diff --git a/play.tex b/play.tex
index 67d96b555c87ec528b4d5378ce477a0699471598..a6fbac915202f78ede13a41865c44c749fd9e926 100644
--- a/play.tex
+++ b/play.tex
@@ -3,9 +3,10 @@
 \begin{multicols}{2}
 
 \noindent
-This is how a game might go.
+Take this skeleton as a guide to pacing and background standards.
+\Glspl{sq} add far more meat, trials, and fear to a game once they start, that meat's no good without a healthy skeleton of a game.
+
 \glsadd{guard}
-Think of this as a skeleton of a game, or just a standard introduction.
 Once you get into the swing of this simple cycle -- march, encounter, actions, repeat -- the simple resolution system can fill days or weeks of in-game time quite easily.
 
 How much the troupe actually engage with their \gls{guard} missions depends on the players -- they may lean into them, and feel pressures on all sides as they juggle a chaotic world with their duties, or may end up abandoning them, and wandering \gls{fenestra} as free agents or bandits (and who can tell the difference?).
@@ -181,9 +182,11 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
     \item[\gls{gm}:]
     Yes.
     If the forest grows too dense, and approaches \pgls{village}, it means predators can get close, and attack the farmers there.
-    One lies eight miles North, the other is 10 miles south, with \pgls{bothy} half way along.
+    %!
+    Sinkwall lies eight miles North, and they say that the swamp hag lives nearby.
+    Soumarch takes 12 miles march South, but has \pgls{bothy} half way along.
 
-    \Gls{jotter} Cartpike gives everyone a day's rations (hardened cheese and a pie), and lets you pick your poison.
+    \Gls{jotter} Cartpike gives everyone two days' rations (hardened cheese and mutton pies), and lets you pick your poison.
   \end{description}
 
 }{
@@ -194,11 +197,15 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
 
   For the mission, he rolls $3D6$ again, and finds the troupe must go to two nearby \glspl{village} and cut away at the perimeter.
 
-  Finally, he rolls up a single \gls{village} while two players explain how armour works to Siobhan.
-  The \gls{village} has bear traps surrounding it (that might make expanding the perimeter challenging!) and rumours about the local swamp-hag who occasionally eats people.
-  Since it's near a marsh, he names the \gls{village} `Marshwall', and notes it down on his expanding map.
+  Finally, he rolls up both \glspl{village} while two players explain how armour works to Siobhan.
+
+  \Gls{village} 1 has bear-traps along the perimeter, and rumours about the local swamp-hag occasionally eating people.
+  It's near a swamp, so he names it `Sinkwall'.
+
+  \Gls{village} 2 has poisoned meat-on-sticks around its perimeter, to kill any wandering predators.
+  It's a long way South, so he names it `Soumarch'.
 
-  The various encounter charts and random tables shouldn't be considered `hard rules' -- they exist to support the \gls{gm}.
+  The various \gls{village}-event charts and random tables shouldn't be considered `hard rules' -- they exist to support the \gls{gm}.
   You can find the random rolls in the \textit{Book of Judgement}%
   \iftoggle{judgement}{, \autoref{encounters}, \autopageref{encounters}}{}.
 }
@@ -207,6 +214,8 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
   \begin{description}
     \item[Matt:]
     May as well do the distant one first.
+    \item[Alice:]
+    I want to meet that hag.
     Can we walk ten miles in an afternoon?
     \item[\gls{gm}:]
     Sure, that's just 5 \glspl{fatigue} along the road.
@@ -214,7 +223,7 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
     \item[Matt:]
     And Laiquon's an elf, so he can ignore the cold.
     \item[\gls{gm}:]
-    Oh yea, the \gls{jotter} will have warm clothes for everyone else, but you two will have to take 2 \glspl{fatigue}.
+    Oh yea, the \gls{jotter} will have warm clothes for everyone else, but you humans two will have to take 2 \glspl{fatigue} from the freezing weather.
   \end{description}
 }{
   Travelling times are easy to work out.
@@ -226,7 +235,8 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
 \sideBySide{
   \begin{description}
     \item[\gls{gm}:]
-    So everyone heads off to Marshwall, and on the road traders try to sell you torch pitch and rope for 100~\glspl{cp} each.
+    So everyone heads North to Sinkwall.
+    By the time you've gone two miles, a caravan of traders approach, hail you, and try to sell you torch pitch and rope for 100~\glspl{cp} each.
     \item[Matt:]
     Nah we're\ldots actually, that'd be really handy.
     I'll take both.
@@ -240,9 +250,10 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
     We'll see later\ldots
   \end{description}
 }{
+  The `encounter' with traders could have been broken down into a back-and-forth series of `hail, good traveller', but skipping to the decision-points grants the game a faster pace.
+
   Purchases can get tricky, as tricksters are everywhere.
   A bad roll can leave the buyer holding useless goods, or buying services from a chancer.
-
   Most of the `secondary skills' (like Crafts and Wyldcrafting) can come in useful for trades.
 }
 
@@ -250,7 +261,7 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
   \begin{description}
     \item[\gls{gm}:]
     Snow's started to fall, thicker than before.
-    By evening, the road is white, but you can see Marshwall's high wooden walls ahead, and an archer waves at you from his perch.
+    By evening, the road is white, but you can see Sinkwall's high wooden walls ahead, and an archer waves at you from his perch.
     \item[Matt:]
     Time to rest.
     \item[\gls{gm}:]