diff --git a/combat.tex b/combat.tex
index c0c3c266bcff118a6722fb71d62c3a97e1290ed2..04a3c32bbe8482eaf3f9d46eea152080bca3beca 100644
--- a/combat.tex
+++ b/combat.tex
@@ -253,22 +253,29 @@ Characters do not have many \glspl{hp} so losing even one is a serious matter.
 Characters heal a quarter their \gls{hp} each week, rounded up.
 Once someone receives a serious wound, it's a good time to call for \gls{downtime}.
 
-\subsubsection{Death}
+\subsubsection{Vitality \& Death}
 \index{Death}
 Once a \gls{pc} reaches 0 \gls{hp} they must make a \index{Vitality Check}
 Vitality Check in order to stay alive.
-This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level.\iftoggle{verbose}{\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have.
-Stronger characters already have more \gls{hp}, which has already kept them farther from death.}}{}
-For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}.
-That makes the \gls{tn} 7 for the Vitality Check.
+This is rolled at \gls{tn} 4 plus one for every negative \gls{hp} level.
+\iftoggle{verbose}%
+  {\footnote{Traits such as Strength do not affect the Vitality check because in a way, they already have.
+  Stronger characters already have more \gls{hp}, which has already kept them farther from death.}
+  For example, if someone with 3 \glspl{hp} left were to take a further 6 Damage, this would put them at -3 \glspl{hp}.
+  That makes the \gls{tn} 7 for the Vitality Check.
+}{}%
 
 \glspl{npc} roll Vitality checks at a basic \gls{tn} of 7 instead of 4.
 
 A failed Vitality check means that the character is dead.%
 \iftoggle{verbose}{%
-\footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}%
+  \footnote{See page \pageref{pcdeath} on what to do once a \gls{pc} dies.}%
 }{%
-  The player must roll up a new character with either 50 \glspl{xp} or half the total \glspl{xp} of whichever party member has the most \glspl{xp}.
+  The player then selects one of the \glspl{npc} introduced through spending \glspl{storypoint} to play.
+  That second character begins with half the \glspl{xp} of whichever \gls{pc} in the group has accumulated the most total \glspl{xp}.
+  The player taking control of the \gls{npc} should spend any additional experience this grants immediately.
+
+  If no such \gls{npc} exists, one should be introduced through \glspl{storypoint} at the next available opportunity.
 }%
 A successful one means that the character is unconscious for the remainder of the scene but alive.
 At the end of the scene they can make further Vitality Checks to see if they wake up.
diff --git a/gm.tex b/gm.tex
index ae21cfdab69e4b13638e38523c44114f5540a861..36131efec523767b0e92eb682d8b5a05d0ae1abf 100644
--- a/gm.tex
+++ b/gm.tex
@@ -85,19 +85,21 @@ So professionals can expect to reliably reach a \gls{tn} of 11 or 12, or more wi
 
 And if the average professional would struggle with a task, throw them a \gls{tn} of 14!
 
-\paragraph{The dice tell the story}, so if you ever start to panic, have the players make a roll, state any \glsentrylong{tn}, and explain the result.
+\paragraph{The dice tell the story,} but only with interpretation.
 A crappy roll to open a door suggests the massive door has wedged properly shut.
 A fantastic roll to talk to the local lord might indicate he has family in that character's home village.
-Explaining results can come easier than making them up.
+Explaining results can come easier than making them up whole-cloth.
 
-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.
+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} fails to convince the town master to fund their adventure, another steps in to `try their luck'.
+But if the players understand that the town master'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 mission (they might succeed on the roll of a `7'), but does not encourage a ring of players rolling dice like a bunch of bored gamblers.
 
 \subsubsection{Let Players `Ruin' the Adventure}
 
 Encounters don't have to play through like you think they will.
-If the players flood a dungeon, cast a fireball at the king, or raise their Aldaron and Wyldcrafting so high that every wild animal encounter turns into a pet in a growing army, take a break, re-examine the situation, and go from there.
+If the players flood a dungeon, cast a fireball at the king, or raise their Aldaron and Wyldcrafting so high that every wild animal encounter turns into a pet in a growing army, take a breath, re-examine the situation, and go from there.
 
