diff --git a/README.md b/README.md
index 75d7814bbe35c479d40906a9face76daa8a93c0a..66fd59e7485161b799066adf867c2fec041ea54c 100644
--- a/README.md
+++ b/README.md
@@ -217,7 +217,7 @@ If you want to get involved, there are a number of ways to contribute:
 [reference]: https://gitlab.com/bindrpg/core/-/jobs/artifacts/master/raw/bind_ref.pdf?job=compile_pdf
 [wiki]: https://gitlab.com/bindrpg/core/-/wikis/home
 [aif]: https://gitlab.com/bindrpg/aif
-[cs]: https://gitlab.com/bindrpg/core/-/jobs/artifacts/master/raw/resources.pdf?job=compile_pdf
+[cs]: https://gitlab.com/bindrpg/core/-/blob/ods/calc_cs/bind_cs.ods
 [spreadsheet]: https://gitlab.com/bindrpg/core/uploads/a364aeff851c871324e325bbb5741159/bind_cs.ods
 [board]: https://gitlab.com/bindrpg/core/issues
 [issuesEmail]: mailto:incoming+bindrpg-core-16324687-issue-@incoming.gitlab.com
diff --git a/appendix.tex b/appendix.tex
index 067d841200c58dda62a573d3986d6003ea6d6442..be8a9d69d1575a989c88778271eee5761cbec589 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -118,357 +118,9 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 \printcontents[Manoeuvres]{l}{2}{\setcounter{tocdepth}{4}}
 
