diff --git a/main.tex b/main.tex
index 41c52c9c7918feab906bb6742d4dc0734e118e21..090f1efc5863fe11a2cdacf09e84d1d050193ee5 100644
--- a/main.tex
+++ b/main.tex
@@ -121,10 +121,12 @@ This particular version was last revised on \today.
 \begin{multicols}{2}
 
 Characters are defined by Traits, and the two main types are Attributes and Skills.
-Attributes are innate Traits, deeply tied to who the character is, such as Strength, Speed, and Wits.
+Attributes are innate Traits, deeply tied to who the character is.
+The Physical Attributes used here are \textit{Strength, Dexterity, and Speed}, and the Mental Attributes are \textit{Intelligence, Wits, and Charisma}.
 Skills, meanwhile, are things the character learns.
 
 Typically, \glspl{pc} take actions by rolling two six-sided dice (``$2D6$'') and adding a Trait and Skill to the result.  If you roll high enough, you succeed.
+Otherwise, you fail.
 
 \end{multicols}
 
@@ -202,23 +204,27 @@ He just needs a name now -- something which captures the idea of a slightly sill
 
 \begin{exampletext}
 
-The skinny man greeted Thenton with overbearing enthusiasm as he continued to explained the mission.
+The skinny man greets Thenton with overbearing enthusiasm as he continues to explained the mission.
 
-\emph{The book was stolen from our library} and the wizard emphasised ``our'' to make it obvious that it was as much his library as any other wizard's. \emph{It is very dangerous and we must have it back. It contains a song - a bad one}.
+\textit{The book was stolen from our library} emphasizing ``our'' to make it obvious that it was as much his library as any other wizard's. \textit{It is very dangerous and we must have it back. It contains a song - a bad one}.
 
-Thenton pulled his face to its own centre for a moment. \emph{You mean, you think the song in the book is awful?}
+Thenton pulls his face to its own centre for a moment. \textit{You mean, you think the song in the book is awful?}
 
-\emph{No no no. I mean yes}, the wizard replied, as happily as ever. \emph{The book contains a song, the song contains the magic. When you play or sing it or whatever it is, things happen. Bad things}.
+\textit{No no no. I mean yes}, the wizard replied, as happily as ever.
+\textit{The book contains a song, the song contains the magic.
+When you play or sing it or whatever it is, things happen.
+Bad things}.
 
-\emph{Okay. What kinds of things}
+\textit{Okay.
+What kinds of things?}
 
-\emph{That's a guild secret I'm afraid, but the important thing to know is to never let him sing.}
+\textit{That's a guild secret I'm afraid, but the important thing to know is to never let him sing.}
 
-\emph{Might he do that while we're charging towards him with swords and rope?}
+\textit{Might he do that while we're charging towards him with swords and rope?}, Thenton asks.
 
-\emph{Oh yes}, the wizard grinned wider. \emph{After all, he is a bard. We allowed him into the college to show off his odd abilities - those sorcerer powers from his elven heritage. And he stole our book, from the secret section at the back with all the forbidden books. He must have stolen the key from me. Anyway - we can pay handsomely. Perhaps two hundred gold in total. Do you think your friends would be interested?}
+\textit{Oh yes}, the wizard grinned wider. \textit{After all, he is a bard. We allowed him into the college to show off his odd abilities - those sorcerer powers from his elven heritage. And he stole our book, from the secret section at the back with all the forbidden books. He must have stolen the key from me. Anyway - we can pay handsomely. Perhaps two hundred gold in total. Do you think your friends would be interested?}
 
-\emph{I'm going to speak with my guys, but two hundred gold for a apprehending a single criminal? Easiest job we've ever had.}
+\textit{I'm going to speak with my guys, but two hundred gold for a apprehending a single criminal? Easiest job we've ever had.}
 
 The wizard smiled again.
 
@@ -289,9 +295,11 @@ All specialist Skills are marked with an asterisk.
 
 \subsection{The List}
 
-Most Skills allow people to perform a range of functions depending upon which Attribute it is paired with. A few examples are given with the list below. This is not necessarily an exhaustive list -- if any player wants a Skill not covered by those below, they should make a new Skill and discuss its uses and limits with the \gls{gm}.
+Most Skills allow people to perform a range of functions depending upon which Attribute it is paired with. A few examples are given with the list below.
 
