diff --git a/appendix.tex b/appendix.tex
index 19f6b0f27e78ce0f6b752ec320b51d03e2a87946..eb478a4e202df060bd84cd886582ea4ce1bdb558 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -30,7 +30,7 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 	\item{Select a God or Code to follow, so you can gain \gls{xp}.  Page \pageref{gods_codes}.}
 	\item{Fill in derived stats (\glspl{hp}, \glspl{fp}, et c.).}
 	\item{Start the game.}
-	\item{Spend Story Points at every opportunity.}
+	\item{Spend \glspl{storypoint} at every opportunity.}
 \end{enumerate}
 
 \columnbreak
diff --git a/cc.tex b/cc.tex
index 6c50585a011b4e59689a3b421c776bc05a25d40e..22222baa6bde663a5ea583fad0c5163d3ecfef1e 100644
--- a/cc.tex
+++ b/cc.tex
@@ -98,13 +98,13 @@ The racial modifiers will add to the Attributes you roll later.
 Each race also has a special ability or two.
 
 \paragraph{Dwarves}
-are taciturn, and so cannot spend Story Points within the first two sessions.
+are taciturn, and so cannot spend \glspl{storypoint} within the first two sessions.
 Their tenacity also allows them to endure 2 more Fatigue Points than other races before penalties accrue.
 Dwarves suffer only half the usual Damage of Fatigue Points from poisons (but not venom).
 
 \paragraph{Elves}
 suffer no Fatigue Points from natural weather conditions such as heavy sunlight or snow.
-Their long lives also grant them an additional Story Point.
+Their long lives also grant them an additional \gls{storypoint}.
 
 \paragraph{Gnolls}
 are naturally quite aggressive, so they begin with the \textit{Aggression} Skill at +2.
@@ -114,11 +114,11 @@ are famously attentive when they can be bothered, but often can't be.
 When they perform \gls{restingaction}, they do not turn one die to a `6'.
 Instead, they roll $2D6+3$ for any \gls{restingaction}.
 
-Gnomes don't go out much, so they begin with only 3 Story Points.
-However, whenever they spend their last Story Point, they may flip a coin; if they win then two Story Points return.
+Gnomes don't go out much, so they begin with only 3 \glspl{storypoint}.
+However, whenever they spend their last \gls{storypoint}, they may flip a coin; if they win then two \glspl{storypoint} return.
 
 \paragraph{Humans}
-tend to travel a lot more than the other races, so they begin with an additional Story Point.
+tend to travel a lot more than the other races, so they begin with an additional \gls{storypoint}.
 They also suffer only half the usual Fatigue from travel.
 
 }
@@ -464,7 +464,7 @@ The examples here each have one or two more advanced versions at 150 \glspl{xp},
 
 In this way, `advanced classes', and `multiclassing' are all concepts which the game represents as focussing \glspl{xp} in particular areas, but without any necessity to spend \glspl{xp} in this way or that.
 
-These templates can also be used to pull in quick \glspl{npc} with Story Points.\footnote{See page \pageref{stories} for Story Points.}
+These templates can also be used to pull in quick \glspl{npc} with \glspl{storypoint}.\footnote{See page \pageref{stories} for \glspl{storypoint}.}
 Need a quick druid companion to drop onto the set?
 Take the druid below, adjust stats if the \glspl{xp} totals don't work, and your \gls{npc} is ready to go.
 
diff --git a/glossary.tex b/glossary.tex
index 54074fc108e7f79b0880742985bfab327ad37356..09d2f4dd166636716ed4dca74eb22b97a00f0657 100644
--- a/glossary.tex
+++ b/glossary.tex
@@ -155,6 +155,11 @@
 		description={Any gaming stat, such as a character's maximum MP, a Skill or an Attribute}
 		}
 
+	\newglossaryentry{storypoint}{
+		name={Story Point},
+		description={Players spend Story Points to bring elements of their history into play. By spending Story Points, a backstory is slowly crafted over multiple sessions}
+		}
+
 	\newglossaryentry{wargod}{
 		name={Ohta},
 		description={Goddess of battle, victory, storms, and travel}
diff --git a/gm.tex b/gm.tex
index b1fb3b6a70839336423f6d76441bc0e9f5b292d1..314b25a96128f73398c959eb9526b6fe8379ba3f 100644
--- a/gm.tex
+++ b/gm.tex
@@ -78,7 +78,7 @@ If you roll an encounter on trips (three of the same number) roll again, and if
 If you get a griffin and a bandit, perhaps the players stumble upon bandits in the woods, attempting to pilfer griffin eggs for a patron.
 If you roll wolves and a chitincrawler, perhaps the players hear persistent wolf-cries in the distance as a chitincrawler has caught some wolves in its web while the others watch and bark helplessly.
 
