diff --git a/cc.tex b/cc.tex
index 0d877b9f9381b9bbc69d11cdf003d6e1db0a1d99..e36f744b613d3aba31ef71549df9b37e5497f334 100644
--- a/cc.tex
+++ b/cc.tex
@@ -350,6 +350,7 @@ One might also add this Skill to Intelligence to spot important facts written on
 
 \begin{multicols}{2}
 
+\noindent
 If you're used to a more class-based system, or just want some suggestions getting started, you can use the following starting defaults.
 An alchemist is just someone with spells, and a rogue is just someone with skills.
 Once the game starts, you can continue with the same concept, or morph the character into something else.
diff --git a/combat.tex b/combat.tex
index bf2ebc661ba2ebc593c98af3a690ee211d22cb98..f5ae959fe2a217962b8d65127f3dfae97a7c0789 100644
--- a/combat.tex
+++ b/combat.tex
@@ -182,6 +182,7 @@ A failed Vitality check means that the character is dead. A successful one means
 
 \begin{multicols}{2}
 
+\noindent
 Weapons are a great way of inflicting additional Damage, but they are an equally excellent way of defending oneself. Having a longsword to keep scary opponents at bay is always better than trying to nimbly dodge about. Longer weapons also grant a bonus to Initiative, representing the fighter's ability to hit opponents before they hit them due to the weapon's length.
 
 Each weapons is rated for `Dam' (the Damage bonus), `Init' (the bonus to Initiative, generally through reach) and `Ev' (the weapon's Evasion bonus).
@@ -338,6 +339,7 @@ For example, if someone were to carry a long sword and a shield, they would rece
 
 \begin{multicols}{2}
 
+\noindent
 Armour defends characters by lowering incoming Damage. In game terms, armours have a \gls{dr} rating which subtracts from Damage.
 
 Armour can cover more or less of a character, and therefore comes with three ratings -- Partial, Complete and very rare Perfect armour.
@@ -380,6 +382,7 @@ Armour also inflicts Fatigue very quickly, as mentioned above. Wearing armour in
 
 \begin{multicols}{2}
 
+\noindent
 With the advanced combat rules, \glspl{pc} have the option to change how they attack each round.
 Those who are certain they can strike the shambling undead might focus more on defence than attack.
 Others, hoping to bring down a massive basilisk in one hit might put all their resources into an accurate attack with a high Initiative score.
@@ -474,7 +477,10 @@ One exception here is creatures without a Charisma Attribute. Animals, undead an
 
 \begin{multicols}{2}
 
-\label{fatigue}\index{Fatigue}Fighting, running and swimming can really take it out of you, especially when wearing heavy armour. Characters gain Fatigue points for exerting themselves, and if they accrue too many then they will quickly start to become ineffective.
+\label{fatigue}\index{Fatigue}
+\noindent
+Fighting, running and swimming can really take it out of you, especially when wearing heavy armour.
+Characters gain Fatigue points for exerting themselves, and if they accrue too many then they will quickly start to become ineffective.
 
 Below the character's HP bar are spaces for Fatigue Points to be gained. Once the character has more Fatigue Points than their current HP, they take a -1 penalty for every Fatigue Point in excess of their HP.  This might happen because the character has, say, 6 HP but gains a total of 8 Fatigue Points, and then gains a -2 penalty to all actions. But it might also occur because the character has 4 Fatigue Points and then Damage reduces their to only 2 HP, leaving them with a -2 penalty to all actions yet again.
 
@@ -910,6 +916,7 @@ His Sneak Attack gives him +4 to strike the ogre - which he does - and +2 Damage
 
 \begin{multicols}{2}
 
+\noindent
 Unsure if your \glspl{npc} want to fight?  Roll their Combat or Aggression Skill at \gls{tn} 6.
 
