Weather
Weather is tracked on three axes, each on a 1-to-6 scale: Clouds, Wind, and Heat.
At the beginning of the game (or every time the players enter a new region, or when a significant amount of time passes in-world without the characters acting), for each axis, roll 3d6 and take the middle value of the three to find the Score at which the axis starts.
Every time a week passes, for each axis, roll d6: if larger than the current score, raise it by one; if smaller, lower it by 1.
Interpreting the Scores
Clouds
- Extreme Sun: without solar protection, you all get sunburn.
- Sunny
- Sunny
- Overcast
- Rainy
- Rainstorm: staying outside means becoming ill. Dirt roads are unusable, low areas are flooded.
Wind
- Doldrums: sailing is impossible. Trade via sea is halted.
- Stiff breeze
- Stiff breeze
- Light winds
- Windy
- Squall: Roofing and light structures are blown away. Need to grab onto something to walk outside without falling over.
Heat
- Freezing: You die within the hour if standing outside unprotected.
- Cold
- Chilly
- Warm
- Hot
- Heatwave: Drink twice the normal amount of water or get heatstroke.