-You may want to set up your random encounter before the start of the session, allowing you to review monsters' stats and perhaps tie the encounters together, or integrate them with active characters from players' Story Points, or recent events in the campaign.
+You may want to set up your random encounter before the start of the session, allowing you to review monsters' stats and perhaps tie the encounters together, or integrate them with active characters from players' \glspl{storypoint}, or recent events in the campaign.
 
 If you have a campaign book such as \textit{Adventures in Fenestra}, you'll find stats for creatures, suggested encounters, and random encounter tables for the different areas.
 
@@ -421,12 +421,12 @@ If the \glspl{pc} start to lose \glspl{hp} and don't realise how serious this si
 \label{pcdeath}
 \index{Death}
 
-If a \gls{pc} dies, the player should be slotted into the adventure at the next available opportunity as a known \gls{npc} from one of the Story Points.
+If a \gls{pc} dies, the player should be slotted into the adventure at the next available opportunity as a known \gls{npc} from one of the \glspl{storypoint}.
 This character is introduced as per the `Don't I know him' story (see page \pageref{oldnpc}), so they will begin with half the total \glspl{xp} of whichever party member has the highest \glspl{xp} total.
 \footnote{Players cannot return as powerful spellcasters, as in the story `There is a man whom they call\ldots', on page \pageref{tim}.}
 
 If no \glspl{npc} have been established, anyone in the part can establish one immediately.
-If none of the party have any Story Points left, the new character is established for free, with the same rules as if a Story Point had been spent.
+If none of the party have any \glspl{storypoint} left, the new character is established for free, with the same rules as if a \gls{storypoint} had been spent.
 
 Players, rather than characters, keep their unspent \glspl{xp}, so any time a character dies, any unspent \glspl{xp} should be immediately given to the new character.
 
diff --git a/gods.tex b/gods.tex
index ad8415e67abfa0af06b9dd05bcc1b7e73847bf04..9171bc9504323e24f18a59a05411b90958bcf08d 100644
--- a/gods.tex
+++ b/gods.tex
@@ -439,7 +439,7 @@ Travelling companions do not automatically count as members of your tribe, but t
 	5 & Saving a member of the tribe from some terrible situation. \\
 
 	5 & Fulfilling the final wishes of an ancestor.
-	The ancestor's wish can be specified only while spending Story Points, and the \gls{xp} can only be collected if the mission is completed in a later Story. \\
+	The ancestor's wish can be specified only while spending \glspl{storypoint}, and the \gls{xp} can only be collected if the mission is completed in a later Story. \\
 
 	10 & Starting a family. \\
 
@@ -462,7 +462,7 @@ The world is here to be lived, to be known, to be connected with. You want all t
 
 	1 & Greeting a new type of humanoid. \\
 
-	1 & Per Story Point spent. \\
+	1 & Per \gls{storypoint} spent. \\
 
 	1 & Learning a new type of instrument or any creative specialisation. \\
 
@@ -520,7 +520,7 @@ The world is here to be lived, to be known, to be connected with. You want all t
 	
 	``No. No I just want to spend one Story point and get someone with a normal place to stay, and knows a little about what's going on, and maybe some knowledge of Medicine''.
 	
-	Hugi's player marks off a single Story Point and starts telling his story.
+	Hugi's player marks off a single \gls{storypoint} and starts telling his story.
 	
 	``There's an outpost over there'', Hugi remarked.
 	``It looks mostly like the mountain but you can see a little dark bit that's too straight-cut.
diff --git a/intro.tex b/intro.tex
index b2f51bbc663122a95b7f9a673ed063470dfc46a0..ff486097571a2f57ea5f39dfc686fc4eb1c71aad 100644
--- a/intro.tex
+++ b/intro.tex
@@ -23,10 +23,10 @@ Once you have a concept, spend your starting \glsentrytext{xp} to increase low A
 
 \subsection*{Gaining Power}
 
-As time goes on, players spend Story Points to summon aid from their past.
+As time goes on, players spend \glspl{storypoint} to summon aid from their past.
 One character may find everyone in the village knows them as a local hero, and everyone is willing to stand and fight with them.
 Another may know a powerful mage.
-Once all Story Points have been spent, every member of the group will have told multiple stories of their past and introduced companions and locations from their history.
+Once all \glspl{storypoint} have been spent, every member of the group will have told multiple stories of their past and introduced companions and locations from their history.
 
