diff --git a/systems.tex b/systems.tex
index ae98377988eb876a506660c95bc2f7a8c0de1968..2ecb80174fec1c56b89d1947123525554494f4c8 100644
--- a/systems.tex
+++ b/systems.tex
@@ -399,8 +399,8 @@ Explaining dice results can come easier than making up a situation whole-cloth.
 The world of the game runs on completely deterministic mechanics -- nothing occurs because of `luck'.
 Traits represent reliable elements of the world (such as a character's Strength), while the dice represent unknown elements, such as the wind or the movements of animals.
 
-If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} `just fails' to convince a warden to fund their mission, another might step in to `try their luck' (with the dice).
-But if the first player to roll understands that the town warden's raging toothache has put him in a foul mood, the rest should understand that the result (or at least the roll) will remain no matter who tries to speak with him.
+If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} `just fails' to convince \pgls{warden} to fund their mission, another might step in to `try their luck' (with the dice).
+But if the first player to roll understands that the town \gls{warden}'s raging toothache has put him in a foul mood, the rest should understand that the result (or at least the roll) will remain no matter who tries to speak with him.
 This leaves room for some other \gls{pc}, with better stats, to succeed in the endeavour (by using the same roll), but does not encourage a ring of players rolling dice like a bunch of bored gamblers.
 
 \subsubsection{Everything is a Mirror}
@@ -443,7 +443,7 @@ It's hard to play `the social character'.
 You put all your \glspl{xp} into a high Charisma score because you want to build alliances and understand people, then the \gls{gm} asks you to roleplay such an encounter and your natural stutter and slow wit replace the social graces your character should have.
 
 It's also hard playing a non-social character.
-You have been lumped with a character with a Charisma Penalty of -4 and by all the gods you intend to roleplay it, so it's time to ask the town warden which lady he stole his robe from and then wipe your mouth with the tablecloth.
+You have been lumped with a character with a Charisma Penalty of -4 and by all the gods you intend to roleplay it, so it's time to ask the town \gls{warden} which lady he stole his robe from and then wipe your mouth with the tablecloth.
 But the other players are not impressed; all they can see is someone intentionally ruining the encounter rather than the fun-loving, amazing improviser that you are.
 
 Consider the following solution: tell the players that if they wish to speak, they must roll \roll{Charisma}{Empathy} or \roll{Wits}{Whatever}, then set the \gls{tn} for the encounter.
diff --git a/traits.tex b/traits.tex
index af75da7cb30dfcf39f3aaa7ea028e1f21ae2d0a6..dcb341444b126e0ee29a21eefdb10ccb69f676d7 100644
--- a/traits.tex
+++ b/traits.tex
@@ -123,7 +123,7 @@ Have a look at this talented soldier:
   {0}% DR
   {1}% COMBAT
   {Deceit~3, Empathy~1, Larceny~2}% SKILLS
-  {\longsword, dagger, brooch of the Poison Guild.}% EQUIPMENT
+  {\longsword, dagger, \gls{wheatGuild} brooch.}% EQUIPMENT
   {}
 
 With only a few Skills, we can see a wealth of abilities.