 \moralechart\index{Morale}
@@ -945,6 +952,7 @@ So much for that plan.
 
 \begin{multicols}{2}
 
+\noindent
 Chases form some of the most dramatic scenes in an adventure. When running on an open field without any barriers, everyone simply runs at full speed -- whoever has the highest Speed + Athletics total succeeds in running away or catching up with an opponent.  But when running through marshes, down alleys, climbing up cliffs, or otherwise finding a reason to change direction, \glspl{pc} must roll.
 
 The system is simple -- one player rolls $2D6$ for the group. Each person then modifies this group score. Since the party will probably run at different paces, they have the option of abandoning slower members or slowing down to the pace of the slowest member.
diff --git a/gm.tex b/gm.tex
index 696f5af86227c86c2af2fea925314509c1f81a61..1a8822b1215154e4f7f42a74f50889b4de504826 100644
--- a/gm.tex
+++ b/gm.tex
@@ -4,6 +4,7 @@
 
 \begin{multicols}{2}
 
+\noindent
 The basic tools of the Games Master must begin with with the obvious -- $4D6$ per player with multiple $D6$ colours so players can differentiate their Damage dice from their Action dice.
 Next, of course, one character sheet and pencil for each of the players.
 Since this can be a lethal game, especially for new players, consider adding a few `just in case' character sheets.
@@ -171,6 +172,7 @@ Once you have completed a part, mark it with an `X' and dish out the \gls{xp}.
 
 \begin{multicols}{2}
 
+\noindent
 Undead creatures have certain properties in common. Firstly they imperceptibly feed from the souls of the living. This is not performed with the mouth by merely by being close to dying things and absorbing them before they can wander to the next realm. Undead eyes generally do not work, instead they `see' the souls of people shining outward. Inanimate objects such as books, or even fellow undead, are not so clearly seen; the undead can avoid bumping into these objects but have great trouble reading anything or working fine machinery. However, they can operate in complete darkness and even fight without penalty, using the light of living people's souls to see them. They can also see living beings from a great distance due to the soul-light they emit.
 
 Undead also feel no pain and suffer little from scrapes and bruises. As a result, they automatically have a \gls{dr} of 2 which is cumulative with armour. This counts as Complete armour, but not Perfect -- shots through their eyes or attacks which sever muscles still debilitate them.
diff --git a/gods.tex b/gods.tex
index 13039083b0aba3feaf717aa1e13b6904db6bd4e4..06efc2320f28605092fe11847f2d052c78a7cda8 100644
--- a/gods.tex
+++ b/gods.tex
@@ -3,6 +3,7 @@
 
 \begin{multicols}{2}
 
+\noindent
 Players can receive additional \gls{xp} for following their beliefs.
 While anyone is free to give offerings to any of the gods, most people have a primary god they worship, suggested by their birth but decided in adulthood based on shared values.
 Others follow no god but have a code of some type, guiding their actions.
@@ -18,6 +19,7 @@ Some codes give a reward for donating or gaining gold.  Only the highest reward
 
 \begin{multicols}{2}
 
+\noindent
 Some generic gods and codes follow, to be modified and slotted into other campaigns.
 
 Each god has a holy day marking its favourite time of year. During the holy day, anyone can earn \gls{xp} by following the edicts of the god, even those who follow others. The day of Ohta is a day to remember war and settle disputes by fist or steel, the day of Alass\"{e} is one of joy, to be celebrated with pranks and presents.
@@ -116,6 +118,7 @@ The mana stones of C\'{a}l\"{e} are always activated by a command word.
 \subsection[Laiqu\"{e} -- Goddess of the Forest]{Laiqu\"{e} -- Goddess of the Forest}\index{Gods!Laiqu\"{e}}
 \noindent (`Lie-queh')
 
+\noindent
 Laiqu\"{e} is the mother of all the growing green plants and all the animals. Farmers worship her as they know their produce ultimately stem from the forest.
 Her holy day is a feast-day during the warm first season of the third cycle.
 She has few temples but many followers.
diff --git a/intro.tex b/intro.tex
index fabb5c1d19363be70e2b94be8d0669593541c2de..d95b242830237ab88732292b5a10f9966db19ead 100644
--- a/intro.tex
+++ b/intro.tex
@@ -2,6 +2,7 @@
 
 \begin{multicols}{2}
 
+\noindent
 BIND\footnote{`BIND' stands for `BIND is not D\&D'.} is a zero to hero RPG, with an emphasis on getting an output quickly, and keeping players' decisions in the loop.
 
