diff --git a/cc.tex b/cc.tex
index ca76e3973e619ebf5790dcad03dae56061dc4b47..065c1fdb2df26114dc7bcf45c165831ce1c4f1bc 100644
--- a/cc.tex
+++ b/cc.tex
@@ -79,14 +79,14 @@ You will also find suggestions on why someone of that race might be adventuring.
 Either print out a character sheet or make some paper notes as we go.
 We begin by randomly assigning your race.
 Much of character creation is concerned with interpreting your character as it forms -- what kind of person are you making?
-
 What do the Attribute Bonuses say about them?
+
 You will later be deciding on what kind of Skills and training will compliment the character, but the basics will all be random.
 Grab a pair of D6's and compare the result to the following chart.
 
 I've just rolled a `7', so I'm playing a human.  Being the tallest of the races they get +1 Strength.  However, they're also a little slow on the uptake, so they get -1 Wits.
 
-Next up, time to roll the Attributes -- Strength, Dexterity, et c..
+Next up, time to roll the Attributes -- Strength, Dexterity, et c.
 Roll $2D6$ for each of them, comparing your result to the chart, below.
 Continue rolling until all 6 Attributes have a value.
 Your race will give you modifiers to these results, so if you find yourself an elf, and roll a `5' for Strength, you would get a basic Strength of -1, then another -1 for being an elf, for a final result of `Strength -2'.
@@ -195,7 +195,7 @@ Intelligent characters understand ideas, remember well and always come prepared.
 Where intelligence represents how well a character thinks, Wits just tells you how fast they think.
 The character's ability to observe, to tell enemy from friend, to spot people hiding in the bushes, to notice an off taste in that poisoned casserole or to just spot the perfect joke for the occasion are all covered under Wits.
 \iftoggle{verbose}{%
-Wits is also the primary Attribute for resisting magical enchantments.
+Wits is also the primary Attribute for resisting magical enchantments and spotting illusions.
 Wits is the only Mind Attribute available to animals.
 }{}
 
@@ -206,7 +206,8 @@ Finally, a character's ability to speak with people, make friends, lie convincin
 \subsection{Player Chosen Characters}
 \label{playerchosen}
 
-If players prefer, they can design their own characters. In this case they select a race and take the racial modifiers as a starting point to spend \glspl{xp}.  They can choose to take a single -1 penalty to any Attribute of their choice in return for an additional 5 \gls{xp}.
+If players prefer, they can design their own characters by simply setting all Attributes to 0, then applying the racial modifiers.
+They can choose to take a single -1 penalty to any Attribute of their choice in return for an additional 5 \gls{xp}.
 
 \end{multicols}
 
@@ -254,7 +255,7 @@ For examples of skill use, take a look at the Skill Matrix overleaf.  Notice tha
 We use Vigilance for both investigation and to remain watchful throughout a long night.
 An elf with Intelligence +2 would have a total bonus of +4 when investigating a crime scene, but if the same elf had Strength -2, their total bonus for remaining watchful throughout a long night would be 0.
 
-Many Attribute plus Skill pairings will not come up very often, but you should think of each likely pairing as an individual talent.
+Many pairings of an Attribute plus Skill will not come up very often, but you should think of each likely pairing as an individual talent.
 For example, a character with a bonus to Academics and Vigilance has individual bonuses for \textit{forgery}, \textit{recall}, \textit{resisting enchantments}, storytelling, \textit{keeping watch}, \textit{investigation}, and \textit{spotting illusions}.
 It's only two Skills on the sheet, but that's seven different ratings the character has.
 
@@ -609,7 +610,7 @@ After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, w
 
 \paragraph{Standard Spells:}
 
-By focussing for 2 rounds and spending \glspl{mp}, the priest can divine the future, with the Auguary spell, or bless their companions with $1D6$ \glspl{fp}.
+By focussing for 2 rounds and spending 2 \glspl{mp}, the priest can divine the future, with the Auguary spell, or bless their companions with $1D6$ \glspl{fp}.
 
 \paragraph{Quick Spells:}
 With \textit{Blessing}, by spending 4 Initiative and 1 \gls{mp}, the priest can curse a target, stripping them of $1D6$ \glspl{fp}.
diff --git a/stories.tex b/stories.tex
index d1bbfb504d83a41e507c3be9976e79f17113b61e..6975c6891425276d22482c5fa0b40d995fa7e690 100644
--- a/stories.tex
+++ b/stories.tex
@@ -290,7 +290,7 @@ In general, the more dangerous and skilful the job, the higher the pay, so most
 They train in archery well, take a pay cut in return for having more members in their group, and make sure nobody volunteers them for anything interesting.
 Of course, a lot of the jobs one takes depends more upon a captain of the Guard than the grunts.
 
-\subsection{The Illusionists of the Bearded Mountains}
+\subsection{The Illusionists of the Shale}
 
 The characters are all gnomes, defending against encroaching goblins who have come through a portal, while the elders constantly argue that if only \emph{somehow} someone could get down there and destroy the portal, everyone would be safe.
 But that ``somehow'' never comes, and the monsters are coming up faster and faster.