 \iftoggle{verbose}{
-
-\chapter{Classes}
-
-
-\settoggle{bestiarychapter}{true}
-
-\label{class}
-\index{Classes}
-
-\begin{multicols}{2}
-
-\noindent
-There are no `character classes' in BIND, but if you want some sensible defaults to make a `fighter', or `thief', you can start with these values.
-An alchemist is just someone with spells, and a rogue is just someone with the Stealth Skill.
-To apply a template, you can add the racial bonuses to the characters as they are, or roll up a random race and random Attributes, then apply the template.
-
-Once the game starts, you can continue with the same concept, or morph the character into something else.
-
-The examples here each have one or two more advanced versions at 150 \glspl{xp}, to show what's possible with a little time.
-`Paladins' and `Rangers', here are fighters with a little divine magic.
-`Illusionists' are alchemists who later focussed on illusion more than any other sphere of magic.
-
-These templates can also be used to pull in quick \glspl{npc} with \glspl{storypoint}.%
-\footnote{See chapter \ref{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.
-
-\subsection{Alchemist}
-\index{Alchemist}
-
-Alchemists start with Academics 1, Invocation 2, Illusion 1 and MP 2.
-If their Intelligence or Wits is below 0 then raise it by one level.
-If not, buy a single 1st level Skill.
-
-Their equipment is a dagger, writing equipment, camping equipment and a quarterstaff.
-They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes} for more on character belief systems.}
-
-\npc{\E}{50 \glsentrytext{xp} Alchemist}
-
-\settoggle{examplecharacter}{true}
-\person{0}% STRENGTH
-{0}% DEXTERITY
-{0}% SPEED
-{{1}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{0}% COMBAT
-{Academics~1,
-\Path{Alchemy}{\invocation~2, \illusion~1}}% SKILLS
-{\Dagger, 1 x adventuring equipment}% EQUIPMENT
-{}
-
-\subsubsection{Spells}
-
-\paragraph{Standard Spells:}
-With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Raging Fireball}.
-This spell inflicts $1D6+2$ Damage, but isn't terribly useful, due to the long casting time.
-
-With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make anything look like anything.
-
-\paragraph{Fast Spells:}
-The alchemist can cast a \textit{Fast Fireball} spell for 2 \glspl{mp}, by spending only 5 Initiative.
-
-\subsubsection{Illusionist}
-\index{Illusionist}
-
-More powerful alchemists often pick a specialist sphere.
-This example shows someone able to become invisible (with focus and time), and able to instantly disguise two people using illusion magic.
-The Craft and Empathy skills means the illusionist is best at making illusions of people or objects, but other skills could be added to allow better illusions of animals, or natural terrain.
-
-\npc{\E}{150 \glsentrytext{xp} Illusionist}
-
-\settoggle{examplecharacter}{true}
-\person{0}% STRENGTH
-{0}% DEXTERITY
-{0}% SPEED
-{{2}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{0}% COMBAT
-{Academics~2, Empathy~1, Crafts~1
-\Path{Alchemy}{\force~1, \invocation~2, \illusion~3}}% SKILLS
-{\Dagger, \completeleather, 2 x adventuring equipment}% EQUIPMENT
-{}
-
-\subsubsection{Spells}
-\paragraph{Standard Spells:}
-
-With a full three rounds (and 3 \glspl{mp}), the caster could create a \textit{Wide, Independent Illusion}, creating just about any two facsimiles out of nothing.
-Or at the same cost, the illusionist might make themself completely invisible, with a \textit{Negative Illusion}.
-
-\paragraph{Enhanced Spells:}
-A \textit{Ranged Illusion} could make something far away change its appearance, or a \textit{Wide Illusion} might change how two people look, instantly.
-Alternatively, the cast could create a \textit{Realistic Illusion} or himself as another type of creature, or cast an \textit{Independent Illusion} at any point.
-
-\subsection{Priest of \Glsentrytext{naturegod}}
-
-Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift.
-They begin play with Academics 1, Wyldcrafting 1, Combat 1, Aldaron 1, Polymorph 1, and 4 \glspl{mp}.
-
-Their starting equipment includes partial leather armour, camping equipment, a spear, a dagger, 50' of rope, and 
-
-\npc{\E}{50 \glsentrytext{xp} Druid}
-
-\settoggle{examplecharacter}{true}
-\person{0}% STRENGTH
-{0}% DEXTERITY
-{0}% SPEED
-{{0}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{1}% COMBAT
-{Academics~1, Athletics~1, Caving 1, Wyldcrafting 1
-\Path{Divinity}{\aldaron~1, \polymorph~1}}% SKILLS
-{\spear, \partialleather, dagger}% EQUIPMENT
-{}
-
-\subsubsection{Spells}
-
-\paragraph{Standard Spells:}
-Such a druid can focus for a round and spend 1 \gls{mp} to transform one animal into another, or can freeze over a patch of river, cast a magical light, or perform any other first level Aldaron spell.
-
-\subsubsection{Arch Druid}
-
-This follower of \gls{naturegod} has later gained both martial and magical ability.
-Water can be turned to slime or webbing, webs could be turned to water, and the druid can turn themself into different races or animals.
-
-\npc{\E}{150 \glsentrytext{xp} Arch Druid}
-\index{Druid}
-
-\settoggle{examplecharacter}{true}
-\person{1}% STRENGTH
-{0}% DEXTERITY
-{0}% SPEED
-{{1}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{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
-{\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}.
-Additionally, the druid can spend 3 rounds to cast a \textit{Freeform} spell to Polymorph into all manner of weird and wonderful shapes, such as a fire elemental with an \textit{impenetrable hide} (with 4 \gls{dr}).
-
-\subsection{Priest of \Glsentrytext{justicegod}}
-
-Priests of the god of honour begin with Fate 2, Academics 1, Medicine 1 and MP 4.
-
-Their equipment is a quarterstaff, medical equipment, partial chainmail shirt and camping equipment.
-
-After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, while others focus on prayer in order to work miracles.
-
-\npc{\E}{50 \glsentrytext{xp} Priest of \Glsentrytext{justicegod}}
-
-\settoggle{examplecharacter}{true}
-\person{0}% STRENGTH
-{0}% DEXTERITY
-{0}% SPEED
-{{0}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{0}% COMBAT
-{Academics~1, Empathy~1, Medicine~1
-\Path{Divinity}{\fate~2}}% SKILLS
-{\quarterstaff, \partialleather}% EQUIPMENT
-{\addtocounter{fp}{5}}
-
-
-\subsubsection{Spells}
-
-\paragraph{Standard Spells:}
-
-By focussing for 2 rounds and spending 2 \glspl{mp}, the priest can divine the future, with the Auguary spell, or bless their companions with $1D6$ \glspl{fp}.
-
-With \textit{Curse}, by focussing for a round and spending 1 \gls{mp}, the priest can curse a target, stripping them of $1D6$ \glspl{fp}.
-
-The \textit{Lending Hand} spell allows priests to add a +1 Bonus to any skill of any character, so long as the priest's Skill level is higher than the character's.
-
-\subsubsection{Cleric}
-
-Those with the rarest blessings from \gls{justicegod} can command enemies to `halt', dazzling them with visions of a wrathful god, or even curse those doing something wrong to continue that same action forever.
-Those trying to steal could be made to continue the behaviour without stopping, guaranteeing that they will be caught.
-Those fighting could be forced to continue until they die from a sword or drop down with sheer exhaustion.
-
-\npc{\E}{150 \glsentrytext{xp} Cleric of \Glsentrytext{justicegod}}
-
-\settoggle{examplecharacter}{true}
-\person{0}% STRENGTH
-{0}% DEXTERITY
-{0}% SPEED
-{{2}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{1}% COMBAT
-{Academics~1, Empathy~1, Deceit~1, Medicine~1
-\knacks{\combatcaster}
-\Path{Divinity}{\enchantment~3, \fate~2}}% SKILLS
-{\quarterstaff, \partialchain, medical equipment, 2 x adventuring equipment}% EQUIPMENT
-{\addtocounter{fp}{5}}
-
-\subsection{Rogue}
-\index{Rogue}
-
-Rogues begin with Combat 1, 10 \glspl{fp}, Stealth~2, Larceny~1 and the Knack: Perfect Sneak Attack.
-If they have a Body Attribute at -1, raise it by one level.
-If not, purchase one level of the Deceit Skill.
-
-Their starting equipment is a dagger, Complete leather armour, a shortsword, 50' of rope and lock picking tools.
-If they have the Deceit Skill, they begin play with a throwing dagger.
-They follow the Code of Acquisition.
-
-\npc{\E}{50 \glsentrytext{xp} Rogue}
-
-\settoggle{examplecharacter}{true}
-\person{0}% STRENGTH
-{1}% DEXTERITY
-{0}% SPEED
-{{0}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{1}% COMBAT
-{Deceit~1, Larceny~1, Stealth~2\knacks{\perfectsneakattack}}% SKILLS
-{\longsword, \completeleather, dagger, lock pick tools, 1 x adventuring equipment}% EQUIPMENT
-{\addtocounter{fp}{5}}
-
-\subsubsection{Bard}
-\index{Bard}
-
-Alternatively, rogues may go the route of a singing socialite, and even learn to imbue that song with magic.
-
-\npc{\E}{150 \glsentrytext{xp} Bard}
-
-\settoggle{examplecharacter}{true}
-\person{0}% STRENGTH
-{0}% DEXTERITY
-{1}% SPEED
-{{1}% INTELLIGENCE
-{1}% WITS
-{1}}% CHARISMA
-{0}% DR
-{1}% COMBAT
-{Academics~1, Empathy~1, Deceit~2, Performance~2, Vigilance~1
-\knacks{\perfectsneakattack}
-\Path{Song}{\fate~1, \enchantment~2}
-}% SKILLS
-{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x adventuring equipment.
-}% EQUIPMENT
-{\addtocounter{fp}{5}}
-
-\subsection{Warrior}
-\index{Warrior}
-
-Warriors begin play with Combat 2, \gls{fp} 10 and the Knack: Adrenaline Surge.
-If the character has a single Body Attribute below 0 then buy it up a level; otherwise purchase the Tactics Skill at 1st level.
-
-Their starting equipment is partial chainmail, a longsword and a buckler shield.
-If they start play with the Tactics Skill they also get camping equipment.
-They follow the goddess \gls{wargod}.
-
-\npc{\E}{50 \glsentrytext{xp} Soldier}
-
-\settoggle{examplecharacter}{true}
-\person{0}% STRENGTH
-{0}% DEXTERITY
-{0}% SPEED
-{{0}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{2}% COMBAT
-{Tactics 1\knacks{\adrenalinesurge}}% SKILLS
-{\longsword, \partialleather, \bucklar}% EQUIPMENT
-{\addtocounter{fp}{5}}
-
-\subsubsection{Warrior}
-
-Those focussed narrowly on advancing in martial abilities can become deadly.
-
-\npc{\E}{150 \glsentrytext{xp} Warrior}
-
-\settoggle{examplecharacter}{true}
-\person{2}% STRENGTH
-{2}% DEXTERITY
-{1}% SPEED
-{{0}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{2}% COMBAT
-{Deceit~1, Tactics~1\knacks{\adrenalinesurge, \charge, \firststrike}}% SKILLS
-{\longsword, \partialchain, \bucklar}% EQUIPMENT
-{\addtocounter{fp}{5}}
-
-\subsubsection{Paladin}
-\index{Paladin}
-
-After progressing, particularly pious fighters can gain a level or two in Fate, allowing them to ask for Divine Guidance, curse enemies, or even gain additional \glspl{fp} before going into battle.
-
-\npc{\E}{150 \glsentrytext{xp} Paladin}
-
-\settoggle{examplecharacter}{true}
-\person{2}% STRENGTH
-{1}% DEXTERITY
-{1}% SPEED
-{{0}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{2}% COMBAT
-{Academics~1, Deceit~1, Tactics~1
-\Path{Divinity}{\fate~2}\knacks{\adrenalinesurge, \charge}}% SKILLS
-{\greatsword, \partialchain, \bucklar, 2 x adventuring equipment}% EQUIPMENT
-{\addtocounter{fp}{5}}
-
-\subsubsection{Ranger}
-\index{Ranger}
-
-Fighters with an affinity for the wilderness may pick up nature-related abilities, such as talking with animals, or even summoning mists.
-Whether this comes through prayer or inborn abilities which develop over time, a little magic on the side of a character can make for a formidable fighter.
-
-\npc{\E}{150 \glsentrytext{xp} Ranger}
-
-\settoggle{examplecharacter}{true}
-\person{2}% STRENGTH
-{1}% DEXTERITY
-{0}% SPEED
-{{0}% INTELLIGENCE
-{0}% WITS
-{0}}% CHARISMA
-{0}% DR
-{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
-{\addtocounter{fp}{5}}
-
-\input{story/3-xp.tex}
-
-\end{multicols}
-
-\settoggle{bestiarychapter}{false}
-
+  \iftoggle{aif}{}{
+    \input{classes.tex}
+  }
 }{}
 
 \chapter{Spell Summaries}
diff --git a/cc.tex b/cc.tex
index 7a195b3da934fb074220cc9b9f719e9aeb8c816d..a85c2fca5d6f8707c1f3d1ee87c11e22535d52a0 100644
--- a/cc.tex
+++ b/cc.tex
@@ -148,7 +148,7 @@ These are the basic Traits which characters must use over and over again for eve
 \index{Physical Attributes}
 
 \sidebox[27]{
-\begin{boxtable}[Xc]
+\begin{boxtable}[c|c]
 
   Result & Attribute Bonus \\\hline
 
@@ -220,11 +220,76 @@ Finally, a character's ability to speak with people, make friends, lie convincin
 If players prefer, they can design their own characters by simply setting all Attributes to 0, then applying the racial modifiers.
 They can choose to take a single -1 penalty to any Attribute of their choice in return for an additional 5 \gls{xp}.
 