-The Skills here are examples, so this is not a complete list. If you want Skills not listed, just run them by the \gls{gm} and discuss what kinds of tasks they cover. Try to make Skills as broad as possible.
+The Skills here are examples, so this is not a complete list.
+If you want Skills not listed, just run them by the \gls{gm} and discuss what kinds of tasks they cover.
+When thinking up a new Skill, try to think about how it would work with each Attribute.
 
 \subsection{Academics*}
 
@@ -315,18 +323,16 @@ The Skills here are examples, so this is not a complete list. If you want Skills
 
 \end{wrapfigure}
 
-The Academics Skill marks the character as a literate person -- someone who spends large amounts of time gathering knowledge. Those without the Academics Skills are not literate. Academics might read and write in any language they are familiar with, but this is not a requirement. People from non-literate societies can still take Academics, and it is presumed that they have a good working knowledge of memory systems. Such Academics memorize entire epics or technical `books' and can easily remember trivial details about their own lives. Many are exceptional storytellers, having a vast repertoire of tales to tell, more of which are useful than true.
+The Academics Skill covers a love of learning facts, many of which can be useful.
+Academics study history, architecture, local politics, literature, and (very commonly) how to study more.
+This `study of study', can involve reading, mnemonics, and teaching.
 
+Characters without any levels in Academics are always illiterate, but those \emph{with} some Academics Skill could also be illiterate.
+Various shamans practic memorizing long texts and generally consider books to be a dimwit's crutch.
 
-Academic texts are typically written in elvish due to the commonly held belief that it is a more precise language than human ones. It is also far less changeable than any human language, allowing writers to connect with people of all races down through the ages.
+Academics might be mixed with Charisma for storytelling, Wits to pull out just the right information, Intelligence to write well, or even Strength for a loud speech.
 
-Academics can gain a bonus from working in a library, or by working with other academics.
-
-Rolls are most commonly made with the Intelligence Bonus to gather facts. In such a case the player is allowed to ask the \gls{gm} a question about some topic. Of course those who are not ancient academics still know things and can still make such rolls, though they will not be nearly so regularly successful.
-
-Academics might also be paired with Wits to notice historically interesting features of some city, or be paired with Charisma when a character is attempting to give some rhetoric. One might even add it to Dexterity to see how fast books can be filed away.
-
-Specialisations include Mathematics, History, Alchemy, Politics, Biology, Law, Literature and Runelore.
+\paragraph{Specialisations} include Mathematics, History, Alchemy, Politics, Biology, Law, Literature and Runelore.
 
 \subsection{Athletics}
 
@@ -334,19 +340,19 @@ This covers all manner of fancy movements, from somersaults and rolling to climb
 
 \subsection{Craft*}
 
-The Craft Skill allows players to make things, so long as they have an appropriate workshop. Designing new equipment requires an Intelligence roll, while making them requires Dexterity. Strength could even be used to govern making simple things (such as a make-shift shelter) with unyielding materials such as green wood.
+The Craft Skill allows players to make and fix things, and occasionally break things.
+Designing new equipment requires an Intelligence roll, while making them requires Dexterity.
+Strength could even be used to govern making simple things (such as a make-shift shelter) with unyielding materials such as green wood.
 
 Using moulds or other pre-set designing materials allows the character to perform the Craft roll as a Resting Action (see page \pageref{restingactions}) and may provide a bonus to the roll depending upon the quality of tools available.
 
-The Craft Skill covers the making of traps (usually using Intelligence), though it requires Wits to spot such traps. Intelligence is also used to pick locks. The locks of this land are not terribly advanced, so many locksmiths create doors with various false locks while disguising the actual lock as a piece of the decoration of the door.
-
-Specialisations include metallurgy, leather, locks, armour, weapons, fletchery, wood, traps and stonework.
+\paragraph{Specialisations} include metallurgy, leather, locks, armour, weapons, fletchery, wood, traps and stonework.
 
 \subsection{Beast Ken*}
 
 Beast Ken covers training, handling, calming and generally working with animals. It might be paired with Charisma in order to calm down a frightened horse, or with Intelligence in order to guess why a bear is behaving so unusually. Training animals is usually paired with Intelligence, though once the animal is trained, Wits allows a character to effectively give commands.
 
-Specialisations are the different types of animals: dogs, horses, birds, bears, cats, basilisks and snakes are all possibilities; not all animals can be trained but all of them can be understood.
+\paragraph{Specialisations} are the different types of animals: dogs, horses, birds, bears, cats, basilisks and snakes are all possibilities; not all animals can be trained but all of them can be understood.
 
