diff --git a/codes.tex b/codes.tex
index 2a990968d41ffe55adc52b5ed58a11e3b70ab177..c113d5baea47c8018060aaf2916608db236fd39f 100644
--- a/codes.tex
+++ b/codes.tex
@@ -38,7 +38,6 @@ Those with a personal code can never walk the Path of Divinity.
 
 \section{Rulings}
 
-
 \begin{multicols}{2}
 
 The \gls{gm} decides how much \gls{xp} to give out for any given task -- each path has a number of suggestions but the list should be understood as open-ended and entirely at the whim of the \gls{gm}.
@@ -61,6 +60,13 @@ Players receive \glspl{xp} only at the end of a session, and only for achievemen
 
 \begin{multicols}{2}
 
+The goal of life is acquisition.
+We all want things, therefore people who get more things are doing better.
+Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies.
+
+Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}.
+They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal.
+
 \subsection{The Code of Acquisition}
 \index{Code!Acquisition}
 
@@ -106,15 +112,6 @@ Players receive \glspl{xp} only at the end of a session, and only for achievemen
   \end{figure*}
 }
 
-The goal of life is acquisition.
-We all want things, therefore people who get more things are doing better.
-Those on the code of acquisition are often those who can acquire more money -- townmasters, dwarves in love with gold, or gnomes who have dedicated their lives to finding the best rubies.
-
-Underneath the exterior love of wealth, those on the Code of Acquisition primarily desire \emph{respect}.
-They have a deep sense of needing to be important in the eyes of others, and find their acquisitions the most efficient way to achieving that goal.
-
-
-
 \subsection[\Glsentrytext{joygod} -- Goddess of Joy]{\Glsentrytext{joygod}}
 \index{Gods!\Glsentrytext{joygod}}
 
@@ -233,7 +230,14 @@ The mana stones of \Gls{knowledgegod} are always activated by a command word.
 \subsection{The Code of Experience}
 \index{Code!Experience}
 
-The world is here to be lived, to be known, to be connected with. You want all the experiences -- unique experiences, sacred experiences, horrible experiences; it's all good. You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick. Elation and deep-rooted fear are equally valuable -- they are both life. You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people.
+The world is here to be lived, to be known, to be connected with.
+You want all the experiences -- unique experiences, sacred experiences, horrible experiences; the only real evil is boring repetition.
+You want to stare at the full moon while drinking with friends, to create some new piece of art and to feel enough heart-ache to make you physically sick.
+Elation and deep-rooted fear are equally valuable -- they are both life.
+You also value giving life and meaning to the old and abandoned, to experiencing what few others have experienced, whether it's finding a lost and neglected poem from an old language or visiting an area never before seen by people.
+
+Those with the Code of Experience tend to explore, to lead troupes into new areas, to try different approaches, and test new solutions to entrenched problems.
+They tend to create, but this does not necessarily require the Crafts or Performance skills -- someone could equally design some new use for magic, or perfect a new type of knot.
 
 \iftoggle{verbose}{}{
   \begin{figure*}[t!]
@@ -294,6 +298,23 @@ The world is here to be lived, to be known, to be connected with. You want all t
 \subsection{\Glsentrytext{naturegod} -- Goddess of the Forest}
 \index{Gods!\Glsentrytext{naturegod}}
 
+\noindent
+\Gls{naturegod} is the mother of all the growing green plants and all the animals.
+Farmers worship her as they know their produce ultimately stem from the forest.
+Her holy day is a feast-day during the warm first season of the third cycle.
+She has few temples but many followers.
+Those temples are usually arranged around some particularly striking tree, often magically altered to appear fantastically beautiful or just warped.
+Farmers are fond of putting up a little shrine to her with no more than a few rocks and a unique tree, and sometimes with a bird feeder.
+Her followers are numerous -- they meet during feast days, especially \gls{naturegod}'s own day of feasting.
+On other days, they simply travel, and expect \gls{naturegod}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers.
+
+Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby.
+They are granted access to the Polymorph and conjuration spheres.
+The mana stones of her followers are always animals or plants.
+If the animal in question has access to a spell, the animal as well as the priest always has the ability to cast spells.
+Her followers commonly have large dog companions which are able to give blessings or summon other dogs for help with the conjuration sphere.
+Plants with a spell are always activated by a command word.
+Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively turn into a rat when scared.
 