+\iftoggle{aif}{}{
+  \iftoggle{verbose}{
+    \subsection{No Class}
+    For those who prefer a class-based system, or just a suggestion for starting characters, check \autoref{class}.
+    You'll find some default Traits for `fighters, mages \& rogues', along with notes on equipment.
+  }{}
+}
+
 \iftoggle{verbose}{
-\subsection{No Class}
 
-For those who prefer a class-based system, or just a suggestion for starting characters, check \autoref{class}.
-You'll find some default Traits for `fighters, mages \& rogues', along with notes on equipment.
+  \index{Character Concept}
+  \subsection{Concept}
+
+  \iftoggle{aif}{
+    Who is this you have brought to the \gls{guard}?
+
+    Have a look at your character's Attributes and consider what kind of person they are.
+    Strength might indicate working on a farm.
+    A good Charisma may indicate a creative past, such as poetry, or working with the public, trading or selling items.
+    Intelligent characters may have required to plan a lot -- perhaps working as a seneschal for a town master, or planning a safe route for a travelling circus.
+    Low intelligence means never having to think, so they may come from a noble family, or always worked in a stonemason's guild, where someone else could plan their day for them.
+    Dexterous characters could have been an expert weaver, before joining the \gls{guard}; or perhaps they lived in a major city and stole money from others.
+
+    How did you end up in the \gls{guard}?
+    Did you naively sign up for a thrilling adventure, and now regret it?
+    What happened to your farm?
+    Torched by goblins, or did too many men leave the village?
+    Most join simply because they did not inherit their parents' land, so they hope to make some money, and perhaps be rewarded with land.
+    Some stole or robbed from people, and managed to plead to a judge to let them join the \gls{guard} instead of hanging.
+
+    Take your character's history, and condense it into two words.
+
+    \begin{itemize}
+      \item
+      Betrayed Guildsman
+      \item
+      Clairvoyant Herder
+      \item
+      Crypto Zoologist
+      \item
+      Dispossessed Farmer
+      \item
+      Dishonoured Alchemist
+      \item
+      Dauntless Youth
+      \item
+      Failed Priest
+      \item
+      Lazy Thief
+      \item
+      Lost Writer
+      \item
+      Reformed Bandit
+      \item
+      Zealous Guildsman
+    \end{itemize}
+  }{
+    Now is the time to look at your character's base Attributes and think about what they might be good at.
+    The best place to start is your highest Attribute.
+    If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option.
+    Buy off any Wits penalties and put a magic sphere down on the character sheet.
+    Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter.
+    Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
+
+    Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
+    Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
+    It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
+    You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
+  }
+
 }{}
 
 \end{multicols}
@@ -327,32 +392,13 @@ It might be paired with Dexterity when a character is attempting to roll under t
 For flat-out sprinting, the Speed Attribute is always preferred, while Strength is primary when characters want to throw cannon balls.
 
 \iftoggle{aif}{
-  Many of the longest-surviving \gls{guard} find this Skill invaluable.
+  Many of the longest-surviving \glspl{guard} find this Skill invaluable.
   Of course, nobody can hope to outrun a chitincrawler, but not being the slowest member of your group sorts most issues.
 }{}
 
-\subsection{Caving}
-
-Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves.
 \iftoggle{verbose}{%
-Just as most humans understand some basic Wyldcrafting, almost all dwarves and gnomes know a little of the Caving Skill.
 
-Those with a poor understanding of caves can make foolish mistakes, like taking an open flame into a long, narrow tunnel,%
-\footnote{This can remove so much oxygen from the air, they begin to giggle, hallucinate, and possibly pass out.}
-building a fire inside to stay warm, or simply not inspecting a wall's integrity before starting a journey.
-
-Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{%
-  mushrooms, but the differences can still trip them up at times.
-}{
-    woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures.
-
-    Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep.
-  }
-}{}
-
-\iftoggle{verbose}{%
-
-  \begin{figure*}[t!]
+  \begin{figure*}[b!]
 
     \begin{nametable}[l|X]{Craft Requirements}
 
@@ -380,6 +426,26 @@ Cavers share a certain overlap with survivalists -- both know a lot about \iftog
   \end{figure*}
 }{}
 
+
+\subsection{Caving}
+
+Caving includes navigation, foraging, building basic structures, and some understanding of the typical plants and beast found within caves.
+\iftoggle{verbose}{%
+Just as most humans understand some basic Wyldcrafting, almost all dwarves and gnomes know a little of the Caving Skill.
+
+Those with a poor understanding of caves can make foolish mistakes, like taking an open flame into a long, narrow tunnel,%
+\footnote{This can remove so much oxygen from the air, they begin to giggle, hallucinate, and possibly pass out.}
+building a fire inside to stay warm, or simply not inspecting a wall's integrity before starting a journey.
+
+Cavers share a certain overlap with survivalists -- both know a lot about \iftoggle{aif}{
+woodspies, although they can behave so differently in the separate environments that they sometimes seem like different creatures.
+
+    Specialized members of \gls{guard} often take this Skill, especially in the Shale, where so many nasty creatures retreat into caverns after stealing sheep.
+}{
+  mushrooms, but the differences can still trip them up at times.
+  }
+}{}
+
 \subsection{Craft}
 
 The Craft Skill allows players to make and fix things, and occasionally break things.
@@ -396,7 +462,7 @@ To craft an item used with another Skill, the crafter requires at least 1 level
 Using moulds or other pre-set designing materials allows the character to perform the Craft roll as a \gls{restingaction} (see page \pageref{restingactions}) and may provide a bonus to the roll depending upon the quality of tools available.
 
 \iftoggle{verbose}{
-  \begin{figure*}[b]
+  \begin{figure*}[b!]
     \begin{boxtext}[title=Rolling with Bad Stats]
 
