diff --git a/cc.tex b/cc.tex
index 6413d442bbc1d99c6ba93ee527316217afc04ac3..458f361c7c11e9c340493457ab12a142b8080bd1 100644
--- a/cc.tex
+++ b/cc.tex
@@ -556,6 +556,87 @@ Weld rafters can track people and prey throughout any standard above-ground terr
 
 \end{multicols}
 
+\section{And the Rest}
+
+\begin{multicols}{2}
+
+\noindent
+Have look overleaf at the example character sheet.
+You can fill out the rest throughout the next few chapters.
+
+\subsection{\nameref{gods_codes} \& Background}
+
+Select a Code of belief from \autoref{gods_codes}, then write down where your character comes from.
+\iftoggle{verbose}{%
+  Magical characters often come from Eastlake, near the \gls{college}; elves and the best survivalists come from Quennome; and most will come from Mt Arthur, where the largest cities swarm with guildsmen, servants, and vagabonds of every type.
+
+  See Fenestra's Outlander's Guide for more.
+}{
+  Ask your \gls{gm} which areas and background cultures exist in that world.
+}
+
+\subsection{\Glsentrylongpl{xp}}
+
+Over in \autoref{coreRules}: \nameref{coreRules}, \autoref{xp} you can spend \glspl{xp} to build up your character's other Traits, such as Skills.
+Then select some items from \autoref{goods}.
+
+\subsection{Starting Equipment}
+\label{start_equipment}
+
+\index{Starting Equipment}
+\label{adventuringequipment}
+\index{\Glsentrytext{adventure} equipment}
+
+Characters each start with one items per Skill level, and each item can be worth 10 \glspl{sp} or less.
+This might include a sword, dagger, a donkey, or anything else worth 10 \gls{sp} or less.
+Have a look at the goods available in \autoref{coreRules}: \nameref{coreRules}, \autoref{goods}.
+If your character has Combat 1, and Caving 2, they can select 3 items.
+
+The player can decide to replace any of these items with a generic item called \gls{adventure} equipment, and decide exactly what it is later in the game.
+\Gls{adventure} equipment cannot be given away or acted upon in any way without stipulating exactly what it is.
+
+\Gls{adventure} equipment can include any of the following items:
+
+\begin{multicols}{2}
+\begin{itemize}
+
+\item{Chalk}
+\item{Flour}
+\item{Lock picking set}
+\item{Medical equipment}
+\item{Mirror}
+\item{Rations for a day}
+\index{Food}\index{Rations}
+\item{Rope}
+\item{Tinder box}
+\item{Torch}
+\item{Wine}
+\item{Writing equipment}
+
+\end{itemize}
+
+\end{multicols}
+
+\iftoggle{verbose}{
+  \input{story/9-rations.tex}
+}{}
+
+\subsubsection{Starting Money}
+
+The amount of bare money a character starts out with depends upon their Skills.
+Starting money is $3D6-5$\glspl{cp}, which doubles for every level the characters has in a Skill.
+
+For example, a character with Empathy 1 and Tactics 1 might roll a total of 7.
+$7\times2\times2 = 28$, so the character starts out with 28 \glspl{cp}.
+
+\subsection{No Background}
+
+Characters in BIND have no backstory.
+Instead, they spend 5 \glspl{storypoint} to create their backstory, and pull those elements into the game.
+See \autoref{stories} for some suggested stories to spend the points on.
+
+\end{multicols}
+
 \settoggle{examplecharacter}{true}
 \input{CS/CS.tex}
 \settoggle{examplecharacter}{false}
diff --git a/codes.tex b/codes.tex
index d598bc4a2bf42cbda1df1e1f8a16bd0e96aa39e3..cf3ca6dd384525be8d8b5f2dc1e7bae291d3c081 100644
--- a/codes.tex
+++ b/codes.tex
@@ -60,6 +60,9 @@ Players receive \glspl{xp} only at the end of a session, and only for achievemen
 
 \begin{multicols}{2}
 
+\subsection{The Code of Acquisition}
+\index{Code!Acquisition}
+
 The goal of life is acquisition.
 We all want things, therefore people who get more things are doing better.
 Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies.
@@ -67,8 +70,6 @@ Those on the code of acquisition are often those who can acquire more money -- t
 Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}.
 They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal.
 