 Character backstories can be skipped at the start, and thrown in during play, when players know more about the world.
diff --git a/magic.tex b/magic.tex
index aaf99268a630e2e59f987e8ff89434e4b04a64d6..1fc4ca3b390c417596505936bfe246d5f406ac50 100644
--- a/magic.tex
+++ b/magic.tex
@@ -128,6 +128,7 @@ Massive spells target a number of areas equal to the spell's level plus the cast
 
 \begin{multicols}{2}
 
+\noindent
 The elves are intimately familiar with this sphere, and usually refer to it as a simple skill, like painting or any other trade. They call it simply `the knowledge of trees', though it deals with much more than wood -- animals can be turned into friends and companions, the weather can be controlled and at the ultimate level the forest itself can be called to uproot and give aid to the mage.
 
 \spelllevel
@@ -396,8 +397,7 @@ Particularly crazy casters have used such spells to open portals to strange ethe
 
 \begin{multicols}{2}
 
-\iftoggle{verbose}{
-
+\noindent
 Enchanters open, tinker with and enslave people's minds. At low levels they learn to charm people, or even let others charm people. Better enchanters can also confuse people to the point of being useless in battle, or to make targets sleep. Finally, the enchanter learns to bend people's will to the point where they are completely subservient to them.
 
 This sphere of magic only works on people with an Intelligence Attribute and works best on humanoids. Casters attempting to affect the strange minds of outsider entities from other planes, the undead or other weird lifeforms should be given an appropriate penalty. Undead are particularly difficult to contact through this spell, especially those who were never human; the \gls{tn} for such a feat should raise by at least +6.
@@ -445,6 +445,7 @@ If the target loses the roll they immediately loses all remaining actions for th
 
 Each subsequent turn the target makes a resisted roll of Wits + Academics against the mage's Intelligence + Deceit. Failure indicates that they suffer an Initiative penalty equal to 2 plus the mage's Intelligence Bonus.
 
+\iftoggle{verbose}{
 	\noindent\includegraphics[width=.43\textwidth]{images/Roch_Hercka/elvish_enchanter.jpg}
 	\label{roch:enchanter}
 }{}
@@ -519,6 +520,7 @@ If the enchanter maintains the spell then the target can reroll at the beginning
 
 \begin{multicols}{2}
 
+\noindent
 Giving a command can take some time, so in combat, Enchanters have to spend the usual 2 Initiative to speak in order to actually make a target do something, once the spell has been cast.
 
 Some commands are easier to resist than others. Particularly repugnant commands allow the target to reroll to break the spell with a bonus.
@@ -548,6 +550,7 @@ The target always retains their first language.
 
 \sphere{Fate}
 \index{Magic!Fate}Fate deals with divine blessings and luck. At first the caster learns to ask questions of the gods, or to perhaps reach into an inner intuition about the world. Next up the mage learns to heal people's \gls{fp} and increase targets' average luck. Finally, priests can help bring people back from the edges of death.
+
 \begin{multicols}{2}
 
 \spelllevel
@@ -899,6 +902,7 @@ If cast with the \textit{Wide} or \textit{Massive} enhancement, the spell target
 
 \index{Metamagic}
 
+\noindent
 Metamagic allows the \gls{miracleworker} to enhance their other magic spheres -- adding to their range, casting more spells in a \gls{round}, gaining more \gls{mp} to power them and eventually includes the ability to create magical items.
 
