you can roll $1D6$ to pick a direction.
-`1' means `ahead', `2', means 'ahead from the right', `3' means 'behind from the right', `4' means `from behind', and so on.
+Intelligent creatures may not flee, but act friendly if they roll a low morale result.
+Bandits encountered on the road might pretend to be villagers or soldiers, and tag along with the party.
+And if they find a good opportunity to attack the party later, they may well do so.
 
 \subsubsection{Distance}
 
@@ -311,24 +323,49 @@ For example, were the party (Wits + Vigilance = 1) to encounter a griffin (Wits
 If one side wants to sneak up on another, another roll can be made with Dexterity + Stealth, vs the target's Wits + Vigilance.
 Those sneaking away gain a bonus equal to the previous roll's margin.
 
-\subsubsection{Reactions}
+\subsubsection{Statblocks}
+
+Statblocks describe monsters at a glance.
+
+\ifodd\value{r4}
+  \humanthief
+\else
+  \humansoldier
+\fi
 
-Next, consider the other side's reaction.
-A group of twenty goblins will obviously attack any small party of adventurers, but never a group of three.
-That said, three goblins could follow the party for a while, hoping to see them lying down and vulnerable.
+The top line -- ``\name'' -- shows the name and some symbols describing the creature.
+The top part of the stat block has all the basic stats, and the bottom has the derived stats.
+
+The Strength is \arabic{str}, but after we add the weapon, the total damage is `\arabic{damage}', which means rolling \calculatedamage{damage}.
+Some derived stats display in brackets, showing alternatives for when knacks are in use.
+
+Instead of showing the attack score as `+\arabic{dex}', we show the \gls{tn} the players need to roll to attack the target -- `\arabic{att}'.
+And when a \gls{pc} has to defend, just add 1 to this number, so they would successfully counter-attack on the roll of
+\stepcounter{att}`\arabic{att}' in this case.
+
+The first `\glsentrytext{ap}' written shows the number of \glsentrylongpl{ap} at the start of a round, while the \glsentrytext{ap} in brackets shows the number of \glspl{ap} required to use the weapon.
+
+The boxes provided next to \glspl{hp} and other depletable stats are provided to cross them out, to record the loss, like this: 
+
+\glsentrytext{hp} \arabic{hp}:\addtocounter{hp}{-3}
+\Repeat{3}{\sqr}\Repeat{\value{hp}}{\sqn}
 
-Bandits may react similarly, but can also show more intelligence.
-They could demand the party pay them some gold in return for being left alone.
+\subsection{Peaceful Encounters}
 
-When in doubt, roll on the morale chart before combat can begin (page \pageref{morale}).
+Peaceful encounters can give the party a lot of information about the world around them.
 
-\subsubsection{Peaceful Encounters}
+Even dangerous creatures which don't fight can still make themselves known to the \glspl{pc}.
+If the party encounter a bear who fails its morale check, they may simply find bear foot-prints or droppings, which tells them to remain weary of bears in the area.
+\iftoggle{aif}{Chitincrawler}{Giant spiders}
+can leave their mark through degraded webbing at the side of the road, and anyone can recognize a basilisk's stench.
 
-Peaceful encounters mostly make scenery.
-If the players successfully hide from something nasty, it tells them about what kinds of creatures inhabit this area.
-If they find a trader on the road facing towards them, he may share some gossip, or just assume they might rob him and try to his wares.
+Peaceful encounters with sentient races can yield a lot of information.
+Traders might tell the troupe about other dangerous encounters by telling them about encountering some dangerous creature, and perhaps about how one of their number was eaten the day before by some awful monster.
 
-Almost any friendly people travelling in the same direction  as they party will want to join them for safety in numbers.
+When on the road, almost everyone is travelling in the opposite direction to the \glspl{pc}, because those travelling in the same direction will normally remain behind or ahead of them.
+Therefore, groups often cannot band together for safety very often, unless one is travelling exceptionally fast or slow.
+However, if two groups meet at night, they will generally expect to spend the night together.
+There is safety in numbers, and everyone likes to hear new stories by the fireside.
 
 \end{multicols}
 
diff --git a/main.tex b/main.tex
index ebe47875cb11e9f89a47fdda642fa2c3d34c2bea..46c63bcc67260f8a4ea690f35b16118551dd4117 100644
--- a/main.tex
+++ b/main.tex
@@ -68,6 +68,8 @@ Keywords={TTRPG,RPG,roleplaying}
 
 \settoggle{sideTab}{false}
 
+\printglossary[type=symbols]
+
 \printglossary[type=\acronymtype,style=mcolindex, title=Abbreviations, nonumberlist]
 
 \printglossary[style=mcolindex]