 \subsection{Deceit}
 
@@ -362,19 +368,12 @@ Commonly, Empathy is used to spot lies when paired with Wits. Humans are famousl
 
 \subsection{Medicine*}
 
-Medicine is a primitive but effective art, regrettably full of nonsense and superstition, but mandatory when it comes to keeping someone with a serious wound alive. The Wits Attribute will allow someone to quickly patch up a bleeding wound, cutting or reducing the number of Fatigue points the bleeding character would otherwise have received.\footnote{Fatigue is covered later, on page \pageref{fatigue}.}
-
-\iftoggle{verbose}{
+Medicine is a primitive but effective art, regrettably full of nonsense and superstition, but mandatory when it comes to keeping someone with a serious wound alive.
+The Wits Attribute will allow someone to quickly patch up a bleeding wound, cutting or reducing the number of Fatigue points the bleeding character would otherwise have received.
+\footnote{Fatigue is covered later, on page \pageref{fatigue}.}
+Intelligence is used for creating poisons, or healing the effects of a bad meal.
 
-Medicine can also be used with the Intelligence Attribute to concoct poisons or antidotes. A standard poison might be rolled at \gls{tn} 7 to create; people can then attempt to detect it in their food with a Wits + Vigilance roll at \gls{tn} 7.
-The poisoner can add to the \gls{tn} to detect the poison only by adding to the \gls{tn} of creating the poison. For example, one could add +3 to the \gls{tn} to detect and create a poison.
-It would be \gls{tn} 10 to create and \gls{tn} 10 to detect the presence of the poison in the food.
-For every Marginal point on the poison roll, the target gains 2 Fatigue points. Each scene\footnote{See page \pageref{time} for how scenes work.} thereafter the afflicted person gains the same number of Fatigue Points minus 1, but can rest as normal in order to regain lost Fatigue point.
-Anyone who passes their last Fatigue box due to poison dies.
-
-}{}
-
-Specialisations include bleeding, poisons, narcotics, fractured bones, dwarves, humans, fatigue and burns.
+\paragraph{Specialisations} include bleeding, poisons, narcotics, bones, fatigue and burns.
 
 \subsection{Performance*}
 
@@ -382,33 +381,44 @@ This skill covers every type of instrument, poetry and evocative storytelling. W
 
 This will often be paired with Charisma when a performer wants to give off an entertaining performance. More technical pieces might require Dexterity instead. Performers wanting to create new poems, songs or the like add their Intelligence Attribute instead.
 
-Specialisations include the flute, mandolin, singing, poetry and acting.
+\paragraph{Specialisations} include the flute, mandolin, singing, poetry and acting.
 
 \subsection{Larceny}
 
-Larceny is generally mixed with Dexterity for everything for picking pockets to juggling. It might also be used with Wits to spot a good time in a crowd to pick a rich pocket or with Charisma to dazzle someone with a magic trick. Characters attempting to spot slight of hand will use Wits + Vigilance.
-
-If the character is simply spending some time robbing people, the result might be $2D6 \times 5$ copper pieces, adjusted for the area in question -- richer areas will generally have more patrolling guards, but also more money to be had.
+Larceny is generally mixed with Dexterity for everything for picking pockets to juggling.
+It might also be used with Wits to spot rich pocket to pick, or with Charisma to dazzle someone with a magic trick.
+Characters attempting to spot slight of hand will use Wits + Vigilance.
 
 \subsection{Stealth}
-This Skill can be paired with a variety of Attributes. Remaining quiet while sneaking through an area could call for a Dexterity and Sneak check while figuring out where in the shadows to best hide could use Intelligence. Intelligence might also be used to create a convincing disguise. Fitting into a noble soir�e without an invite and only semi-decent attire could use Charisma. In almost all cases, opponents resist with Wits and Vigilance to spot the character or spot the ruse.
+
+This Skill can be paired with a variety of Attributes.
+Remaining quiet while sneaking through an area could call for a Dexterity and Sneak check while figuring out where in the shadows to best hide could use Intelligence.
+Intelligence might also be used to create a convincing disguise.
+Fitting into a noble soir\'{e}e without an invite and only semi-decent attire could use Charisma.
+In almost all cases, opponents resist with Wits + Vigilance to spot the character or spot the ruse.
 