       If you find you've rolled up a particularly bad character, don't worry too much -- the \glspl{xp} players receive will even out differing character stats before long.
diff --git a/classes.tex b/classes.tex
new file mode 100644
index 0000000000000000000000000000000000000000..d2e3787e26b036417e2bc4983ab11b0795136c51
--- /dev/null
+++ b/classes.tex
@@ -0,0 +1,349 @@
+\chapter{Classes}
+
+\settoggle{bestiarychapter}{true}
+
+\label{class}
+\index{Classes}
+
+\begin{multicols}{2}
+
+\noindent
+There are no `character classes' in BIND, but if you want some sensible defaults to make a `fighter', or `thief', you can start with these values.
+An alchemist is just someone with spells, and a rogue is just someone with the Stealth Skill.
+To apply a template, you can add the racial bonuses to the characters as they are, or roll up a random race and random Attributes, then apply the template.
+
+Once the game starts, you can continue with the same concept, or morph the character into something else.
+
+The examples here each have one or two more advanced versions at 150 \glspl{xp}, to show what's possible with a little time.
+`Paladins' and `Rangers', here are fighters with a little divine magic.
+`Illusionists' are alchemists who later focussed on illusion more than any other sphere of magic.
+
+These templates can also be used to pull in quick \glspl{npc} with \glspl{storypoint}.%
+\footnote{See chapter \ref{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.
+
+\subsection{Alchemist}
+\index{Alchemist}
+
+Alchemists start with Academics 1, Invocation 2, Illusion 1 and MP 2.
+If their Intelligence or Wits is below 0 then raise it by one level.
+If not, buy a single 1st level Skill.
+
+Their equipment is a dagger, writing equipment, camping equipment and a quarterstaff.
+They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes} for more on character belief systems.}
+
+\npc{\E}{50 \glsentrytext{xp} Alchemist}
+
+\settoggle{examplecharacter}{true}
+\person{0}% STRENGTH
+{0}% DEXTERITY
+{0}% SPEED
+{{1}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{0}% COMBAT
+{Academics~1,
+\Path{Alchemy}{\invocation~2, \illusion~1}}% SKILLS
+{\Dagger, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT
+{}
+
+\subsubsection{Spells}
+
+\paragraph{Standard Spells:}
+With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Wide Fireball}.
+This spell inflicts $1D6+2$ Damage, but isn't terribly useful, due to the long casting time.
+
+With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make a shadow three-dimensional shadow appear.
+
+\paragraph{Fast Spells:}
+The alchemist can cast a \textit{Fast Fireball} spell for 2 \glspl{mp}, by spending only 5 Initiative.
+
+\subsubsection{Illusionist}
+\index{Illusionist}
+
+More powerful alchemists often pick a specialist sphere.
+This example shows someone able to become invisible (with focus and time), and able to instantly disguise two people using illusion magic.
+The Craft and Empathy skills means the illusionist is best at making illusions of people or objects, but other skills could be added to allow better illusions of animals, or natural terrain.
+
+\npc{\E}{150 \glsentrytext{xp} Illusionist}
+
+\settoggle{examplecharacter}{true}
+\person{0}% STRENGTH
+{0}% DEXTERITY
+{0}% SPEED
+{{2}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{0}% COMBAT
+{Academics~2, Empathy~1, Crafts~1
+\Path{Alchemy}{\force~1, \invocation~2, \illusion~3}}% SKILLS
+{\Dagger, \completeleather, 2 x \glsentrytext{adventuring}}% EQUIPMENT
+{}
+
+\subsubsection{Spells}
+\paragraph{Standard Spells:}
+
+With a full three rounds (and 3 \glspl{mp}), the caster could create a \textit{Wide, Independent Illusion}, creating just about any two facsimiles out of nothing.
+Or at the same cost, the illusionist might make themself completely invisible, with a \textit{Negative Illusion}.
+
+\paragraph{Enhanced Spells:}
+A \textit{Ranged Illusion} could make something far away change its appearance, or a \textit{Wide Illusion} might change how two people look, instantly.
+Alternatively, the cast could create a \textit{Realistic Illusion} or himself as another type of creature, or cast an \textit{Independent Illusion} at any point.
+
+\subsection{Priest of \Glsentrytext{naturegod}}
+
+Priests of \Glsentrytext{naturegod} make a good stand-in for druids or witches, given their affinity for animals and ability to shapeshift.
+They begin play with Academics 1, Wyldcrafting 1, Combat 1, Aldaron 1, Polymorph 1, and 4 \glspl{mp}.
+
+Their starting equipment includes partial leather armour, camping equipment, a spear, a dagger, 50' of rope, and 
+
+\npc{\E}{50 \glsentrytext{xp} Druid}
+
+\settoggle{examplecharacter}{true}
+\person{0}% STRENGTH
+{0}% DEXTERITY
+{0}% SPEED
+{{0}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{1}% COMBAT
+{Academics~1, Athletics~1, Caving 1, Wyldcrafting 1
+\Path{Divinity}{\aldaron~1, \polymorph~1}}% SKILLS
+{\spear, \partialleather, dagger}% EQUIPMENT
+{}
+
+\subsubsection{Spells}
+
+\paragraph{Standard Spells:}
+Such a druid can focus for a round and spend 1 \gls{mp} to transform one animal into another, or can freeze over a patch of river, cast a magical light, or perform any other first level Aldaron spell.
+
+\subsubsection{Arch Druid}
+
+This follower of \gls{naturegod} has later gained both martial and magical ability.
+Water can be turned to slime or webbing, webs could be turned to water, and the druid can turn themself into different races or animals.
+
+\npc{\E}{150 \glsentrytext{xp} Arch Druid}
+\index{Druid}
+
+\settoggle{examplecharacter}{true}
+\person{1}% STRENGTH
+{0}% DEXTERITY
+{0}% SPEED
+{{1}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{1}% COMBAT
+{Academics~1, Empathy~1, Wyldcrafting~1
+\Path{Divinity (\gls{naturegod})}{\aldaron~2, \conjuration~1, \polymorph~3}}% SKILLS
+{\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}.
+Additionally, the druid can spend 3 rounds to cast a \textit{Freeform} spell to Polymorph into all manner of weird and wonderful shapes, such as a fire elemental with an \textit{impenetrable hide} (with 4 \gls{dr}).
+
+\subsection{Priest of \Glsentrytext{justicegod}}
+
+Priests of the god of honour begin with Fate 2, Academics 1, Medicine 1 and MP 4.
+
+Their equipment is a quarterstaff, medical equipment, partial chainmail shirt and camping equipment.
+
+After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, while others focus on prayer in order to work miracles.
+
+\npc{\E}{50 \glsentrytext{xp} Priest of \Glsentrytext{justicegod}}
+
+\settoggle{examplecharacter}{true}
+\person{0}% STRENGTH
+{0}% DEXTERITY
+{0}% SPEED
+{{0}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{0}% COMBAT
+{Academics~1, Empathy~1, Medicine~1
+\Path{Divinity}{\fate~2}}% SKILLS
+{\quarterstaff, \partialleather}% EQUIPMENT
+{\addtocounter{fp}{5}}
+
+
+\subsubsection{Spells}
+
+\paragraph{Standard Spells:}
+
+By focussing for 2 rounds and spending 2 \glspl{mp}, the priest can divine the future, with the Auguary spell, or bless their companions with $1D6$ \glspl{fp}.
+
+With \textit{Curse}, by focussing for a round and spending 1 \gls{mp}, the priest can curse a target, stripping them of $1D6$ \glspl{fp}.
+
+The \textit{Lending Hand} spell allows priests to add a +1 Bonus to any skill of any character, so long as the priest's Skill level is higher than the character's.
+
+\subsubsection{Cleric}
+
+Those with the rarest blessings from \gls{justicegod} can command enemies to `halt', dazzling them with visions of a wrathful god, or even curse those doing something wrong to continue that same action forever.
+Those trying to steal could be made to continue the behaviour without stopping, guaranteeing that they will be caught.
+Those fighting could be forced to continue until they die from a sword or drop down with sheer exhaustion.
+
+\npc{\E}{150 \glsentrytext{xp} Cleric of \Glsentrytext{justicegod}}
+
+\settoggle{examplecharacter}{true}
+\person{0}% STRENGTH
+{0}% DEXTERITY
+{0}% SPEED
+{{2}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{1}% COMBAT
+{Academics~1, Empathy~1, Deceit~1, Medicine~1
+\knacks{\combatcaster}
+\Path{Divinity}{\enchantment~3, \fate~2}}% SKILLS
+{\quarterstaff, \partialchain, medical equipment, 2 x adventuring equipment}% EQUIPMENT
+{\addtocounter{fp}{5}}
+
+\subsection{Rogue}
+\index{Rogue}
+
+Rogues begin with Combat 1, 10 \glspl{fp}, Stealth~2, Larceny~1 and the Knack: Perfect Sneak Attack.
+If they have a Body Attribute at -1, raise it by one level.
+If not, purchase one level of the Deceit Skill.
+
+Their starting equipment is a dagger, Complete leather armour, a shortsword, 50' of rope and lock picking tools.
+If they have the Deceit Skill, they begin play with a throwing dagger.
+They follow the Code of Acquisition.
+
+\npc{\E}{50 \glsentrytext{xp} Rogue}
+
+\settoggle{examplecharacter}{true}
+\person{0}% STRENGTH
+{1}% DEXTERITY
+{0}% SPEED
+{{0}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{1}% COMBAT
+{Deceit~1, Larceny~1, Stealth~2\knacks{\perfectsneakattack}}% SKILLS
+{\longsword, \completeleather, dagger, lock pick tools, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT
+{\addtocounter{fp}{5}}
+
+\subsubsection{Bard}
+\index{Bard}
+
+Alternatively, rogues may go the route of a singing socialite, and even learn to imbue that song with magic.
+
+\npc{\E}{150 \glsentrytext{xp} Bard}
+
+\settoggle{examplecharacter}{true}
+\person{0}% STRENGTH
+{0}% DEXTERITY
+{1}% SPEED
+{{1}% INTELLIGENCE
+{1}% WITS
+{1}}% CHARISMA
+{0}% DR
+{1}% COMBAT
+{Academics~1, Empathy~1, Deceit~2, Performance~2, Vigilance~1
+\knacks{\perfectsneakattack}
+\Path{Song}{\fate~1, \enchantment~2}
+}% SKILLS
+{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x \glsentrytext{adventuringequipment}.
+}% EQUIPMENT
+{\addtocounter{fp}{5}}
+
+\subsection{Warrior}
+\index{Warrior}
+
+Warriors begin play with Combat 2, \gls{fp} 10 and the Knack: Adrenaline Surge.
+If the character has a single Body Attribute below 0 then buy it up a level; otherwise purchase the Tactics Skill at 1st level.
+
+Their starting equipment is partial chainmail, a longsword and a buckler shield.
+If they start play with the Tactics Skill they also get camping equipment.
+They follow the goddess \gls{wargod}.
+
+\npc{\E}{50 \glsentrytext{xp} Soldier}
+
+\settoggle{examplecharacter}{true}
+\person{0}% STRENGTH
+{0}% DEXTERITY
+{0}% SPEED
+{{0}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{2}% COMBAT
+{Tactics 1\knacks{\adrenalinesurge}}% SKILLS
+{\longsword, \partialleather, \bucklar}% EQUIPMENT
+{\addtocounter{fp}{5}}
+
+\subsubsection{Warrior}
+
+Those focussed narrowly on advancing in martial abilities can become deadly.
+
+\npc{\E}{150 \glsentrytext{xp} Warrior}
+
+\settoggle{examplecharacter}{true}
+\person{2}% STRENGTH
+{2}% DEXTERITY
+{1}% SPEED
+{{0}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{2}% COMBAT
+{Deceit~1, Tactics~1\knacks{\adrenalinesurge, \charge, \firststrike}}% SKILLS
+{\longsword, \partialchain, \bucklar}% EQUIPMENT
+{\addtocounter{fp}{5}}
+
+\subsubsection{Paladin}
+\index{Paladin}
+
+After progressing, particularly pious fighters can gain a level or two in Fate, allowing them to ask for Divine Guidance, curse enemies, or even gain additional \glspl{fp} before going into battle.
+
+\npc{\E}{150 \glsentrytext{xp} Paladin}
+
+\settoggle{examplecharacter}{true}
+\person{2}% STRENGTH
+{1}% DEXTERITY
+{1}% SPEED
+{{0}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{2}% COMBAT
+{Academics~1, Deceit~1, Tactics~1
+\Path{Divinity}{\fate~2}\knacks{\adrenalinesurge, \charge}}% SKILLS
+{\greatsword, \partialchain, \bucklar, 2 x \glsentrytext{adventuringequipment}}% EQUIPMENT
+{\addtocounter{fp}{5}}
+
+\subsubsection{Ranger}
+\index{Ranger}
+
+Fighters with an affinity for the wilderness may pick up nature-related abilities, such as talking with animals, or even summoning mists.
+Whether this comes through prayer or inborn abilities which develop over time, a little magic on the side of a character can make for a formidable fighter.
+
+\npc{\E}{150 \glsentrytext{xp} Ranger}
+
+\settoggle{examplecharacter}{true}
+\person{2}% STRENGTH
+{1}% DEXTERITY
+{0}% SPEED
+{{0}% INTELLIGENCE
+{0}% WITS
+{0}}% CHARISMA
+{0}% DR
+{2}% COMBAT
+{Projectiles~1, Wyldcrafting~1, Seafaring 1, Tactics~1
+\Path{Blood}{\aldaron~2}\knacks{\mightydraw, \charge}}% SKILLS
+{\longsword, \partialchain, \bucklar, bow, 2 x \glsentrytext{adventuringequipment}}% EQUIPMENT
+{\addtocounter{fp}{5}}
+
+\input{story/3-xp.tex}
+
+\end{multicols}
+
+\settoggle{bestiarychapter}{false}
+
diff --git a/config b/config
index 44f0f7bc429bacbdc1c183183e166bd0d2f6ac61..68f5d578f6de6581f6dce21486867cd98604d260 160000
--- a/config
+++ b/config
@@ -1 +1 @@
-Subproject commit 44f0f7bc429bacbdc1c183183e166bd0d2f6ac61
+Subproject commit 68f5d578f6de6581f6dce21486867cd98604d260
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..8f408801fd0a5bca25eea03a8b0f40b28fcd73c8 100644
--- a/gm.tex
+++ b/gm.tex
@@ -64,10 +64,10 @@ One quarter of a +1 bonus is still 0, but half of a +3 bonus is always +2.
 When team mates add their scores together, the second grants half, and the third grants half again.
 When many people want to combine their Strength scores to lift something, the highest score counts as usual, the second counts at half, then a quarter, an eighth, and so on\ldots
 