 Metamagic spell enhancements are special.
@@ -1024,6 +1028,7 @@ Magical items and stones cast with this enhancement store 3 \gls{mp} per point s
 
 \begin{multicols}{2}
 
+\noindent
 Necromancers summon souls from distant, black realms and place them in appropriate bodies -- those of the once living and now dead. The corpses are sometimes filled with their old hosts, locking people into a state of permanent semi-death, or more often with ravenous and malicious spirits from foreign realms. Mages of this sphere begin by imitating the dead, becoming half dead themselves, which allows them to dissuade malicious spirits from attacking.
 
 \spelllevel
diff --git a/races.tex b/races.tex
index 91199f960e9a10954888322c904222f0a5fb2e09..f26920fbe10c0b5c4de2b2a660a73820c62645e4 100644
--- a/races.tex
+++ b/races.tex
@@ -4,6 +4,7 @@
 
 \begin{multicols}{2}
 
+\noindent
 Far underground, below the soil or coiled up within mountains, the underwyrms roam. Some are as long as a castle, while others stretch only the length of a few horses. Their head is that of a streamlined lizard, and they snake, limbless through the bowls of the world, jutting aside or just eating earth and stone. They feed on a combination of minerals, rocks and the underground fungi. And in their path they leave wide, wide tunnels.
 
 After the tunnels are formed, little dwarves follow on -- strengthening them with properly placed stone arrayed into an arch or packing the tunnel with clay and then setting a fire of mushrooms, underwyrm droppings and underground oil. Then they carve and chisel for decades until they have a hall or room fit to house a dwarf, or a deep fungal garden, powered by an underground lake or river.
@@ -46,6 +47,7 @@ Other dwarves will leave specifically in search of glory and wealth. They will i
 
 \begin{multicols}{2}
 
+\noindent
 Elves array themselves in a circular fashion around a sacred spot where mana springs up from the ground like a wellspring.
 Typically, elves base their society around `underglass' houses. They first excavate the entire house with two openings to the top -- one as an exit and the other as an above-ground window. The window is composed of thick glass -- thick enough for a herd of deer to gallop across. It lets in sunlight during the day, and at night, when elvish hearths bloom, little lights can be seen across the forest bed as the fire-light shines out of the underglass houses.
 
@@ -106,6 +108,7 @@ As a result of this attitude, elves encourage many of their young to go out into
 
 \begin{multicols}{2}
 
+\noindent
 Small groups of \index{Gnolls}gnolls mark out miles upon miles of ground as their own hunting grounds. They do not farm or make stone houses or metal instruments -- they make only basic hunting weapons and temporary shelters. Generally, they are organised into families and a group of families will organise into a clan. People change from one clan to another depending upon romantic partners or where they find themselves. The most important thing to a gnoll is their hunting party -- gnoll hunting parties generally travel everywhere together.
 
 Gnolls have a hard time picking up other races' languages -- they have their own, it doesn't change and they like it that way. They speak naturally in a `verb -- subject -- object' kind of way and have such trouble changing this habit that many scholars think that their grammar is embedded somehow in their blood. This leads them to isolation from the other races and limits their ability to trade goods or culture.
@@ -132,7 +135,12 @@ Gnolls are highly tribal creatures, but can be excluded from their own societies
 
 \begin{multicols}{2}
 
-\index{Gnomes}Gnomes live in little warrens, under the ground, but enjoy lots of sunlit openings near the edge of their villages. Their network of tunnels and homes extend often up to fifty feet below the ground. These little communities often keep two-level farms -- they tunnel beneath what others consider to be good farmland and then pull cabbages, potatoes, carrots and other rooting vegetables down from the ceiling rather than up from the earth. They consider humans to be quite backwards, since the vegetables clearly emerge at the bottom when they are grown.
+\index{Gnomes}
+\noindent
+Gnomes live in little warrens, under the ground, but enjoy lots of sunlit openings near the edge of their villages.
+Their network of tunnels and homes extend often up to fifty feet below the ground.
+These little communities often keep two-level farms -- they tunnel beneath what others consider to be good farmland and then pull cabbages, potatoes, carrots and other rooting vegetables down from the ceiling rather than up from the earth.
+They consider humans to be quite backwards, since the vegetables clearly emerge at the bottom when they are grown.
 