-\subsection{The Code of Acquisition}
-\index{Code!Acquisition}
 
 \iftoggle{verbose}{}{
   \begin{figure*}[t!]
diff --git a/glossary.tex b/glossary.tex
index 14de48e7069973066857a01f1f3ba79f07b88fa9..183f6fafadf6b308217aa9562f16f6e87c2cc0db 100644
--- a/glossary.tex
+++ b/glossary.tex
@@ -9,7 +9,7 @@
   \newglossaryentry{adventure}{
     name={Mission},
     text={mission},
-    first={\textit{mission}},
+    first={mission},
     description={This refers both to tasks the \glsentrytext{guard} receive, and to a single session where the players are foccussed on their mission}
   }
 }{
diff --git a/rules.tex b/rules.tex
index cf5f571932eae2f3f2293f7c351ce916ef37df09..361e307f68e4e775ed837491e909bac2e97d8647 100644
--- a/rules.tex
+++ b/rules.tex
@@ -1,4 +1,5 @@
 \chapter{The Rules}
+\label{coreRules}
 
 \settoggle{bestiarychapter}{true}
 
@@ -357,7 +358,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \
 
   Lavish clothes &  -5 &  3 gp \\
 
-  Travelling clothes &  -3 &  5
+  Travelling clothes &  -3 &  5 \\
 
 \end{boxtable}
 
@@ -394,6 +395,8 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \
 
   \textbf{Travel} & & \textbf{Cost} \\\hline
 
+  Alcohol lantern & & {4 \glsentrytext{sp}} \\
+
   Cart & &  1 gp \\
 
   Camping equipment & & {3 sp} \\
@@ -538,54 +541,6 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points
   \end{figure*}
 }
 
-\subsection{Starting Equipment}
-\label{start_equipment}
-
-\index{Starting Equipment}
-\label{adventuringequipment}
-\index{\Glsentrytext{adventure} equipment}
-
-Characters begin with money, items, and \gls{adventure} equipment.
-Characters each start with one items per Skill level, and each item can be worth 10 \glspl{sp} or less.
-This might include a sword, dagger, a donkey, or anything else worth 10 \gls{sp} or less.
-
-The player can decide to replace any of these items with a generic item called \gls{adventure} equipment, and decide exactly what it is later in the game.
-\Gls{adventure} equipment cannot be given away or acted upon in any way without stipulating exactly what it is.
-
-\Gls{adventure} equipment can include any of the following items:
-
-\begin{multicols}{2}
-\begin{itemize}
-
-\item{Chalk}
-\item{Flour}
-\item{Lock picking set}
-\item{Medical equipment}
-\item{Mirror}
-\item{Rations for a day}
-\index{Food}\index{Rations}
-\item{Rope}
-\item{Tinder box}
-\item{Torch}
-\item{Wine}
-\item{Writing equipment}
-
-\end{itemize}
-
-\end{multicols}
-
-\iftoggle{verbose}{
-  \input{story/9-rations.tex}
-}{}
-
-\subsubsection{Starting Money}
-
-The amount of bare money a character starts out with depends upon their Skills.
-Starting money is $3D6-5$\gls{cp}, which doubles for every level the characters has in a Skill.
-
-For example, a character with Empathy 1 and Tactics 1 might roll a total of 7.
-$7\times2\times2 = 28$, so the character starts out with 28 \glspl{cp}.
-
 \iftoggle{verbose}{
   \input{story/equipment.tex}
   \input{story/cc.tex}