-\paragraph{Resting actions allow failure},
+\paragraph{Resting actions allow failure,}
 so if someone has to get this spell just right the first time, or judge the chances of a cave-in and commit to a particular tunnel, they do not get a resting action, even if they have a couple of moments to spare.
 
-\paragraph{It's only a Team Roll when experts want to work together}, so if the group ask to make a team roll to craft a fantastic statue, reply `no'.
+\paragraph{It's only a Team Roll when experts want to work together,} so if the group ask to make a team roll to craft a fantastic statue, reply `no'.
 Master carvers don't ask for help chiselling their statues, so the roll has to be a Group Roll, i.e. the lowest score can drag everyone down.
 
 Conversely, anyone building a raft would welcome all the help they can get.
@@ -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.
 
@@ -809,10 +809,12 @@ It also requires a single level of the Combat Skill.
 
 \paragraph{Creating a weapon mould} -- Intelligence + Crafts, TN equals 7 plus 2 for every Initiative Bonus the weapon grants.
 
+Anything with a cost of less than 10 \gls{cp} can be fashioned in less than a day, with only basic woodworking tools.
+
 \subsection{Empathy}
 
 \paragraph{Judging services} -- Wits + Empathy, \gls{tn} 9.
-\footnote{See page \pageref{servicse} for more on purchasing services.}
+\footnote{See page \pageref{services} for more on purchasing services.}
 
 It's never easy knowing whom to hire.
 Every time someone hires someone as part of a service, they should make a roll.
diff --git a/intro.tex b/intro.tex
index 61c7d4c1fd4448c3682ad771a8660130356f7e8c..41eb09becaeef84e3067efa8de3fa2d5271cb189 100644
--- a/intro.tex
+++ b/intro.tex
@@ -1,9 +1,9 @@
 \chapter*{Introduction}
 
-\subsection*{Overview}
-
 \begin{multicols}{2}
 
+\subsection*{Overview}
+
 \begin{itemize}
 
   \item
@@ -15,7 +15,7 @@
   \item
   BIND uses code to let people write adventure modules faster and easier than any other tools known to mankind.
   \item
-  BIND stops all house rules, by allowing people to integrate those rules into the core book and reprinting.
+  BIND kills all house rules, by allowing people to integrate those rules into the core book and reprinting.
 
 \end{itemize}
 
diff --git a/knacks.tex b/knacks.tex
index 97308d46c2c532044fae8ac66b271087c3c50b8c..1ecfda957977d8bfcf74a520eacdde24b988b8f8 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -277,6 +277,10 @@ Specifically, the character can only raise those spheres at the exact moment the
 
 A first level sphere requires only earning 1 \gls{xp}, a second level spell requires earning 3 \glspl{xp}, a third level spell requires earning 5 \glspl{xp}, a fourth level spell requires earning 10 \glspl{xp}, and finally, a fifth level spell requires earning 15 \glspl{xp}.
 
+\iftoggle{verbose}{
+  \pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
+}{}
+
 \subsubsection{Rune Caster}
 
 \index{Runes}
@@ -293,10 +297,6 @@ Those mana stones which have an imprinted spell can be activated by either a com
 Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for \textit{Fast} spell.
 They cannot use the \textit{Fast} enhancement.
 