-Perhaps the dungeon has a high-point which isn't flooded, or perhaps it's flooded forever, and nobody will see that treasure again.
+Perhaps the dungeon has a high-point inside which isn't flooded, which at least saves that part of the dungeon; or perhaps it's flooded forever, and nobody will see that treasure again.
 Perhaps the party have to become outlaws, and every future adventure has to take this into account.
 And even if all those pets feel enamoured with the caster, they don't need to like each other -- maybe they start to fight, or try to kill the other party members, but only when they fall down, wounded and weak!
 
@@ -105,7 +107,6 @@ And even if all those pets feel enamoured with the caster, they don't need to li
 
 The most interesting \gls{downtime} happens when you skip it, and find out the details later.
 Don't ask the players what their characters want to do, just jump straight to the next scene, a month, or even years later.
-Short \glspl{downtime} should pepper a campaign to allow breathers.
 
 \sidebox{
 \begin{itemize}
@@ -717,14 +718,22 @@ If the \glspl{pc} start to lose \glspl{hp} and don't realise how serious this si
 \label{pcdeath}
 \index{Death}
 
-Don't fear \gls{pc} death (or \gls{npc} death for that matter).
+\iftoggle{aif}{
+  Players who want their characters to survive should retire them.
+  After all, few of the active Night Guard survive for long.
+}{
+  Players should see their character's death as normal, and even likely.
+}
 Character creation should be relatively easy, and no main plot-line should rely on a particular character.
 
-If a \gls{pc} dies, the player should be slotted into the adventure at the next available opportunity as a known \gls{npc} from one of the \glspl{storypoint}.
-This character is introduced as per the story \nameref{oldnpc} (see page \pageref{oldnpc}), so they will begin with half the total \glspl{xp} of whichever party member has the highest \glspl{xp} total (minimum 50).
+Once death has come, the player should select a character from the existing pool of \glspl{npc} brought into the world with the story, \nameref{oldnpc} (see page \pageref{oldnpc}).
+Any \gls{npc} should be allowed, just as long as they might plausibly arrive in the current area within a scene or two, and have some plausible motivation to join the party.
+
+This \gls{npc}'s minimum starting \glspl{xp} is equal to half the \glspl{xp} of whichever \gls{pc} has the highest total \glspl{xp}, or 50 \glspl{xp} (whichever is greater).
+The player taking on the new character must spend this additional \glspl{xp} immediately.
 
 If no \glspl{npc} have been established, anyone in the part can establish one immediately.
-If none of the party have any \glspl{storypoint} left, the new character is established for free, with the same rules as if a \gls{storypoint} had been spent.
+If none of the party have any \glspl{storypoint} left, the new character begins with 2 fewer \glspl{storypoint}.
 
 Players, rather than characters, keep their unspent \glspl{xp}, so any time a character dies, any unspent \glspl{xp} should be immediately given to the new character.
 \Glspl{xp} received from spending \glspl{storypoint} do not reset, so if the old character had spent 4 \glspl{storypoint}, the new one would not receive any more \glspl{xp} from \glspl{storypoint} until they had spent 4.
@@ -734,34 +743,6 @@ In this way, the entire group should have a constant maximum number of points th
 
 If a \gls{pc} is totally out of commission, with 1 \gls{hp} left, 4 \glspl{fatigue} from being bled dry, and an inexplicable curse, consider letting them play an \gls{npc} and letting them keep all \glspl{xp} gained during this time.
 