 \iftoggle{verbose}{}{
   \begin{figure*}[t!]
@@ -331,25 +352,32 @@ The world is here to be lived, to be known, to be connected with. You want all t
   \end{figure*}
 }
 
-\noindent
-\Gls{naturegod} is the mother of all the growing green plants and all the animals.
-Farmers worship her as they know their produce ultimately stem from the forest.
-Her holy day is a feast-day during the warm first season of the third cycle.
-She has few temples but many followers.
-Those temples are usually arranged around some particularly striking tree, often magically altered to appear fantastically beautiful or just warped.
-Farmers are fond of putting up a little shrine to her with no more than a few rocks and a unique tree, and sometimes with a bird feeder.
-Her followers are numerous -- they meet during feast days, especially \gls{naturegod}'s own day of feasting.
-On other days, they simply travel, and expect \gls{naturegod}'s blessings and the good will of the people around them to provide food for them, occasionally giving out her blessings if they have been initiated into the secrets of her divine powers.
 
-Those casting spells on her Path of Divinity find things appearing in a wave of mist while flowers bloom nearby.
-They are granted access to the Polymorph and conjuration spheres.
-The mana stones of her followers are always animals or plants.
-If the animal in question has access to a spell, the animal as well as the priest always has the ability to cast spells.
-Her followers commonly have large dog companions which are able to give blessings or summon other dogs for help with the conjuration sphere.
-Plants with a spell are always activated by a command word.
-Animals with a spell implanted always activate the spell at their own behest and rarely at the right time; cats have been known to use implanted spells to hunt prey while a dog which feels threatened might reflexively turn into a rat when scared.
 
 
+\subsection{\Glsentrytext{wargod} -- Goddess of War}
+\index{Gods!\Glsentrytext{wargod}}
+
+\noindent \Gls{deathgod}'s big sister, \gls{wargod}, is a mighty warrior.
+To be worthy of her, people must train well and be fast in battle.
+Her temples are few and are often no more than small rooms within a larger barracks, but her priests travel on almost every martial campaign -- even those who follow other gods usually object to going into battle without the blessings of a cleric of \gls{wargod}.
+
+\gls{wargod}'s feast day ends the fourth and last season of the third and last cycle.
+On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights.
+There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day.
+
+\subsubsection{Spheres}
+
+Clerics of \Gls{wargod} have access to the Invocation and Conjuration spheres.
+They enjoy summoning weapons, hordes of helpers and raining down divine wrath in the form of fire and lightning upon their opponents.
+Their spells are accompanied by loud, terrifying noises which can be heard for up to a mile around and shining, silvery flashes from where fire and battle cries appear.
+
+\subsubsection{Mana Stones}
+
+Their mana stones are weapons or hunting trophies.
+Weapons can only store 2 MP per point of Damage they inflict.
+Hunting trophies can hold up to 1 MP for every 2 \glspl{hp} of the beast killed.
+
 \iftoggle{verbose}{}{
   \begin{figure*}[b!]
   \begin{footnotesize}
@@ -402,32 +430,6 @@ Animals with a spell implanted always activate the spell at their own behest and
   \end{figure*}
 }
 
-
-
-\subsection{\Glsentrytext{wargod} -- Goddess of War}
-\index{Gods!\Glsentrytext{wargod}}
-
-
-\noindent \Gls{deathgod}'s big sister, \gls{wargod}, is a mighty warrior.
-To be worthy of her, people must train well and be fast in battle.
-Her temples are few and are often no more than small rooms within a larger barracks, but her priests travel on almost every martial campaign -- even those who follow other gods usually object to going into battle without the blessings of a cleric of \gls{wargod}.
-
-\gls{wargod}'s feast day ends the fourth and last season of the third and last cycle.
-On this day, if no battles are present, entire towns sometimes gather together to voice their frustrations, calling each other out to one-on-one fights.
-There is no reprisal for the result of these fights -- they stand alone, and no redress can be made in a socially acceptable way until \gls{wargod}'s next holy day.
-
-\subsubsection{Spheres}
-
-Clerics of \Gls{wargod} have access to the Invocation and Conjuration spheres.
-They enjoy summoning weapons, hordes of helpers and raining down divine wrath in the form of fire and lightning upon their opponents.
-Their spells are accompanied by loud, terrifying noises which can be heard for up to a mile around and shining, silvery flashes from where fire and battle cries appear.
-
-\subsubsection{Mana Stones}
-
-Their mana stones are weapons or hunting trophies.
-Weapons can only store 2 MP per point of Damage they inflict.
-Hunting trophies can hold up to 1 MP for every 2 \glspl{hp} of the beast killed.
-
 \subsection{\Glsentrytext{deathgod} -- God of the Grave}
 \index{Gods!\Glsentrytext{deathgod}}
 