-\iftoggle{verbose}{
-  \pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
-}{}
-
 However, in return for this deficit, rune casters can learn their craft far more easily.
 Each level of a sphere they purchase costs 5 \gls{xp} less than it normally would.
 While buying Fate 2 would normally cost 10 for the first level and 15 for the second, rune casters merely need to spend 5 \gls{xp} for the first level and 10 for the second.
diff --git a/magic.tex b/magic.tex
index 8313534ea68c73f410d3f05fa45e14f4cd1f04b3..c190f1218884ebfd49aa039856ae3c71741dce7c 100644
--- a/magic.tex
+++ b/magic.tex
@@ -167,7 +167,7 @@ Some spells are instant -- a ball of fire flashes from the mage and incinerates
 Continuous spells can be cancelled at will or maintained indefinitely.
 However, while they are being maintained, the \gls{mp} required to cast them remains spent, lowering the mage's maximum \gls{mp}.%
 \iftoggle{verbose}{%
-\footnote{Spell enhancements (see below) do not lock mana in this way.}
+\footnote{Spell Enhancements (see below) do not lock mana in this way.}
 
 For example, Tauron the elven sorcerer casts a spell on himself to appear as a human -- all the better to blend into surrounding society.
 He spends 1 \gls{mp}.
@@ -206,80 +206,25 @@ They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any
 \subsection{Spell Enhancements}
 \label{Enhancements}
 
-Spell enhancements make spells stronger, at the expence of adding to the spell's level, and \gls{tn}.
-These enhancements always take the form of adjectives.
-For example, the first level \textit{Fireball} spell, has the enhancement ``(1) Enhancement -- Raging'', meaning the mage can cast a \textit{Raging Fireball}, which would count as a second level spell.
-The enhancement ``(1) Wide'' can be used on any spell to have it cover a wide area, so while a Fireball spell would normally be level 1, a \textit{Wide, Raging Fireball} would be a level 3 spell, with \gls{tn} 9.
-The spell would then cost 3 \glspl{mp} to cast, and require 3 rounds to cast.
+Spell Enhancements make spells stronger, at the expense of adding to the spell's level, and \gls{tn}.
+These Enhancements always take the form of adjectives.
 
 \iftoggle{verbose}{
+  The \textit{Lending Hand} spell allows someone to add a Bonus to an ally's rolls at the cost of 1 \gls{mp}.
+  But anyone with the \textit{Wide} Enhancement can add a level, and cast a \textit{Wide Lending Hand} spell, which boosts multiple allies' rolls as a second level spell (costing 2 \glspl{mp}; or with the \textit{Fast} Enhancement, a \gls{miracleworker} could cast a \textit{Fast Lending Hand} spell.
+
+  The Invocation sphere in particular may seem very limited, where casters can only benefit from a Level 1 \textit{Fireball}.
+  However, anyone with Invocation 3 could spend 3 \glspl{mp} to cast a \textit{Fast, Potent, Fireball}, or a \textit{Fast, Wide, Fireball}, which targets many enemies instantly.
+
+  \Glspl{miracleworker} gain access to Enhancements by raising their Metamagic level (which is always equal to their maximum \glspl{mp}).
+
   \subsection{Spell Failure}
   Spells are always cast, even if the caster does not get the intended result.
   If an illusion spell fails, the illusion persists -- it simply looks obviously magical, like bad CGI.
   If a fireball spell fails, fire still comes, as the mage's mana has to go \emph{somewhere}, even if nothing hits the intended target.
-}{}
-
-\end{multicols}
-
-\section{Mana Stones}
-
-\begin{multicols}{2}
-
-\noindent
-Every path has its own way of creating magical items.
-These magical items always begin life as a `mana stone' -- i.e. a thing which can store mana, and produce it upon command.
-Alchemists typically use gold, while rune-casters use any surface which can hold a rune upon it.
-
-The mana stones often hold spells, which they can summon on the command of the user (or sometimes, based upon the mana stone's own desires).
-When \glspl{miracleworker} walk multiple Paths of magic, they can create mana stones which combine spells, by creating stones which work with both schools.
-For example, an alchemical rune-caster might carve runes into gold plate in order to complete a spell.
-
-\subsection{The Path of Alchemy}
-\index{Alchemy}
-
-\index{Mana Stones!Alchemy}
-
-Alchemical mana stones are always precious items, such as gold, rubies, or diamonds.
-A mana stone costs 10 gp per \gls{mp} which can be stored inside it, so a mana stone storing 3 \gls{mp} would cost 30 gp.
-The exact item might be a simply ruby which stores mana, a diamond-headed wand of ivory which blasts out fireballs or a sword with jewels on the handle which surrounds the warrior with moving illusions of their.
-Alchemical mana stones with a spell always activate those spells with a command word.
-
-Such mana stones can be reworked to make other items, but can only store fewer \glspl{mp} than the first time they were used.
-
-\subsection{The Path of Blood}
-
-\index{Mana Stones!Blood}
-
-Those with magic flowing through their own blood can only use themselves as mana stones.
-They can store magic in their heart, their fingers, or eyes, but can never use an external item to store mana.
-
-\subsection{The Path of Devotion}
-
-
-Each type of devotion has its own mana stone.
-See the individual references in chapter \ref{gods_codes}.
-
-\subsection{The Path of Runes}
-
-\index{Mana Stones!Runes}
-
-Rune casters' mana stones are, of course, runic carvings, and can never be painted onto anything.
-Such mana stones can store up to 2 \glspl{mp} per \gls{weightrating}, so an item with a \gls{weightrating} of 3 could store up to 6 \glspl{mp}.
-
-\subsection{The Path of Song}
-\label{song}
-\index{Mana Stones!Song}
-
-The mana stones of the Path of Song are actual songs.
-The bard composes a song especially for the purpose; when anyone -- anywhere in the world -- plays the song on the correct instrument the mana can be regained.
-
-If anyone ever pulls mana from the song (either for a spell casting or because they are low on mana) while the song-spell is empty, it is destroyed forever.
-The song will be difficult for anyone to remember and will no longer store any mana until someone remakes the spell.
-
-Rare and powerful spell-songs are swapped as currency among bards -- spells which can protect the singer or enchant a crowd.
-
-
-  
+}{
+  Casters gain Enhancements through gaining Metamagic levels.
+}
 
 \end{multicols}
 
@@ -294,25 +239,13 @@ Rare and powerful spell-songs are swapped as currency among bards -- spells whic
 
 \noindent
 The more \glsentrylongpl{mp} a mage has, the more Metamagic they have to change their spells.
-A mage with 2 spheres and an Intelligence Bonus of +1 would have a total Metamagic rating of 5.
+A mage with 2 spheres and an Intelligence Bonus of +1 would have a total Metamagic rating of 7.
 
-Every power level offers the caster new spells or -- more often -- enhancements to existing spells.
-The enhancements drawn from Metamagic can affect all spells the caster has, not simply the spells listed here.
+Every power level offers the caster new spells or Enhancements (which make spells more powerful).
+The Enhancements drawn from Metamagic can affect all spells the caster has, making every one more powerful.
 In this way, spells can be combined for greater effects.
 
-\iftoggle{verbose}{
-For example, early invocationists can cast a \textit{Fireball} spell as a Level 1 spell.
-With sufficient \glsentrylongpl{mp}, the mage can cast a \textit{Wide Fireball} as a level 2 spell, affecting more targets.
-Fireballs can also be enhanced by making them \textit{Raging} when cast at +1 level (which adds +2 to the Damage).
-Finally, combining all these effects, a mage could cast a \textit{Wide, Raging Fireball} as a level 3 spell (assuming the mage had level 3 Invocation).
-This would inflict $1D6 + 2$ Damage, plus the mage's Intelligence Bonus, over a wide area.
-}{}
-
-Anyone who walks any Path of Magic can make use of any of these abilities, even if they haven't bought any spheres.
-These spells are not like the formal spells in magical spheres.
-They require no words, hand movements, or anything else to use.
-However, such spells quickly become expensive.
-A level 8 Metamagic spell requires 8 \glspl{mp} to cast, and requires 11 Initiative points.
+Anyone who has bought any magical Knacks can make use of any of these abilities, even if they haven't bought any spheres.
 
 \spelllevel
 
@@ -367,7 +300,7 @@ The mage casts the spell on any person or item and finds out how many \glsentryl
 
 \enhancement{1}{Fast}{Make a spell cast instantly}\label{fast}
 \iftoggle{verbose}{%
-This enhancement alone allows \glspl{miracleworker} to  cast effectively on the battlefield.
+This Enhancement alone allows \glspl{miracleworker} to  cast effectively on the battlefield.
 With this Enhancement, a spell no longer requires one round per level to cast, but can be cast with 3 Initiative plus the spell's level.
 