 \subsection{Survival*}
+
 This covers all manner of skills useful for surviving the outdoors, from building things to forced marching. Endurance based tasks such as long marches or surviving a night on a mountain are covered by Strength. Building a fire in the rain might use Dexterity and tracking should always use Wits. Someone attempting to cover their tracks might resist such rolls with their Dexterity or Intelligence and Stealth added to the \gls{tn} to resist the attempt at tracking.
 
-Specialisations include marching, fire building, temporary shelters, traps, tracking and foraging.
+\paragraph{Specialisations} include marching, fire building, temporary shelters, traps, tracking and foraging.
 
 \subsection{Tactics*}
 
-Tactics allows people to plan consice victories. The utility quickly fades when battles become drawn-out and unpredictable, but the initial benefits from going into battle with a good plan are great. It can be used to understand why people are employing apparently odd battle-tactics, or uses Charisma to impress people concerning one's military ability.
+Tactics allows people to plan concise victories.
+The utility quickly fades when battles become drawn-out and unpredictable, but the initial benefits from going into battle with a good plan are great.
+It can be used to understand why people are employing apparently odd battle-tactics, or uses Charisma to impress people concerning one's military ability.
 
 When going into combat, someone who has time to prepare for a battle by running through instructions with receptive troops gains a bonus to their Initiative equal to their Tactics Skill. This bonus only ever counts for the first \gls{round}.
 
-Specialisations include massive creatures (5+ Strength), leading many troops (more than 12), leading small forces (between 6 and 12), lone fighting, forests, towns, plains, tunnels.
+\paragraph{Specialisations} include massive creatures (5+ Strength), leading many troops (more than 12), leading small forces (between 6 and 12), lone fighting, forests, towns, plains, tunnels.
 
 \subsection{Vigilance}
 
-This is the flip side of a number of Skill related to hiding one's doings or presence. It is practiced by guards or the eternally paranoid. It is most often rolled with Wits in order to spot people sneaking about, perhaps fingering a purse or sneaking up behind a potential victim to stab them in the back. One might also add this Skill to Intelligence to spot important facts written on dungeon walls, or use Strength with Vigilance in order to stay up late, despite being laden with Fatigue, in order to remain alert.
+This is the flip side of a number of Skill related to hiding one's doings or presence.
+It is practiced by guards or the eternally paranoid.
+It is most often rolled with Wits in order to spot people sneaking about, perhaps fingering a purse or sneaking up behind a potential victim to stab them in the back.
+One might also add this Skill to Intelligence to spot important facts written on dungeon walls, or use Strength + Vigilance in order to stay up late, despite being laden with Fatigue, in order to remain alert.
 
 \chapter{The Rules}
 
@@ -507,7 +517,15 @@ If, on the other hand, working together can benefit a situation, one character t
 
 	Thenton wants to know what exactly that spell-song the boy was talking about means. He has the Academics Skill and never wrote down any specialisations so he asks the \gls{gm} if he can take a specialisation in whatever it is he needs in order to know about that bard and what he was up to. The \gls{gm} tells him to write down `Music' -- it's a fitting specialisation since he already plays the flute.
 
-	Thenton then needs to roll using his Intelligence Bonus and Academics Skill -- the first is at 0 but his Academics Skill grants him +1. The more academics you have, the better the chances that one of them knows something, so Hugi's player wants to help using his +2 Bonus. He has Intelligence +1 and the Academics Skill at first level. He wants to use his specialisation in History, and the \gls{gm} allows it. Hugi is helping the action so he can add half his score of +3 (rounded down) for an additional +1 bonus.  Arneson has no knowledge of academical matters and an Intelligence Attribute at -1 so he's better off staying quiet. Adding the bonuses together, the roll is at +2. The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters. The roll fails and the troop will have to go into the situation blind.
+	Thenton then needs to roll using his Intelligence Bonus and Academics Skill -- the first is at 0 but his Academics Skill grants him +1.
+The more academics you have, the better the chances that one of them knows something, so Hugi's player wants to help using his +2 Bonus.
+He has Intelligence +1 and the Academics Skill at first level.
+He wants to use his specialisation in History, and the \gls{gm} allows it.
+Hugi is helping the action so he can add half his score of +3 (rounded down) for an additional +1 bonus.
+Arneson has no knowledge of academic matters and an Intelligence Attribute at -1 so he's better off staying quiet.
+Adding the bonuses together, the roll is at +2.
+The \gls{gm} stipulates the \gls{tn} of 14 -- a tall order without a library to aid matters.
+The roll fails and the troop will have to go into the situation blind.
 