 Each character follows a God or personal honour code.
 Fulfilling this code allows players to assign skills, magical abilities, and raw strength to their characters.
diff --git a/knacks.tex b/knacks.tex
index 30486b33ecde7e2cd4db3778cd6497ea88866d12..373d3106bd4d9b185df738f3f1bc738d56b4da68 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -188,7 +188,8 @@ This Knack can only be used when there is a legitimate grievance.
 The mage does not gain the bonus when they have harmed themself.
 It lasts only until the end of the scene and can reactivate only once the mage has lost further \glspl{hp}.
 
-The Knack might also be used when a member of the party has died, or when someone the character has spent Story Points on has been killed.\footnote{See page \pageref{stories} for Story Points.}
+The Knack might also be used when a member of the party has died, or when someone the character has spent \glspl{storypoint} on has been killed.%
+\footnote{See page \pageref{stories} for \glspl{storypoint}.}
 
 \subsubsection{Combat Casting}
 
diff --git a/races.tex b/races.tex
index 0993ef64350f34edfdf99d23be2c449449773b2c..108e4df54a0610ebcd7f062cec818cea0fa189c7 100644
--- a/races.tex
+++ b/races.tex
@@ -41,7 +41,7 @@ Dwarves are also known for their hardiness in the face of awful working conditio
 \subsection{Racial Trait: Taciturn}
 
 Dwarves trust others slowly, and like to remain formal when first meeting people.
-In gaming terms, they cannot spend Story Points for the first two sessions.
+In gaming terms, they cannot spend \glspl{storypoint} for the first two sessions.
 
 \subsection{Starting Characters}
 
@@ -116,7 +116,7 @@ Finally, at 400 years old the elf's Charisma Bonus becomes +4 and their maximum
 
 	\end{tcolorbox}
 
-Additionally, elves' long life grants them +1 Story Points.
+Additionally, elves' long life grants them +1 \glspl{storypoint}.
 
 \subsection{Starting Characters}
 
@@ -188,9 +188,9 @@ If they want to change a failed action into a \gls{restingaction}, they add $1D6
 
 Gnomes tend not to have the broader connections of other races, but they still manage to surprise people plenty.
 
-Gnomes begin with only 3 Story Points.
-However, any time they spend their last Story Point, the player may flip a coin.
-If they win, the gnome regains two Story Points.
+Gnomes begin with only 3 \glspl{storypoint}.
+However, any time they spend their last \gls{storypoint}, the player may flip a coin.
+If they win, the gnome regains two \glspl{storypoint}.
 
 \subsection{Starting Characters}
 Gnomes are fairly adventure-averse as a rule, but have a knack of ending up on them by accident. Many adventure in order to pick up rare jewels for alchemical mana stones. Some few gnomes take to thievery and don't so much adventure as accompany adventurers in order to wait for lucrative opportunities.
@@ -226,7 +226,7 @@ Humans have great stamina when it comes to walking or running. They half the usu
 \subsection{Racial Ability: Connected}
 
 Humans populate the land and wander it a lot -- both traits which make them more likely to meet people.
-Humans begin with an additional Story Point.
+Humans begin with an additional \gls{storypoint}.
 
 \subsection{Starting Characters}
 
diff --git a/spheres.tex b/spheres.tex
index 738bb5012b704dd7e26fa3e686d7b60e71bea905..0ca31b0c3cdcb946bdd111e385805fbe777dab37 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -587,8 +587,9 @@ The priest blesses a target, who then receives a +1 to any Skill.
 This does not stack with any other Fate spells.
 This spell can take a character beyond the standard Skill levels.
 