 While a standard \textit{Oath} spell requires 2 \glspl{round} to cast, a \textit{Fast Oath}, cast at level 3, requires only 6 Initiative.
@@ -379,7 +312,7 @@ While a standard \textit{Oath} spell requires 2 \glspl{round} to cast, a \textit
 
 \enhancement{1}{Colourful}{Change a spell's appearance}
 
-This enhancement allows a \gls{miracleworker} to alter the appearance of any spell.
+This Enhancement allows a \gls{miracleworker} to alter the appearance of any spell.
 The changes are purely cosmetic.
 \iftoggle{verbose}{%
 This can let a \textit{fireball} take the shape of a bird, or add colour to shadows, turning them into complete illusions.
@@ -557,9 +490,11 @@ Any applicable enhancements, such as \textit{Wide}, affect both spells.
 
 The smaller spell adds a number of levels equal to half its own level.
 
-For example, a priest of \gls{wargod} might cast a \textit{Raging Fireball} at someone, alongside \textit{Curse}.
-The highest level spell there is \textit{Raging Fireball} at level 2, and the other is at level 1 and only costs half the usual \glspl{mp}.
-With the two spells together, the total cost is 3 \glspl{mp}, and the spell takes 7 Initiative points to cast.
+For example, a priest of \gls{wargod} might cast a \textit{Fast Fireball} at someone, alongside a \textit{Curse}.
+The highest level spell there is \textit{Fast Fireball} at level 2, and the other is at level 1 and only costs half the usual \glspl{mp}.
+With the two spells together, the total cost is 3 \glspl{mp},
+\footnote{Always round up.}%
+and the spell takes 7 Initiative points to cast.
 The caster has an Intelligence score of +3, so the target is hit with $2D6+1$ damage from the fireball, and loses $1D6+2$ \glspl{hp} directly.
 
 \spelllevel
@@ -587,3 +522,63 @@ They also regenerate 3 \glspl{mp} per scene.
 
 \end{multicols}
 
+\section{Mana Stones}
+
+\begin{multicols}{2}
+
+\noindent
+Every Path has its own way of creating magical items.
+These magical items always begin life as a `mana stone' -- i.e. a thing which can store mana, and produce it upon command.
+Alchemists typically use gold, while rune-casters use any surface which can hold a rune upon it.
+
+The mana stones often hold spells, which they can summon on the command of the user (or sometimes, based upon the mana stone's own desires).
+When \glspl{miracleworker} walk multiple Paths of magic, they can create mana stones which combine spells, by creating stones which work with both schools.
+For example, an alchemical rune-caster might carve runes into gold plate in order to complete a spell.
+
+\subsection{The Path of Alchemy}
+\index{Alchemy}
+
+\index{Mana Stones!Alchemy}
+
+Alchemical mana stones are always precious items, such as gold, rubies, or diamonds.
+A mana stone costs 10 gp per \gls{mp} which can be stored inside it, so a mana stone storing 3 \gls{mp} would cost 30 gp.
+The exact item might be a simply ruby which stores mana, a diamond-headed wand of ivory which blasts out fireballs or a sword with jewels on the handle which surrounds the warrior with moving illusions of their.
+Alchemical mana stones with a spell always activate those spells with a command word.
+
+Such mana stones can be reworked to make other items, but can only store fewer \glspl{mp} than the first time they were used.
+
+\subsection{The Path of Blood}
+
+\index{Mana Stones!Blood}
+
+Those with magic flowing through their own blood can only use themselves as mana stones.
+They can store magic in their heart, their fingers, or eyes, but can never use an external item to store mana.
+
+\subsection{The Path of Devotion}
+
+
+Each type of devotion has its own mana stone.
+See the individual references in chapter \ref{gods_codes}.
+
+\subsection{The Path of Runes}
+
+\index{Mana Stones!Runes}
+
+Rune casters' mana stones are, of course, runic carvings, and can never be painted onto anything.
+Such mana stones can store up to 2 \glspl{mp} per \gls{weightrating}, so an item with a \gls{weightrating} of 3 could store up to 6 \glspl{mp}.
+
+\subsection{The Path of Song}
+\label{song}
+\index{Mana Stones!Song}
+
+The mana stones of the Path of Song are actual songs.
+The bard composes a song especially for the purpose; when anyone -- anywhere in the world -- plays the song on the correct instrument the mana can be regained.
+
+If anyone ever pulls mana from the song (either for a spell casting or because they are low on mana) while the song-spell is empty, it is destroyed forever.
+The song will be difficult for anyone to remember and will no longer store any mana until someone remakes the spell.
+
+Rare and powerful spell-songs are swapped as currency among bards -- spells which can protect the singer or enchant a crowd.
+
+
+\end{multicols}
+
diff --git a/main.tex b/main.tex
index 4f2c09d0925fdc373e8504d78ce78dc543737e92..d9d84868a46d09756d7eec3fb1f9ccecff1a92ea 100644
--- a/main.tex
+++ b/main.tex
@@ -4,7 +4,6 @@
 \date{}
 
 \usepackage{config/bind}
-\input{glossary.tex}
 \input{charts.tex}
 
 \hypersetup{pdfinfo={
@@ -18,6 +17,7 @@ Keywords={TTRPG,RPG,roleplaying}
 
 \externalReferent{aif}
 
+\input{glossary.tex}
 \iftoggle{aif}{
   \input{../aif/glossary.tex}
 }{}
diff --git a/main_ref.tex b/main_ref.tex
index 134f754e4945f72eda7ce281403426ad1e8c1340..9e90b5276746e1911a133d8ca2aecb03e88f1420 100644
--- a/main_ref.tex
+++ b/main_ref.tex
@@ -18,6 +18,8 @@ Keywords={TTRPG,RPG,roleplaying,reference}
 
 \externalReferent{aif}
 
+\input{glossary.tex}
+
 \begin{document}
 
 \pagenumbering{gobble}
diff --git a/races.tex b/races.tex
index d83ae88af37dc7b2056bf160c14288e19500315c..aee7db0d5eb0993565bcf6883f92c305f43e7ac6 100644
--- a/races.tex
+++ b/races.tex
@@ -46,7 +46,7 @@ Others behind them reload the crossbows in a production line, then hand it back.
 \iftoggle{aif}{
   While rudimentary crossbow-string might be made from watchers' tendrils,%
   \footnote{See page \pageref{watcher} in \textit{Adventures in Fenestra}.}
-  the best comes from goblin or deer intestines.
+  the best comes from hemp.
   Dwarves can construct the rest of the item from wood or umberhulk chitin.
 }{}
 
@@ -258,9 +258,7 @@ Upon greeting each other, gnomes do not give their names but ask for one -- cust
 
 When gnomes can flee, they do so, but otherwise nobody knows what they might do ahead of time.
 They dislike repeated tactics or methods.
-They prefer doing something unpredictable, to a solid strategy, especially if a tried and tested method has little chance of success for their current situation.
-
-Whatever they do, it will be detail-oriented, relying on the type of leather an enemy wears, or how much grip their boots have, or which tunnels the gnomes can squeeze into which others can't.
+They prefer unpredictable plans to reliable ones, and often rely on details that people think of as inconsequential, such as what the enemy's shoe-laces are made from, or what the maximum tunnel-size the enemy can comfortably run through.
 
 \subsection{Commerce}
 
diff --git a/rules.tex b/rules.tex
index 1f07a31becc71092e50dce5828cff67818d23859..546faf7ac9ce82f7cb16a2e54912bf9532034722 100644
--- a/rules.tex
+++ b/rules.tex
@@ -233,10 +233,13 @@ Any enemies fleeing count for half their \gls{xp} value so long as they engaged
 
 \iftoggle{verbose}{
 
+\sidepic{Roch_Hercka/xp-1}{\label{roch:xp1}}
+
 Standing alone against a towering ogre is a nightmare, but three warriors standing against three ogres can be much easier.
 A battle against thirty goblins can really take its toll, but three different battles against ten goblins can be child's play.
 To represent this, we have \textit{the \gls{xp} Discount} -- a price you pay for every member of the party.
 
