@@ -805,18 +810,22 @@ Lastly, there is an adventure. The adventure lasts until the current plot-thread
\subsection{Space as Squares}\index{Space}\index{Squares}\index{Areas}
\label{space}
\subsubsection{Squares}
Space is tracked through \glspl{square}.
A \gls{square} is just any unit of space within the battlefield.
If you are using a battlemap which has squares marked out on it, then those squares are the size of a square, even if those squares happen to look very hexagonal.
A square might be ten metres wide as each one covers an entire house when the battlefield is a large town, or it might be just two yards wide when moving through a detailed map of a dungeon.
The precise distances represented do not matter, just so long as they consistently balance one character's ability to run away with another's ability to hit someone with a projectile.
The next unit of space is the `\gls{area}'.
\subsubsection{Areas}
An \gls{area} is just any \gls{area} which looks different from another.
While traipsing through a small dungeon, each room and cavern entered might be thought of as an \gls{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.
The final unit is a `region'.
\subsubsection{Region}
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.%