diff --git a/play.tex b/play.tex
index a93a671113a8212214bc002fea7f776c7436967c..55ec487c0c230c0c4cd69f763dc7fc6b7f3fcadb 100644
--- a/play.tex
+++ b/play.tex
@@ -2,12 +2,14 @@
 
 \begin{multicols}{2}
 
+\noindent
 This is how a game might go.
-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?).
-
+\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?).
+
 \sideBySide{
   \begin{description}
     \item[\gls{gm}:]
@@ -19,6 +21,8 @@ Once you get into the swing of this simple cycle -- march, encounter, actions, r
     \item[\gls{gm}:]
     Yes - three weeks passes every session, so we've actually started a new `\gls{cycle}' in \gls{fenestra}.
     And as usual -- we'll start in \pgls{broch} -- one of the \gls{guard} towers which sit between \glspl{village}.
+    \glsadd{broch}
+    \glsadd{village}
 
     Mark off any rations or \glspl{ingredient} from last session -- they've all been eaten or gone rotten.
   \end{description}
@@ -37,6 +41,7 @@ Once you get into the swing of this simple cycle -- march, encounter, actions, r
   \begin{description}
     \item[\gls{gm}:]
     The \gls{broch}'s \Gls{jotter} wants a report from last week.
+    \glsadd{jotter}
 
     What did you do?
     \item[Alice:]
diff --git a/systems.tex b/systems.tex
index c772866aafdb068419880da5026d2c488cbfae77..edd577670ca2f14fdd48a347a86e181d66c4e5cd 100644
--- a/systems.tex
+++ b/systems.tex
@@ -297,7 +297,7 @@ Of course, if the rest of the troupe have more stamina, they might have to march
 A smaller person, marching 8 miles in the morning would gain 4 \glspl{fatigue}, then heal only 3 over the next rest.
 Each day they would accumulate 2 more \glspl{fatigue} in total.
 
-Travelling by road means the troupe can usually sleep in \pgls{village} or at least \pgls{bothy}, so it affords more opportunity for rest.
+Travelling by road means the troupe can usually sleep in \pgls{village}, \pgls{broch} or at least \pgls{bothy}, so it affords more opportunity for rest.
 
 \makeRule{navigate_land}{Navigating on land}{Intelligence}{Wyldcrafting}{by terrain type, Failure Margin adds 2 miles}
 \index{Navigation}