 Gnomes take great pride in remaining `subtle' -- the openings to their houses are never glass but openings which can be closed in order to look as natural as possible -- the side of a hill may open to reveal a living room, or a large, apparently dead tree may have a door opening underground to a small pantry. Often, the only way to spot a gnomish village once the doors are closed is to note the bountiful fields of good crops. Unfortunately many gnomish gardens are not strong enough to support a lot of weight. Many a `heavy thing' has fallen through the soil of a gnomish garden and found a number of gnomes wondering what to do with a wounded horse and a bemused human rider.
 
@@ -160,6 +168,7 @@ Gnomes are fairly adventure-averse as a rule, but have a knack of ending up on t
 
 \begin{multicols}{2}
 
+\noindent
 Humans arrange themselves into towns at the centre of a sprawling mass of villages, reaching out across the land like tendrils. The houses in the village will each pay some portion of their goods to the \index{Villagemaster}Villagemaster who will live separately from the other humans in a larger house, often with human servants. The villagemasters will then give a portion of their earnings to a \index{Townmaster}Townmaster. The villages produce foods while the towns produce specialist products from guilds. The guilds might be in charge of breads, horses, weapons, ale, clothing or anything else which humans can produce. Almost every human \ family in a town is part of a guild which then trades their produce for the villages' food. The townmasters then bring in more food by paying the guilds for produce with coin, which the guilds then use to buy more food. Humans love hierarchies and are often confused about what they are doing if they cannot identify a nearby leader.
 
 In the villages, houses are build half above ground and half below, with thatch or slate roofs. In towns, all houses are build well above the ground, sometimes with one house on top of another so that people must climb ladders to get to the top. Humans' incredible strength gives them the ability to break stone and port it from far away quarries to build immense houses above the ground, sometimes up to four houses high.
diff --git a/rules.tex b/rules.tex
index c0108b703cf101482b1a8219e1b87228b0d9ca36..7ed43e82470c807ab7a690372e64096e79bec2a3 100644
--- a/rules.tex
+++ b/rules.tex
@@ -34,7 +34,14 @@
 
 \end{wrapfigure}
 
-\index{Simple Actions}A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action. The more difficult the action, the higher the \gls{tn}. Players add their character's Attribute and Skill to the roll. Attributes and Skills usually go as high as +3, so a +6 bonus is possible. Very poor characters may be rolling with penalties if Attributes are sufficiently low. All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise. Don't ask -- just roll!
+\index{Simple Actions}
+\noindent
+A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action.
+The more difficult the action, the higher the \gls{tn}.
+Players add their character's Attribute and Skill to the roll.
+Attributes and Skills usually go as high as +3, so a +6 bonus is possible.
+Very poor characters may be rolling with penalties if Attributes are sufficiently low.
+\iftoggle{verbose}{All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise. Don't ask -- just roll!}{}
 
 \begin{exampletext}
 
@@ -200,6 +207,7 @@ Such a do-over still suggests initial failure; it just means that the character
 
 \begin{multicols}{2}
 
+\noindent
 As the characters practice what they do, they gain \gls{xp}. Each part of the character can be improved by spending \gls{xp}. Buying basic stats is cheap while higher level stats quickly become extremely expensive.
 
 \subsection{Gaining \gls{xp}}\index{\gls{xp}}
@@ -681,6 +689,7 @@ The Academics Skill multiplies that by itself, and Thenton has two specialist Sk
 
 \begin{multicols}{2}
 
+\noindent
 This game uses the entirely abstract measurements of the `scene' and `square' for time and space. They are more compliant to narrative than physics, and form the basis of all movement and actions whenever people start tracking how long something takes and where everyone is.
 
 \subsection{Time as Scenes}