-\subsection{\Glsentrytext{pc} Creation}
-
-For a slightly more even spread of pluses and minuses across the party, consider rolling Attributes in pairs when making a character.
-
-As you roll up Strength, you might select Intelligence as its opposite, and any gains in one become losses in the other.
-
-  \begin{rollchart}
-
-  Result & Attribute Bonus \\\hline
-
-  2 & Strength -3, Intelligence +3 \\
-
-  3 & Strength -2, Intelligence +2 \\
-
-  4-5 & Strength -1, Intelligence +1 \\
-
-  6-8 & Strength 0, Intelligence 0 \\
-
-  9-10 & Strength +1, Intelligence -1 \\
-
-  11 & Strength +2, Intelligence -2 \\
-
-  12 & Strength +3, Intelligence -3 \\
-
-  \end{rollchart}
-
-For each Attribute you roll, you can select any as its opposite before rolling.
-
 \end{multicols}
 
 \section{Skill Use Cases}
@@ -828,6 +809,49 @@ It also requires a single level of the Combat Skill.
 
 \paragraph{Creating a weapon mould} -- Intelligence + Crafts, TN equals 7 plus 2 for every Initiative Bonus the weapon grants.
 
+\subsection{Empathy}
+
+\paragraph{Judging services} -- Wits + Empathy, \gls{tn} 9.
+\footnote{See page \pageref{servicse} for more on purchasing services.}
+
+It's never easy knowing whom to hire.
+Every time someone hires someone as part of a service, they should make a roll.
+
+Humans are notoriously bad at this, and are known for hiring the first person they meet in a bar.
+
+Failing the roll means that the \gls{pc} has hired someone useless.
+Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off by taking a guess at the best route and hoping for the best.
+The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret.
+
+Given the stakes, people mostly try to hire others based on previous experience.
+To automatically succeed and hire someone competent, a player needs only to spend a \gls{storypoint}.
+
+\paragraph{Requesting dangerous jobs} -- Charisma + Empathy.
+
+\sidebox{
+  \begin{boxtable}[lc]
+
+    Location & Base \glsentrytext{tn} \\\hline
+
+    City & 9 \\
+
+    Town & 11 \\
+
+    Village & 14 \\
+
+  \end{boxtable}
+}
+
+Thieves, brigands, and \iftoggle{aif}{illegal}{} adventurers cannot work with just anyone who wanders up to ask for `one poison arrow, my good man'.
+Dangerous jobs require a level of trust.
+Charismatic characters who show care and understanding stand a much better chance of hiring help.
+
+Any attempt to hire services which put someone in danger should require a roll (see page \pageref{services}).
+This includes murder, crafting poisons, selling illegal items, et c.
+
+As above, players can spend \glspl{storypoint} to automatically gain such a contact, and once someone works for the players with one job, they can work in another.
+Working well with someone means that someone can gain a good local reputation (perhaps just among mercenaries, dodgy apothecaries, or librarians), while returning from a job with a missing man means a mark on the \gls{pc}'s reputation.
+
 \subsection{Deceit}
 
 \paragraph{Intimidating someone into backing off} -- Strength + Deceit vs the target's Strength + Empathy.
diff --git a/races.tex b/races.tex
index 7d7bad8a79e9fc0011a7128baabd2e2bcfc935df..d83ae88af37dc7b2056bf160c14288e19500315c 100644
--- a/races.tex
+++ b/races.tex
@@ -37,6 +37,25 @@ Dwarven commerce is based upon copper, bronze (worth 2 cp), \index{Electrum}elec
 Each citadel has its own coinage and even some towns make their own pieces, each with runic carvings quoting their matriarch or boasting about their acidic jelly gardens.
 The exchange rates are ever shifting and far too complicated for most outsiders to keep up with but generally speaking a dwarvish copper piece will be worth 2 human copper pieces and can buy dwarvish equipment at normal prices.
 
