diff --git a/appendix.tex b/appendix.tex
index 067d841200c58dda62a573d3986d6003ea6d6442..5c2976144cea1640ff5f38651d35803a93df3995 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -168,7 +168,7 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes}
 {0}% COMBAT
 {Academics~1,
 \Path{Alchemy}{\invocation~2, \illusion~1}}% SKILLS
-{\Dagger, 1 x adventuring equipment}% EQUIPMENT
+{\Dagger, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT
 {}
 
 \subsubsection{Spells}
@@ -202,7 +202,7 @@ The Craft and Empathy skills means the illusionist is best at making illusions o
 {0}% COMBAT
 {Academics~2, Empathy~1, Crafts~1
 \Path{Alchemy}{\force~1, \invocation~2, \illusion~3}}% SKILLS
-{\Dagger, \completeleather, 2 x adventuring equipment}% EQUIPMENT
+{\Dagger, \completeleather, 2 x \glsentrytext{adventuring}}% EQUIPMENT
 {}
 
 \subsubsection{Spells}
@@ -262,7 +262,7 @@ Water can be turned to slime or webbing, webs could be turned to water, and the
 {1}% COMBAT
 {Academics~1, Empathy~1, Wyldcrafting~1
 \Path{Divinity (\gls{naturegod})}{\aldaron~2, \conjuration~1, \polymorph~3}}% SKILLS
-{\spear, \partialleather, dagger, 1 x adventuring equipment}% EQUIPMENT
+{\spear, \partialleather, dagger, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT
 {\addtocounter{fp}{5}}
 
 The arch druid can perform the same spells as before, but faster -- level 1 Aldaron spells can be cast instantly, such as \textit{Light}; as can level 2 Polymorph spells such as \textit{Race Change}.
@@ -349,7 +349,7 @@ They follow the Code of Acquisition.
 {0}% DR
 {1}% COMBAT
 {Deceit~1, Larceny~1, Stealth~2\knacks{\perfectsneakattack}}% SKILLS
-{\longsword, \completeleather, dagger, lock pick tools, 1 x adventuring equipment}% EQUIPMENT
+{\longsword, \completeleather, dagger, lock pick tools, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT
 {\addtocounter{fp}{5}}
 
 \subsubsection{Bard}
@@ -372,7 +372,7 @@ Alternatively, rogues may go the route of a singing socialite, and even learn to
 \knacks{\perfectsneakattack}
 \Path{Song}{\fate~1, \enchantment~2}
 }% SKILLS
-{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x adventuring equipment.
+{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x \glsentrytext{adventuringequipment}.
 }% EQUIPMENT
 {\addtocounter{fp}{5}}
 
@@ -438,7 +438,7 @@ After progressing, particularly pious fighters can gain a level or two in Fate,
 {2}% COMBAT
 {Academics~1, Deceit~1, Tactics~1
 \Path{Divinity}{\fate~2}\knacks{\adrenalinesurge, \charge}}% SKILLS
-{\greatsword, \partialchain, \bucklar, 2 x adventuring equipment}% EQUIPMENT
+{\greatsword, \partialchain, \bucklar, 2 x \glsentrytext{adventuringequipment}}% EQUIPMENT
 {\addtocounter{fp}{5}}
 
 \subsubsection{Ranger}
@@ -460,7 +460,7 @@ Whether this comes through prayer or inborn abilities which develop over time, a
 {2}% COMBAT
 {Projectiles~1, Wyldcrafting~1, Seafaring 1, Tactics~1
 \Path{Blood}{\aldaron~2}\knacks{\mightydraw, \charge}}% SKILLS
-{\longsword, \partialchain, \bucklar, bow, 2 x adventuring equipment}% EQUIPMENT
+{\longsword, \partialchain, \bucklar, bow, 2 x \glsentrytext{adventuringequipment}}% EQUIPMENT
 {\addtocounter{fp}{5}}
 
 \input{story/3-xp.tex}
diff --git a/glossary.tex b/glossary.tex
index 738d08c74c0417ae0e926dd515f3968acdee56a1..3a8a9c0d22506bdab003d880bf9a1ed1e709a82a 100644
--- a/glossary.tex
+++ b/glossary.tex
@@ -5,9 +5,10 @@
 %%% Core Rules Terms
 
 \newglossaryentry{adventuringequipment}{
-  name={Adventuring Equipment},
-  first={\textit{Adventuring Equipment}},
-  description={Any of the items typically used by adventurers -- you can decide exactly what this is later}
+  name={\iftoggle{aif}{Mission Equipment}{Adventuring Equipment}},
+  text={\iftoggle{aif}{mission equipment}{adventuring equipment}},
+  first={\iftoggle{aif}{mission equipment}{\textit{Adventuring Equipment}}},
+  description={Any of the items typically used by \iftoggle{aif}{the \glsentrytext{guard}}{adventurers} -- you can decide exactly what this is later}
 }
 
 \newglossaryentry{activeDefence}{
diff --git a/gm.tex b/gm.tex
index 36131efec523767b0e92eb682d8b5a05d0ae1abf..e9ecd4b6fdae0e3ff17b47297e733a6a40fb8fe9 100644
--- a/gm.tex
+++ b/gm.tex
@@ -126,7 +126,7 @@ Don't ask the players what their characters want to do, just jump straight to th
 Since people in BIND heal at the real-world rate, players will ask about stopping to heal often, and the default answer should be `yes'.
 
 Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar.
-\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized adventuring equipment.
+\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized \gls{adventuringequipment}.
 
 Of course, if they have active enemies, you can throw them in here, or just run a single encounter in town, to keep them on their toes.
 
diff --git a/main.tex b/main.tex
index eb75456c5010001e525b747a03a64469297fb8e2..422c258ee5d202c71bf8f81fe33a7748d5e2b1b1 100644
--- a/main.tex
+++ b/main.tex
@@ -4,7 +4,6 @@
 \date{}
 
 \usepackage{config/bind}
-\input{glossary.tex}
 \hypersetup{pdfinfo={
 Title={BIND},
 Author={Ghost},
@@ -16,6 +15,7 @@ Keywords={TTRPG,RPG,roleplaying}
 
 \externalReferent{aif}
 
+\input{glossary.tex}
 \iftoggle{aif}{
   \input{../aif/glossary.tex}
 }{}
diff --git a/rules.tex b/rules.tex
index 1f07a31becc71092e50dce5828cff67818d23859..f174848b2b4cb32604b08c0027d2df5b63264969 100644
--- a/rules.tex
+++ b/rules.tex
@@ -670,7 +670,8 @@ Characters can only buy expensive, artisan, items in cities.
 
 \index{Starting Equipment}
 \label{adventuringequipment}
-\index{Adventuring Equipment}
+\index{\Glsentrytext{adventuringequipment}}
+
 Characters begin with money, items, and \gls{adventuringequipment}.
 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.