diff --git a/config b/config
index 6d6efd8a2056c010a67d20aa92fd0822cb4febc0..c3294d2212f54d66e7f24debceddb214a333ffc3 160000
--- a/config
+++ b/config
@@ -1 +1 @@
-Subproject commit 6d6efd8a2056c010a67d20aa92fd0822cb4febc0
+Subproject commit c3294d2212f54d66e7f24debceddb214a333ffc3
diff --git a/gm.tex b/gm.tex
index a3b3a93a5a1239a7b96785c957a1834f010e10f0..15623e58b61337ca786f552936ec6c828af26833 100644
--- a/gm.tex
+++ b/gm.tex
@@ -216,7 +216,16 @@ Removing the monster slaying focus should initially demand players spend \glspl{
   \textbf{4} & \Hu\ Villager Funeral & \Hu\ $1D6+3$ Paper Guild Nomads selling books & Storm & \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 \\
+  \textbf{2}
+    & \Hu\ $2D6$ Pilgrims
+    & \Hu\ Priest of \gls{naturegod}
+    & Storm
+    & \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
@@ -412,6 +421,43 @@ Therefore, groups often cannot band together for safety very often, unless one i
 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.
 
+\subsection{The Weather}
+
+Weather provides an adverse condition which can affect everyone equally -- both \glspl{pc} and \glspl{npc}.
+
+Broadly speaking, unfavourable weather brings Fatigue, especially to those without the right clothing.
+Freezing snow and hailstorms can add complications to any \gls{adventure}, obscuring vision, inflicting \glspl{fatigue} every section of the day,
+\footnote{See \autopageref{daytimes} for the day's quadrants.}
+and even limiting movement.
+
+Each weather condition should be given some rating for the \glspl{fatigue} and other conditions.
+
+Weather-appropriate clothing generally reduces the \glspl{fatigue} suffered by 2.%
+\footnote{Characters can purchase this clothing -- see \autopageref{warmClothes}.}
+
+For example:
+
+\begin{itemize}
+
+  \item
+  Snowstorm (3):
+  Characters suffer 3 \glspl{fatigue} every quarter of the day (or 2 with warm clothing), and suffer a -4 penalty to spotting anything in the distance.
+
+  Every day, travelling distances are reduced by 3 miles (but inflict the same amount of \glspl{fatigue} as ever).
+  Therefore, a troupe marching 6 miles would normally suffer 6 \glspl{fatigue}, but in this case they would only manage to walk 3 miles.
+  Of course the snowstorm add an additional 3 \glspl{fatigue}, making 9 in total.
+  \item
+  Extreme Heatwave (4):
+  Characters suffer 4 \glspl{fatigue} in the morning and afternoon, or just 2 with cooler clothes.
+  Anyone wearing armour is \emph{not} wearing weather-appropriate clothing.
+
+  Of course, this means someone standing around from morning to evening would suffer serious sunburn, doled out as 8 \glspl{fatigue}.
+  \item
+  Hailstorm (2):
+  Everyone suffers 2 \glspl{fatigue} without weather-appropriate clothing, lasts only one scene.
+
+\end{itemize}
+
 \end{multicols}
 
 \section{Side Quests}\label{sidequests}