-\spell{Prayer of Gratitude}{Instant}{Academics}{Retrieve 1 Story Point after you spend 2 or more}
-The caster rolls during any scene in which someone spends at least 2 Story Points.  With a successful roll, one Story Point is returned to the character.
+\spell{Prayer of Gratitude}{Instant}{Academics}{Retrieve 1 \gls{storypoint} after you spend 2 or more}
+The caster rolls during any scene in which someone spends at least 2 \glspl{storypoint}.
+With a successful roll, one \gls{storypoint} is returned to the character.
 
 \spelllevel
 
@@ -600,8 +601,10 @@ The spell does not increase the rate at which FP are regenerated.
 
 \spelllevel
 
-\spell{Divine Favour}{Instant}{Academics}{Spend 1 Story Point in return for 5 to spend immediately}\\
-The priest spends 1 Story Point and gains an addtional 5 Story Points plus their Intelligence Bonus, which must be spent immediately.  This can be used on a summoning miraculous help, such as a crew of soldiers who have a debt to the priest, or a magical ally.\footnote{As usual \gls{gm} is free to veto any ideas, but the player is also free to continue pulling new ideas out.}
+\spell{Divine Favour}{Instant}{Academics}{Spend 1 \glsentrytext{storypoint} in return for 5 to spend immediately}\\
+The priest spends 1 \gls{storypoint} and gains an addtional 5 \glspl{storypoint} plus their Intelligence Bonus, which must be spent immediately.
+This can be used on a summoning miraculous help, such as a crew of soldiers who have a debt to the priest, or a magical ally.%
+\footnote{As usual \gls{gm} is free to veto any ideas, but the player is also free to continue pulling new ideas out.}
 
 \spell{Resurrection}{Instant}{Medicine}{Bring the recently deceased back from the dead}\\
 The priest summons the soul of a recently deceased person back to their body. If they are beyond -3 Hit Points, they must roll a Vitality Check again to stay alive, but this time with a +5 bonus. There is no roll for the caster -- the spell is automatic and the spell is instant, so the effects need not be maintained. If the spell is made into a standing spell then the effects count as being continuously cast.
@@ -619,7 +622,7 @@ If cast on a member of the undead, the target loses $2D6$ \gls{hp} plus the cast
 No roll is made, and no protection can be given from \glspl{fp} or \glspl{SP}.
 
 \spell{Mana Lake}{Continuous}{Empathy}{Create a font of mana}\\
-The priest spends a Story Point to sanctify an area, creating a mana lake.
+The priest spends a \gls{storypoint} to sanctify an area, creating a mana lake.
 Forever afterwards, the area spills out mana to be absorbed by anyone nearby with empty mana slots.
 The caster rolls at \gls{tn} 12.
 Each Margin on the roll means one \glsentrylong{mp} is generated each round, so achieving a `14' on the roll would produce 2 \gls{mp} each round.
diff --git a/stories.tex b/stories.tex
index ec6f6ecf14a6b02424ef7e33661b05e3e05d2b65..bc0af043e68a57e04a57665c0f397b37dcfbba90 100644
--- a/stories.tex
+++ b/stories.tex
@@ -3,16 +3,19 @@
 \begin{multicols}{2}
 
 \noindent
-Players `write' most of their backstory during play rather than before it.  \Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 Story Points to bring their history into the current adventure.  Let's look at an example:
+Players `write' most of their backstory during play rather than before it.  \Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 \glspl{storypoint} to bring their history into the current adventure.
+Let's look at an example:
 
 \iftoggle{verbose}{
-\paragraph{Session 1} has the characters running from the local law.  Jane's player spends 1 Story Point and declares \textit{``Luckily, Jane has connections with the local thieves' guild, so she nips into an alley in the slums where the party can lay low for a while''}.
+\paragraph{Session 1} has the characters running from the local law.
+Jane's player spends 1 \gls{storypoint} and declares \textit{``Luckily, Jane has connections with the local thieves' guild, so she nips into an alley in the slums where the party can lay low for a while''}.
 
 Soon after, the characters need to sell the diamond they've stolen.
 Eric's player knows there are dwarves all around town so he tells the group \textit{``I'll see about help from the local dwarves.
 I learnt their language five years ago when I had to hide from the law for a while underground, and met a few of them that sell goods without much question''}.
 
-\paragraph{Session 2} finds the characters lost in deep, long caverns in the bearded mountains, wounded and low on supplies.  Jane's player spends 4 Story Points to declare she knows of a gnomish illusionist who frequents these deep caverns, looking for magical ingredients.
+\paragraph{Session 2} finds the characters lost in deep, long caverns in the bearded mountains, wounded and low on supplies.
+Jane's player spends 4 \glspl{storypoint} to declare she knows of a gnomish illusionist who frequents these deep caverns, looking for magical ingredients.
 