+\sidepic{Roch_Hercka/xp-2}{\label{roch:xp2}}
 }{}
 
 For every member of the party, that many points are deducted from one monster's \gls{xp} value (to a minimum of 0).
@@ -369,23 +372,6 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 
 \end{multicols}
 
-\subsection{Concept}
-
-\sidepic{Roch_Hercka/xp-1}{\label{roch:xp1}}
-
-Now is the time to look at your character's base Attributes and think about what they might be good at.
-The best place to start is your highest Attribute.
-If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option.
-Buy off any Wits penalties and put a magic sphere down on the character sheet.
-Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter.
-Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
-
-\sidepic{Roch_Hercka/xp-2}{\label{roch:xp2}}
-Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
-Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
-It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
-You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
-
 }{}
 
 \end{multicols}
@@ -638,10 +624,6 @@ They can, however, drag items with up to a \gls{weightrating} of up to 10 points
 \subsection{Cultures \& Exchange Rates}
 \index{Exchange Rates}
 
-Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily.
-As a result, their -- and other -- culture's items are more expensive than human items.
-The costs of the items here are based on the most common race -- humans. Other races have a multiplier effect based on how expensive their equipment is.
-
 \needspace{6em}
 \sidebox{
 
@@ -661,6 +643,10 @@ The costs of the items here are based on the most common race -- humans. Other r
 
 }
 
+Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily.
+As a result, their -- and other -- culture's items are more expensive than human items.
+The costs of the items here are based on the most common race -- humans. Other races have a multiplier effect based on how expensive their equipment is.
+
 Different races will also have different items available.
 In general, anything of a basic (non adjusted) value of over 2 \gls{sp} will not be available in a village, while towns will not have anything of over 1 gp in value.
 Characters can only buy expensive, artisan, items in cities.
@@ -670,7 +656,8 @@ 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.
@@ -710,10 +697,10 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe
 \subsubsection{Starting Money}
 
 The amount of bare money a character starts out with depends upon their Skills.
-Starting money is $3D6-5$\gls{cp}, which doubles for every dot the characters has in a Skill.
+Starting money is $3D6-5$\gls{cp}, which doubles for every level the characters has in a Skill.
 
-For example, a character with Academics 1 and Tactics 1 might roll a total of 7.
-$7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}.
+For example, a character with Empathy 1 and Tactics 1 might roll a total of 7.
+$7\times2\times2 = 28$, so the character starts out with 28 \glspl{cp}.
 
 \iftoggle{verbose}{
   \input{story/equipment.tex}
diff --git a/spheres.tex b/spheres.tex
index 2f560b19a1a9f72ed37d037db9f6adac436b1823..a98e7d597a162b65995959eef5c73dfe619864b5 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -1152,11 +1152,13 @@ As usual, replace 4 Damage with a $D6$, so a necromancer with basic Intelligence
 \begin{multicols}{2}
 
 \iftoggle{verbose}{
-  \animalAbilities
+  \begin{figure*}[b!]
+    \animalAbilities
+  \end{figure*}
 }{
   \begin{figure*}[b!]
-  \footnotesize
-  \animalAbilities
+    \footnotesize
+    \animalAbilities
   \end{figure*}
 }
 
diff --git a/stories.tex b/stories.tex
index d885db2cb637a26fc92e8e886c7726434bfeab0c..ad0e32c3b7d886eb711d8db9da0965a9cf6945d9 100644
--- a/stories.tex
+++ b/stories.tex
@@ -157,16 +157,15 @@ Said characters won't necessarily be as useful as they would be if they were bro
 This may include a trader who was previously known to have valuable information about some situation, or a mage the characters had previously met who could cast a useful spell or two.
 
 This \gls{npc} will probably have gained some \glspl{xp} over this time.
-The \gls{npc}'s \glspl{xp} is still equal to half the total \glspl{xp} of whichever party member has the highest \glspl{xp} total.\footnote{Although this cannot make the \glspl{xp} lower than it was.}
-Any additional \glspl{xp} must be spent immediately (spare XP is discarded), with an explanation about what happened to acquire these new Traits.
+The \gls{npc}'s \glspl{xp} is still equal to half the total \glspl{xp} of whichever party member has the highest \glspl{xp} total.
+\footnote{Of course this cannot lower the \gls{npc}'s \glspl{xp}.}%
+Any additional \glspl{xp} must be spent immediately (spare \glspl{xp} are discarded), with an explanation about what happened to acquire these new Traits.
 
 \story{1}{The Random Fact}
 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.
 
-The \gls{storypoint} can be spent after a roll has failed.
-
 \iftoggle{verbose}{%
   \begin{itemize}
   \item
@@ -179,12 +178,12 @@ The \gls{storypoint} can be spent after a roll has failed.
       You know it's in Whiteplains somewhere, and their talk of elves gave you a rough idea of the location.
     \item
     It was unclear if the noble was telling the truth, but you recognise the dyes on his tunic; they come only from the Shale, which can only mean one thing\ldots
-    \end{itemize}
   }{
     \item
     The party have you idea where they are, but you suddenly remember your uncle's maps.
     They were always plastered all over the walls, and you used to imagine walking in those distant lands.
   }
+  \end{itemize}
 }{}
 
 \story{1}{The Special Item}
@@ -239,27 +238,36 @@ The place will not necessarily help you hide or defend yourself unless you are a
   \end{itemize}
 }{}
 
-\story{1-3}{The Old Friend}
+\story{1}{The Old Friend}
 \label{oldFriend}
 You know someone in town who has just the skills you are all looking for.
 
-The player can make this character themselves, just like a normal character, however, buying martial abilities.
-For the sake of brevity, consider using the rules for player chosen characters (page \pageref{playerchosen}).
-The \gls{npc}'s starting \glspl{xp} is half the current \glspl{xp} total of whichever party member has the highest total \glspl{xp}, so if the highest \glspl{xp} total in the party is 83, that's 42 \glspl{xp} to make this character.
-
-Martial or magical abilities cost an extra \gls{storypoint}, so a character with both would cost 3 \glspl{storypoint}.
+The player can make this character themselves, just like a normal character, but cannot purchase Combat, Projectiles or \glspl{fp}.
+The \gls{npc} begins with either 50 \glspl{xp}, or half the \glspl{xp} of whichever party member has the most (whichever is higher).
+\iftoggle{verbose}{%
+  So if one of the \glspl{pc} has 115 \glspl{xp}, the \gls{npc} would begin with 58 \glspl{xp}.
+}{}
 
 \iftoggle{verbose}{
   This is a particularly important story, as these form the secondary characters which players can use if their first characters die.
 
   \begin{itemize}
   \item Everyone wants to buy expensive chainmail, and your dwarvish friend just so happens to have retired here, selling top-quality armours of all types.
-  \item With no idea how to talk to the local lord, you suddenly find your old military friend guarding the gate.
   \item The party needs an expert tracker, and on the road you meet your brother.
   He never liked people, so once he got out of the military, he began working independently as a bounty hunter.
   \end{itemize}
 }{}
 
+\story{2}{The Ally}
+
+As per \nameref{oldFriend}, but the character can purchase any Trait.
+These martial allies can accompany groups on dangerous missions.
+
+\begin{itemize}
+  \item
+  With no idea how to talk to the local lord, you suddenly find your old military friend guarding the gate.
+\end{itemize}
+
 \story{2}{The Resting Spot}
 You know of a secluded and secret location where you will be safe.
 If your safe space is ever invaded due to events outside your control, you receive both Story points back if it is within the same session or 1 Story point back if it during a later session where the same place is used again.
diff --git a/story/equipment.tex b/story/equipment.tex
index cfdeef4f5d5a42c119dc79cdb96d3ec900a50fa4..1f0ba7136fbe0e53d9a7d4ee1fb4cf66cf116573 100644
--- a/story/equipment.tex
+++ b/story/equipment.tex
@@ -6,6 +6,6 @@
     We'll start with some shiny Partial chainmail and a longsword so he can fight.
     His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later.
 
-  Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with ($9\times 2^3$) 24\glspl{cp}.
+  Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with ($9\times 2^3$) 72\glspl{cp}.
 
 \end{exampletext}