+\subsection{Warfare}
+
+Dwarves fight with spears, swords, and smoke.
+
+When defending a large entrance, dwarves set themselves up with crossbows, then hand the crossbows back.
+Others behind them reload the crossbows in a production line, then hand it back.
+\iftoggle{aif}{
+  While rudimentary crossbow-string might be made from watchers' tendrils,%
+  \footnote{See page \pageref{watcher} in \textit{Adventures in Fenestra}.}
+  the best comes from goblin or deer intestines.
+  Dwarves can construct the rest of the item from wood or umberhulk chitin.
+}{}
+
+When narrower tunnels eventually demand toe-to-toe combat, dwarves always fight with spears or swords (which humans irritatingly refer to as `short swords').
+They bring all the nastiest, burnable material they can to a battlefield, such as specially dried mushrooms, or wood, and lay it around the start of a narrow tunnel where they intend to fight.
+They stab a little with their spears, then retreat while lighting the fires underneath them.
+
+Dwarves often wet their beards before battle, to protect them from flames.
+
 \subsection{Racial Ability: Tenacity}
 
 Dwarves are bred on the most acrid substances -- they eat tough, deep mushrooms and occasionally munch on acidic jellies (after thoroughly cooking them).
@@ -105,6 +124,15 @@ Elves also trade in songs.
 The value of the songs changes as each person might share or refuse to share it.
 Cheap songs are simple melodies while more expensive ones are mana stones for the path of song (see page \pageref{song}) and may even allow the \gls{miracleworker} to cast spells.
 
+\subsection{Warfare}
+
+Elves don't like to be rushed, so when surprise battles come, they flee wherever possible, then reconsider their options at length.
+
+As a society of specialists, most elven settlements will only have a few people with martial knowledge, such as a \gls{miracleworker} with Invocation, a couple of archers, or some with Aldaron, capable of summoning massive animals to attack the enemy.
+
+When on the attack, elves prefer guerilla warfare, sneaking out to set fire to buildings, or ruin crops.
+Those with Aldaron magic often encourage massive amounts of plant growth in an area, covering a field in thorny bushes, or even blocking site.
+
 \subsection{Racial Ability: Thermal Resistance}
 
 Elves are creatures of the natural world -- they are in tune with the rhythms of the forests and planes and never harmed by them.
@@ -112,7 +140,16 @@ Elves are immune to \glspl{fatigue} from natural heat levels -- they can sleep o
 Additionally, they do not sleep but instead require only four hours' meditation per day.
 During these times, elves relive their old memories as a way of hanging onto the very old ones so as to not forget who they are.
 
-\subsection{Racial Ability: Longevity}
+\subsection{Racial Trait: Old Soul}
+
+Long years passing before one has grown up often mean any contacts the elf once had have already died.
+Their habit of `going on a wander' (for a few decades) leave them with nearly no living contacts.
+
+As a result, elven characters must spend all of their \glspl{storypoint} before character creation.
+Effectively, they receive additional 15 \glspl{xp}, but must mark off all \glspl{storypoint}.
+Of course, if the group receive additional \glspl{storypoint} during \gls{downtime}, they gain and spend these extra \glspl{storypoint} as usual.
+
+\subsection{Racial Trait: Longevity}
 
 Elves age but not because they are degrading, rather because they are changing.
 Over the years they become progressively more fay looking and alien.
@@ -176,6 +213,13 @@ A particularly striking bauble will catch their eyes easily but coins hold littl
 They breed especially large dogs, not dissimilar to wolves, which can fetch high prices when sold to hunters, though most consider them too wild and violent to keep in a family home.
 Many a gnoll encampment is half composed of these dogs, which aid them in hunting as well as occasionally joining them in warfare.
 
+\subsection{Warfare}
+
+Gnolls almost universally employ guerilla tactics, appearing just before first light with as many spears as they can carry, and torches.
+The first wave runs around a settlement, burning all they can, while the second wave waits for people to run out so they can throw their spears.
+
+Massive castle walls daunt gnolls deeply, so they prefer not to attack large civilizations, but if they must do so then they always focus on attacking supply lines, while moving in small groups around the area, encircling it with tiny groups.
+
 \subsection{Racial Ability: Animal Instinct}
 
 Gnolls are naturally aggressive creatures.
@@ -210,6 +254,14 @@ The gnomish language is rather similar to dwarvish but can change almost as quic
 
 Upon greeting each other, gnomes do not give their names but ask for one -- customarily each person a gnome meets will have one name for them, and a group name will soon emerge for each different social circle. This causes no end of confusion when people ask a gnome what their name is, and the gnome takes this as a sign of an unimaginative companion, before giving the new friend a name without asking what they would like to be called.
 
