diff --git a/actions.tex b/actions.tex
index afd4ad70d806ded8ea4ad9158ae139766658c823..0313a085aa10511cbfe9095784a4d053e4218624 100644
--- a/actions.tex
+++ b/actions.tex
@@ -167,7 +167,7 @@ When \pgls{pc} and \pgls{npc} act in opposition to each other, the player add th
     A villain wants to sneak up on a \gls{pc} while they go shopping for armour, and corner them alone.
     Her \roll{Intelligence}{Stealth} gives a +3 Bonus, so the \gls{gm} asks for a \roll{Wits}{Vigilance} roll at \tn[10].
   \item
-    The troupe need to convince the local villagers not to trust a particular psychotic, lying, bastard.
+    The troupe need to convince the locals not to trust a particular psychotic, lying, bastard.
     Despite him not being present, the \gls{gm} notes that he his \roll{Charisma}{Empathy} grants a +5 Bonus, so he states the \gls{tn} is 12.
   \item
     A witch begins a curse against a member of the \gls{guard}, so he decies to stab her.
@@ -347,13 +347,13 @@ To track longer distances, without resorting to unnatural language like `250 met
 
 \Pgls{area} is just any place which looks different from another.
 While traipsing through a labyrinth, each room or passage might be thought of as \pgls{area}.
-When gallivanting through open plains one \gls{area} might be a copse of trees, another a lake, and then the next area a village.
+When gallivanting through open plains one \gls{area} might be a copse of trees, another a lake, and then the next area, \pgls{village}.
 
 \subsubsection{Region}
 \index{Regions}
 
-Regions encompasses a full forest, a town, or a collection of villages.
-Each region has its own set of likely encounters, such as tradesmen in the villages, cut-throats in town, and elves in the forest.
+Regions encompasses a full forest, a town, or a collection of \glspl{village}.
+Each region has its own set of likely encounters, such as tradesmen in the \glspl{village}, cut-throats in town, and elves in the forest.
 
 \end{multicols}
 
diff --git a/commands.tex b/commands.tex
index 6c28deba9d679da7313ae8966aaaa269e40ea716..730a1f5ca54a2a83aef604d3ed66dbcb4a2bcf21 100644
--- a/commands.tex
+++ b/commands.tex
@@ -237,7 +237,7 @@
 
 \newcommand\larcenyChart{
   \begin{nametable}[cccL]{Larceny Roll}
-    \textbf{Village} & \textbf{Town} & \textbf{City} & \textbf{Result} \\
+    \textbf{\Gls{village}} & \textbf{Town} & \textbf{City} & \textbf{Result} \\
     \hline
      17 & 15 & 14 & $2D6 \times 20$ \gls{cp} from a noble's servant. \\
      16 & 14 & 13 & $2D6 \times 15$ \gls{cp} from a traveller. \\
diff --git a/config b/config
index d155e56b65e86ae9844e796298461670b2e13620..af696a8400fa5a32aede2839b6c21f6da143acea 160000
--- a/config
+++ b/config
@@ -1 +1 @@
-Subproject commit d155e56b65e86ae9844e796298461670b2e13620
+Subproject commit af696a8400fa5a32aede2839b6c21f6da143acea
diff --git a/systems.tex b/systems.tex
index c7856be5c172d579fb94d90ab560c4637b6517f2..e475de02cfdbdee5bb48cd47cf34aa565b3d6250 100644
--- a/systems.tex
+++ b/systems.tex
@@ -120,7 +120,7 @@ A tie generally indicates noticing a serious problem with purchased services\ldo
 \paragraph{Picking a pocket} -- \roll{Dexterity}{Larceny}, \tn[12] plus the target's \roll{Wits}{Vigilance}.
 \index{Pickpocketing}
 
-Stealing in larger, more populated areas, affords many more opportunities, while small villages, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raise the \gls{tn} significantly.
+Stealing in larger, more populated areas, affords many more opportunities, while small \glspl{village}, where everyone is aware of everyone in their personal space, and rarely carry larger sums of money, raises the \gls{tn} significantly.
 
 A tie means the character gets the item, but the victim immediately notices the crime.
 
@@ -137,7 +137,7 @@ A tie means the character gets the item, but the victim immediately notices the
 
     Town & 11 \\
 
-    Village & 14 \\
+    \Gls{village} & 14 \\
 
   \end{boxtable}
 }
@@ -160,7 +160,7 @@ Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of
 
 \paragraph{Area knowledge } -- \roll{Intelligence}{Academics}.
 The character recalls local information about important sites.
-Cities are \tn[7], Towns are 9, and villages are 13.
+Cities are \tn[7], Towns are 9, and \glspl{village} are 13.
 
 \paragraph{Fording a rapid river} -- \roll{Strength}{Seafaring}, \tn[9].
 
@@ -300,7 +300,7 @@ And if the \emph{average} professional would struggle with a task, then a \gls{t
 
 \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.
+A fantastic roll to talk to the local lord might indicate he has family in that character's home \gls{village}.
 Explaining dice results can come easier than making up a situation whole-cloth.
 
 The world of the game runs on completely deterministic mechanics -- nothing occurs because of `luck'.
diff --git a/traits.tex b/traits.tex
index 950e8739a594257e25100590c8b1cb77698e4620..0bb93ea45b4aecfec5a4e5388e15ce3e9451a6c8 100644
--- a/traits.tex
+++ b/traits.tex
@@ -856,7 +856,7 @@ In calmer settings, wyldcrafting covers all the activities involved in farming -
   Nobody was going anywhere, certainly not these `brigands', and the beasts you fought should have been hibernating.
 
   ``Well'', the young guard said with less gusto.
-  ``Maybe it was in a different village''.
+  ``Maybe it was in a different \gls{village}''.
 
 \end{exampletext}