 Thenton recalled what the old alchemist had said about the book -- surely the bard had sung the song from the stolen book and put the guards to sleep with this magic. He searched his mind for where such a song might come from and what else it might be capable of. He wondered if the bard had really come from the South and what he might want with that book. The entire thing was an impenetrable enigma.
 
@@ -557,7 +575,9 @@ She decides the appropriate roll is Wits + Stealth, and that the character with
 
 Most actions are either a success or a failure, but sometimes the \gls{gm} will request to know a roll's Margin -- i.e. just how well the character has succeeded at the task. The Margin is the number of points over the \gls{tn} a roll has gathered. If the \gls{tn} is 9 and a player scores 11 then the Margin is 2.
 
-The \gls{gm} might use a Margin for some variable, for example a bard attempting to woo a crowd into giving him money might gain $2D6$ copper pieces plus the Margin, so if the Margin is 3 then he would get $2D6+3$ copper pieces. Margins might also be used to gain bonuses on later rolls. Someone attempting to impress a noble court might roll Charisma with the Tactics Skill; the bigger the Margin the more troops they will be trusted with.
+The \gls{gm} might use a Margin for some variable, for example a bard attempting to charm a crowd into giving him money might gain $2D6$ copper pieces plus the Margin, so if the Margin is 3 then he would get $2D6+3$ copper pieces.
+Margins might also be used to gain bonuses on later rolls.
+Someone attempting to impress a noble court might roll Charisma with the Tactics Skill; the bigger the Margin the more troops they will be trusted with.
 
 \iftoggle{verbose}{
 
@@ -906,9 +926,7 @@ The costs below show the starting price for a few services, plus additional fees
 
 	\textbf{Sellsword} & 10sp/ day \\\hline
 
-	Dangerous opponent & 1gp per level of the opponent's Combat Skill. \\
-
-	Dangerous monster & Monster's XP$^3$ sp\\
+	Opponent & XP$^3$ sp \\
 
 	Illegal Murder & 10sp \\\hline
 
@@ -959,7 +977,7 @@ Characters cannot carry any item which gives them a -5 Encumbrance rating or hig
 
 		Race & Multiplier \\\hline
 
-		Elves & $\times 4$ \\
+		Elves & $\times 3$ \\
 
 		Dwarves & $\times 2$ \\
 
@@ -988,7 +1006,8 @@ For example, a character with Academics 1 and Tactics 1 might roll a 7.  $7\time
 
 Thenton now only needs his starting equipment. We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill. The Combat Skill, Empathy and Performance let him start with 5 items in total. We'll start with some shiny Partial chainmail and a longsword. He also gains an item from his Combat Skill, so perhaps a dagger on top of that would be good, just in case he loses the sword. He could also do with a flute so he can play, and finally since he's travelling I'm going to mark down basic camping equipment. It's pretty heavy, so it'll give him a -1 penalty to all Physical Attributes due to the weight, but he can just place it down if he's doing anything demanding.
 
-Rolling $3D6$ for his starting money, I've got a `9', so I'm starting with 4.  The Academics Skill multiplies that by itself, and Thenton has two specialist Skills -- Combat and Performance.  All in all that's $4^2\times2\times 2 = 64$cp.
+Rolling $3D6$ for his starting money, I've got a `9', so I'm starting with 4 ($9-5=4$).
+The Academics Skill multiplies that by itself, and Thenton has two specialist Skills -- Combat and Performance.  All in all that's $4^2\times2\times 2 = 64$cp.
 
 	\end{exampletext}
 
@@ -1008,7 +1027,10 @@ This game uses the entirely abstract measurements of the `scene' and `square' fo
 
 \subsection{Time as Scenes}
 
-The basic unit of time within the game is the \gls{round}. This period of time is used almost exclusively while tracking combat. The \gls{round} itself can then be further divided into Initiative Scores if you want real detail, but that's covered later. All that matters is that a \gls{round} is a period of time in which people attempt to hit each other, then another \gls{round} occurs.
+When everyone wants to talk and act at the same time, timeis tracked in \glspl{round}.
+This period of time is used almost exclusively while tracking combat.
+The \gls{round} itself can then be further divided into Initiative Scores if you want real detail, but that's covered later.
+All that matters is that a \gls{round} is a period of time in which people attempt to hit each other, then another \gls{round} occurs.
 