diff --git a/combat.tex b/combat.tex
index 697b9c70ebd0cbdeaa3049f80b8979a7abcf8f85..91b43aee58f3d6ad84773416dfd844ce237b58f8 100644
--- a/combat.tex
+++ b/combat.tex
@@ -50,6 +50,24 @@
 Animals use a \gls{skill} called Aggression.
 It works exactly like the Combat \gls{skill} but only for unarmed attacks.
 
+\iftoggle{verbose}{
+    \begin{boxtext}[title=Dicey Damage,float*=b,width=\textwidth]
+  
+      If you prefer your Dice in a more old-school format, you can easily give each weapon a different Damage die.
+      Weapons which would normally inflict +1 Damage can instead roll their Damage as 1D8, while weapons with +2 Damage would instead leave players rolling 1D10, leaving weapons of +3 Damage to be replaced with a D12.
+      
+      Whether the players are rolling $1D6+1$ for a dagger or $1D8$, both have the same average of 4.5, so this system will not change things significantly.
+      However, Stacking Damage occurs less often, and the die rolls will tend to swing more wildly to the highs and lows.
+      
+      If you don't own a D14, then simply add +1 Damage to all Damage totals above +3.
+      
+      +0 Damage should remain as $1D6$ and anyone with a Strength score of +4 should replace the bonus with a $D6$ as normal.
+      Spells are unaffected.
+  
+    \end{boxtext}
+
+}{}
+
 \subsection{\Glsfmtlongpl{ap} \& Initiative}
 
 Everyone begins combat with 3 \glsentryfullpl{ap} plus their Speed Bonus.
@@ -111,26 +129,6 @@ requires the usual 1 \gls{ap} expenditure.
 \subsection{Damage}
 \index{Damage}
 
-\iftoggle{verbose}{
-  \begin{figure*}[t]
-    \begin{boxtext}[title=Dicey Damage]
-  
-      If you prefer your Dice in a more old-school format, you can easily give each weapon a different Damage die.
-      Weapons which would normally inflict +1 Damage can instead roll their Damage as 1D8, while weapons with +2 Damage would instead leave players rolling 1D10, leaving weapons of +3 Damage to be replaced with a D12.
-      
-      Whether the players are rolling $1D6+1$ for a dagger or $1D8$, both have the same average of 4.5, so this system will not change things significantly.
-      However, Stacking Damage occurs less often, and the die rolls will tend to swing more wildly to the highs and lows.
-      
-      If you don't own a D14, then simply add +1 Damage to all Damage totals above +3.
-      
-      +0 Damage should remain as $1D6$ and anyone with a Strength score of +4 should replace the bonus with a $D6$ as normal.
-      Spells are unaffected.
-  
-    \end{boxtext}
-  \end{figure*}
-
-}{}
-
 If you hit, roll $1D6$ plus your Strength Bonus to determine Damage.
 The Damage is then taken off the enemy's \gls{hp}.
 Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated.
diff --git a/gm.tex b/gm.tex
index 6aefa2397711fd7b5408ea07f325f1d64b19acc7..ff18f5703a2f08986a5ab0e64d88cae4e850dbd7 100644
--- a/gm.tex
+++ b/gm.tex
@@ -491,7 +491,7 @@ And maybe when the bandit spy joins the party, he'll end up in an unrelated enco
 
 \end{multicols}
 
-\section{The Undead}
+\section[The Undead]{\D~The Undead}
 \label{undead}
 
 \begin{multicols}{2}