+\subsection{Warfare}
+
+When gnomes can flee, they do so, but otherwise nobody knows what they might do ahead of time.
+They dislike repeated tactics or methods.
+They prefer doing something unpredictable, to a solid strategy, especially if a tried and tested method has little chance of success for their current situation.
+
+Whatever they do, it will be detail-oriented, relying on the type of leather an enemy wears, or how much grip their boots have, or which tunnels the gnomes can squeeze into which others can't.
+
 \subsection{Commerce}
 
 Gnomes trade with a complicated arrangement of other race's coinage, promises, secrets, precious gemstones and paper. This paper money has its own value system which shifts depending upon who wrote the promised note and how well they have been trading recently. When dealing with other races, they try to find something of the native coinage, so as not to confuse the poor big people.
@@ -253,6 +305,12 @@ The exact type of coin never matters -- humans will trade with anything.
 Humans' massive feet and their habit of following each other creates massive roads.
 Additionally, they trade live animals more often than hunted game, which creates more roads as cows, sheep, and goats trample down every possible route between human settlements.
 
+\subsection{Warfare}
+Humans always rely on numbers in battle.
+Coupled with their incredible size, they make a formidable force without much need for additional tactics.
+
+Due to their slow minds, humans typically use simplified signals for battles, such as trumpets or flags, which can signal where everyone is meant to go.
+
 \subsection{Racial Ability: Long March}
 
 Humans have great stamina when it comes to movement.
diff --git a/rules.tex b/rules.tex
index 7ce0355c0caed52d6ad4a67fbbb53ca24fac961b..9d74a97e0e825e5a0f4a8763dc4bb4101fa544ca 100644
--- a/rules.tex
+++ b/rules.tex
@@ -577,6 +577,12 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points
 
   Magical item & Varies considerably, 50\% chance the item is refused \\\hline
 
+  \textbf{Boat Trip} & \\\hline
+
+  Popular trading route & $2D6-2$\gls{sp} (reroll each day) \\
+
+  Standard stream & $3D6$\gls{cp} \\\hline
+
   \textbf{Guide} &  150 cp/ day \\\hline
 
   Dangerous area & 1sp \\
@@ -714,6 +720,7 @@ $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}.
 }{}
 
 \subsection{Services}
+\label{services}
 
 Money can buy you more than things.  In fact, for the right money in a large city, characters can buy a full entourage.  Villages, however, will not admit of the same opportunities.
 
@@ -725,6 +732,12 @@ Money can buy you more than things.  In fact, for the right money in a large cit
 The costs above show the starting price for a few services, plus additional fees for the details.
 For example, hiring a guide for an uncharted and dangerous area for 5 days would cost 800 \glspl{cp}.
 
+Hiring someone generally requires a Wits + Empathy roll, \gls{tn} 7, to determine their capability.
+Failure means that this person is useless.
+Perhaps they want to work with you because they have no idea how bad they are at their job, or perhaps they simply want to rip you off.
+
+The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret.
+
 \end{multicols}
 
 \section{Time \& Space}
diff --git a/stories.tex b/stories.tex
index f28abcd9b2bb77eb38135baa6c7effa8b666226d..d885db2cb637a26fc92e8e886c7726434bfeab0c 100644
--- a/stories.tex
+++ b/stories.tex
@@ -200,7 +200,7 @@ You may reveal you have any piece of \gls{adventuringequipment} (see page \pager
   \end{itemize}
 }{}
 
-\story{1}{Shared Stories}
+\story{1}{My Brother}
 \label{sharedstories}%
 At the point a new character joins the group you can select one other player and have a shared background with them (or with another, if your character is new).
 You describe how you previously met and possibly adventured together.