 \textit{``How?''}, asks a rather suspicious \glsentryshort{gm}.
 
@@ -20,13 +23,14 @@ I learnt their language five years ago when I had to hide from the law for a whi
 The guild kind of fell apart after he left, which is why it's nothing but slumlords and cutthroats now.''}
 
 En route to a dwarven stronghold with Jane's illusionist, the band are assaulted by a small army of goblins wielding strange magics.
-A dwarvish outpost is nearby, so the group run and bang on the great iron gate.  Eric's player spends 2 more Story Points, saying \textit{``This is the place I stayed -- they all know me here.  They should let us in, help us with some supplies, maybe even get me a new sword''}.
+A dwarvish outpost is nearby, so the group run and bang on the great iron gate.  Eric's player spends 2 more \glspl{storypoint}, saying \textit{``This is the place I stayed -- they all know me here.
+They should let us in, help us with some supplies, maybe even get me a new sword''}.
 
 At this juncture we know a fair amount about Eric and Jane, where they come from, and who they are, while Sindon the elf continues to be a mystery.
 
 \paragraph{Session 10} comes after some downtime.  The group are lost in a mysterious forest, now teeming with the undead.  Their arrows and rations have run out, the trail leading to the necromancer has gone cold, and they don't think they have the strength to defeat him even if they could find him.
 
-Sindon's player decides to spend his 7 saved up Story Points.
+Sindon's player decides to spend his 7 saved up \glspl{storypoint}.
 
 \textit{``You don't happen to know any elves in the forest, do you, Sindon?''}, asks Jane.
 
@@ -39,12 +43,14 @@ The party receives whatever supplies they wish, a scout has recently found the n
 }{}
 \end{multicols}
 
-\section{Story Points Rules}
+\section{\glsentrytext{storypoint} Rules}
 
 \begin{multicols}{2}
 
 \noindent
-Players begin each with 5 Story Points and spend them at any point during the game. The encounters must take place in a rational manner -- players might find the perfect sellsword in a town, but if they're in a dungeon, fighting a hall of ghouls, there's little reason for a random sellsword to be present and looking for a job -- this is not an ability to magically summon useful tradesmen with a flash of smoke and plot. As a result almost all stories will have to be told in populated areas such as towns and villages.
+Players begin each with 5 \glspl{storypoint} and spend them at any point during the game.
+The encounters must take place in a rational manner -- players might find the perfect sellsword in a town, but if they're in a dungeon, fighting a hall of ghouls, there's little reason for a random sellsword to be present and looking for a job -- this is not an ability to magically summon useful tradesmen with a flash of smoke and plot.
+As a result almost all stories will have to be told in populated areas such as towns and villages.
 
 The \gls{gm} is, of course, free to veto any Story suggestions without explanation in order to maintain the integrity of the plot or stop cumbersome play issues.
 
@@ -60,9 +66,11 @@ Alternatively, if you are taking out all your stories at once, you might want to
 
 \Gls{downtime} is when the current stories come to a close and the \glspl{pc} take a rest.
 It can be weeks, years, or even decades.
-During a particularly long \gls{downtime} the \gls{gm} may grant the players an additional Story Point, or even multiple Story Points for a downtime of many years.
+During a particularly long \gls{downtime} the \gls{gm} may grant the players an additional \gls{storypoint}, or even multiple \glspl{storypoint} for a downtime of many years.
 
-Some characters may save up their Story Points at this juncture just to buy something expensive later.  Alternatively, characters can use those points to explain what they were doing during the \gls{downtime}.  Perhaps the group earn fabulous wealth and split up for some years, then upon returning one of them has learned dwarvish, while another joined the military and gained friends willing to help out on some new quest.
+Some characters may save up their \glspl{storypoint} at this juncture just to buy something expensive later.
+Alternatively, characters can use those points to explain what they were doing during the \gls{downtime}.
+Perhaps the group earn fabulous wealth and split up for some years, then upon returning one of them has learned dwarvish, while another joined the military and gained friends willing to help out on some new quest.
 