 Most of the time, actions will not occur through \glspl{round} but rather scenes. A scene is just any unit of time in which the \glspl{pc} take on a task or two, usually within a single area. We track scenes only because a few game effects occur at the end of each scene -- mostly these are narrative effects such as regaining \glspl{fp}\footnote{See page \pageref{fate_points}.} in order to regain plot-immunity from Damage. The scene lasts until the \gls{gm} says that it's over.
 
@@ -1095,6 +1117,20 @@ Elves are creatures of the natural world -- they are in tune with the rhythms of
 
 Elves age but not because they are degrading, rather because they are changing. Over the years they become progressively more fae looking and alien. Their minds sharpen, but their bodies degrade. After 100 years, an elf's maximum Strength Bonus decreases from +2 to +1 but their maximum Dexterity increases to +4. At 200 years old the elf's maximum Strength score becomes 0 but their maximum Speed Bonus raises to +4. At 300 the elf's maximum Strength Bonus is -1 but they can move their Intelligence up to +4. Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum Strength becomes -2.
 
+	\begin{tabular}{cll}
+
+		Age & Max. Strength & Increase \\\hline
+
+		100 & +1 & Dexterity \\
+
+		200 & 0 & Speed \\
+
+		300 & -1 & Intelligence \\
+
+		400 & -2 & Charisma \\
+
+	\end{tabular}
+
 \subsection{Starting Characters}
 
 Player characters will start as younger elves, without the experience, keen intellect and amazing skill-set of their elders. Many adventure in order to gain the experience they see in their elders. Others simply want to see what the world has to offer. Still others want to learn a specific skill, perhaps to master the sword or a specific magic sphere.
@@ -1163,9 +1199,10 @@ Humans arrange themselves into towns at the centre of a sprawling mass of villag
 
 In the villages, houses are build half above ground and half below, with thatch or slate roofs. In towns, all houses are build well above the ground, sometimes with one house on top of another so that people must climb ladders to get to the top. Humans' incredible strength gives them the ability to break stone and port it from far away quarries to build immense houses above the ground, sometimes up to four houses high.
 
-Humans become landmasters, guildsmen or villagers depending upon birth and sex, with men tending towards roles which involve travel or work while women tend to remain near their families.
+Humans become landmasters, guildsmen or villagers depending upon birth and sex, with men tending towards roles which involve travel while women tend to remain near their families.
 
-Human languages are incredibly changeable and generally considered to be a mess, and not worth learning by other races because of how soon they will become something new. This is mainly due to the fact that most humans never learn how to read.
+Human languages are incredibly changeable and generally considered to be a mess, and not worth learning by other races because of how soon they will become something new.
+This is mainly due to the fact that most humans never learn how to read.
 
 Each human region has enough in common -- linguistically -- that they can speak with each other, so anyone who knows a language from the Quennome region, for example, would be able to understand all the others.
 
@@ -1181,8 +1218,8 @@ Humans have great stamina when it comes to walking. They take only 1 Fatigue poi
 
 \subsection{Starting Characters}
 
-Humans reproduce at an alarming rate -- instead of simply replacing themselves with two or three more humans, a couple might make as many as fourteen and then send the extra ones out to cause a mess -- perhaps trying to steal other people's farmland, or raise them to be monster hunters who die in an effort to protect other farms or sellswords up for use to the highest bidder. Of these, the less well connected ones often wander the earth aimlessly searching for the offer of money for murder. Others join organisations which teach them paths of magic. Both alchemists and priests are respected among humans, though priests are the authorities to whom people turn when they need guidance.
-
+Humans reproduce at an alarming rate -- instead of simply replacing themselves with two or three more humans, a couple might make as many as fourteen and then send the extra ones out to cause a mess -- perhaps trying to steal other people's farmland, or raise them to be monster hunters who die in an effort to protect other farms or sellswords up for use to the highest bidder.
+Of these, the less well connected ones often wander the earth aimlessly searching for the offer of money for murder.
 
 \end{multicols}
 
@@ -2125,7 +2162,7 @@ The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$.
 
 \subsection{Marching}\index{Marching}
 
-Every two miles walked inflicts a Fatigue Point at the end of the day. Additional Fatigue Points for carrying heavy items and wearing armour are added as usual. Humans have an uncanny ability to walk all day without tiring, and only endure 1 Fatigue Point every 4 miles.
+Every two miles walked inflicts a Fatigue Point at the end of the day. Additional Fatigue Points for carrying heavy items and wearing armour are added as usual. Humans have an uncanny ability to walk all day without tiring, and only endure 1 Fatigue Point every 2 miles.
 
 \iftoggle{verbose}{