 The party can declare \gls{downtime} at any point, although the \gls{gm} is free to interrupt that \gls{downtime} with events.
 Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the players can interrupt this with personal missions.
@@ -80,7 +88,7 @@ The following is a suggested list of Stories the players can tell and their cost
 You know of a sacred location nearby, perhaps a church, or a shrine or just a sacred cavern where the land is teeming with magic.
 In this sacred area, anyone stepping into it receives 1 \gls{mp} per \gls{round}.
 If the spot has a guardian then they are friendly to you.
-The place will not necessarily help you hide or defend yourself unless you are also spending Story Points to make it a place to rest.
+The place will not necessarily help you hide or defend yourself unless you are also spending \glspl{storypoint} to make it a place to rest.
 \footnote{Those following the Code of Experience gain no \glsentrytext{xp} for finding this location.}
 
 \label{oldnpc}
@@ -92,7 +100,9 @@ The \gls{npc}'s \glspl{xp} is still equal to half the total \glspl{xp} of whiche
 Any additional \glspl{xp} must be spent immediately (spare XP is discarded), with an explanation about what happened to acquire these new Traits.
 
 \story{1}{I think I heard something about this}
-When the \gls{gm} asks you to make a check to gain knowledge, you can spend a Story Point and mention how you know this one particular fact about this topic. You gain a +6 bonus to a single knowledge check. This does not count again for the same domain of expertise -- it is only a bonus to knowing one, single fact about the subject.
+When the \gls{gm} asks you to make a check to gain knowledge, you can spend a \gls{storypoint} and mention how you know this one particular fact about this topic.
+You gain a +6 bonus to a single knowledge check.
+This does not count again for the same domain of expertise -- it is only a bonus to knowing one, single fact about the subject.
 
 A failed roll indicates that while you have a lot of history intertwined with this problem, you are still wrong.
 
@@ -126,13 +136,14 @@ If your safe space is ever invaded due to events outside your control, you recei
 You have access to large funds now that you have returned to this area.
 Perhaps you and companions, once buried treasure close by.
 Perhaps a local bank simply has your money, or a rich man owes it to you.
-The total amount obtained is $2D6 \times 10$ gold pieces.\footnote{Those following the Code of Acquisition gain no \gls{xp} for gaining gold through Story Points.}
+The total amount obtained is $2D6 \times 10$ gold pieces.%
+\footnote{Those following the Code of Acquisition gain no \gls{xp} for gaining gold through \glspl{storypoint}.}
 
 \label{tim}
 \story{4}{There is a man whom they call}
 Your miraculous ally is a mage, or priest or some other \gls{miracleworker}.
 They will not enter combat with you but will agree to employ whatever magics you wish.
-They have the standard \glspl{npc} attributes from Story Points.
+They have the standard \glspl{npc} attributes from \glspl{storypoint}.
 Additionally, their minimum Intelligence Bonus is +2, and they have one magic sphere at 4th level, another at 3rd level, and another at the 2nd level.
 They walk a single path of magic.
 
@@ -206,7 +217,7 @@ But that ``somehow'' never comes, and the monsters are coming up faster and fast
 Rumours abound of distant elves who might help, but those elves have their own problems.
 Meanwhile, the daily lives of the warrior-alchemists consists in setting and resetting various traps made of pitfalls, illusions and rope.  Each day the gnomes have to retreat farther from the deeps and closer to the Sun.
 
-Once each member of the group has expended three Story Points, an opening comes to travel to the nearby elves, and beg for an army to save your homeland.
+Once each member of the group has expended three \glspl{storypoint}, an opening comes to travel to the nearby elves, and beg for an army to save your homeland.
 
 \subsection{The College of Alchemy}
 
@@ -214,8 +225,8 @@ The characters are all alchemists in the service of the Alchemist's Guild in Eas
 The first part of the campaign involves high-school rivalries against other Clans in the guild such as stealing their homework, or vying for romantic attention.
 Soon after, the characters begin proper guild missions, venturing out into the strange areas of the world where normal people will not tread.
 
-At the campaign's start, characters get only 1 Story Point each.
-Each year's Summer holidays grants an additional Story Point, so each character will have the full 5 Story Points at the end of the four year course.
+At the campaign's start, characters get only 1 \gls{storypoint} each.
+Each year's Summer holidays grants an additional \gls{storypoint}, so each character will have the full 5 \glspl{storypoint} at the end of the four year course.
 
 \subsection{The Game Changer}