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+---
+publish-ash: true
+---
+Moves are where nearly all the mechanics in Chasing Adventure live in. Here are the basic ones.
+
+You can find the moves for each playbook here:
+
+- [[Ash In the Snow/Meta/Moves/Barbarian|Barbarian]]
+- [[Ash In the Snow/Meta/Moves/Bard|Bard]]
+- [[Ash In the Snow/Meta/Moves/Cleric|Cleric]]
+ - [[./Cleric Spells|Cleric Spells]]
+- [[Ash In the Snow/Meta/Moves/Druid|Druid]]
+- [[Ash In the Snow/Meta/Moves/Fighter|Fighter]]
+- [[./Immolator|Immolator]]
+- [[Ash In the Snow/Meta/Moves/Paladin|Paladin]]
+- [[Ash In the Snow/Meta/Moves/Ranger|Ranger]]
+- [[./Thief|Thief]]
+- [[Ash In the Snow/Meta/Moves/Wizard|Wizard]]
+ - [[./Wizard Spells|Wizard Spells]]
+## Adventure Moves
+### Defy
+When you act despite an imminent threat or obstacle, tell us how you
+do it. Then roll...
+- **+STR** if you endure or power through it.
+- **+DEX** if you act with speed or finesse.
+- **+INT** if you employ quick or out-of-the-box thinking.
+- **+WIS** if you rely on mental fortitude or sharp senses.
+- **+CHA** if you use charm, intrigue, or social grace.
+
+On a **10+** the threat doesn’t come to bear.
+On a **7-9** it only abates if you make a costly sacrifice or ugly choice,
+the GM will tell you what.
+
+### Engage
+When you openly fight an enemy up close, roll **+STR**.
+On a **7-9** you and your enemy trade blows, usually inflicting a
+condition on each other.
+On a **10+** you trade blows, but **choose one:**
+- Avoid or withstand their attack
+- Inflict an extra condition
+- Take something from them
+
+### Let Fly
+When you attack a clear target from afar, roll **+DEX.**
+On a **10+** your clean hit inflicts a condition.
+On a **7-9** you inflict a condition but are either put in a dangerous
+position or gain Disadvantage Forward, your choice.
+Ponder
+When you consider what you know about a subject, ask the GM one
+question about it, say how you might know the answer, and roll **+INT.**
+On a **10+** the GM will tell you the detailed, useful truth.
+On a **7-9** they will tell you a vague, twisted, or incomplete truth.
+You and your allies have Advantage when first acting on this
+information.
+Here are some example questions:
+- Where is located?
+- What could have caused ?
+- What might be the best way to ?
+- What have I heard or read about this person/creature?
+
+### Examine
+When you closely investigate a charged situation, ask the GM one
+question about it and roll **+WIS**.
+On a **10+** the GM answers your question and related followup
+questions truthfully.
+On a **7-9** the GM answers your question truthfully.
+You and your allies roll with Advantage when first acting on this
+information.
+Here are some example questions:
+- Who/what else is hidden?
+- How can I gain the upper hand?
+- What would happen here if I did ?
+- Who is really in control here?
+
+### Scrutinize
+When you have an intimate or prying conversation with someone,
+roll **+WIS**.
+On a **10+** gain 2 Insight. On a **7-9** gain 1 Insight.
+Gain **+1** Insight if they Favor you, even on a **6-**.
+During this conversation you can spend Insight 1-for-1 to ask their
+player (including the GM) any question about this person’s thoughts,
+feelings or motivations and they must answer truthfully.
+Here are some example questions:
+- How might I get you to ?
+- How do you feel about ?
+- How can I gain your Favor?
+- What is your goal?
+
+### Compel
+When you use favor, payment, promises, or threats to get someone
+to do something, say what you want them to do (or not to do) and
+roll **+CHA**. If they Favor you, you may use up their Favor to gain
+Advantage on the roll.
+For NPCs, on a **10+** they’ll do what you want. On a **7-9** they’ll only do
+it if you do something for them in return or Favor them afterwards,
+the GM will say which.
+For PCs, on a **10+** both below occur, on a **7-9** choose one below
+to occur, and on a **6-** they instead can immediately ask you two
+questions as if they Scrutinized you.
+- If they do it, you will Favor them.
+- If they don’t do it, they have Disadvantage Forward and you no
+longer Favor them.
+
+### Cooperate
+When you assist of your companions in an act, you grant them
+Advantage to any rolls made as part of it, but you are both fully
+affected by any costs or consequences.
+Multiple people can Cooperate with the same person at once, that
+person simply gains additional Advantage per person. You can do this
+before your ally resolves the Move, not after.
+Push Yourself
+When you put all of your effort into one act, roll with Advantage.
+Then after the roll you take a condition from the strain (which ignores
+Armor).
+
+### Settle In
+When you settle in to rest as a group, whether it’s taking a short
+break, sleeping overnight, or relaxing for weeks, the GM advances the
+Ominous Forces. Then, if anyone has 5 or more XP, they Level Up. If
+you have enough XP, you can Level Up multiple times at once.
+When you’ve finished resting and resume adventuring, remove all
+your conditions and refresh your undamaged Armor.
+
+## Peripheral Moves
+
+### End of Session
+At the end of each session, answer the following questions as a group:
+- Did we discover something new and important about the world or characters?
+- Did we newly visit or significantly alter a memorable location?
+- Did we overcome a notable obstacle, enemy, or challenge?
+For each “yes” answer, everyone marks 1 XP.
+Lastly, mark 1 XP if you accomplished your Drive.
+
+### Crumble
+When you mark your last condition (other than Armor), your life is
+untenable.
+When your life is untenable, from conditions or otherwise, you’re out
+of the action for a while. Say how and choose one from the list below:
+- Lock a condition of your choice. It can’t be removed except
+through a Level Up. You still gain XP from rolling with it.
+- Change to a new Playbook (see Page 81)
+- Die
+If you’re not dead, remove all conditions that aren’t Locked. The GM will advance the Ominous Forces and say when you’re back in the action.
+
+### Epiphany
+When you have a change of heart, say what is behind it and write a new Drive.
+
+### Level Up
+When you have 5 or more XP after Settling In, reduce your XP by 5
+and choose one benefit below:
+You can always take these options:
+- Increase a stat of your choice from **+0** to **+1**.
+- Take an Advanced Move from your class.
+- Acquire an Asset (see page 10).
+- Remove a locked condition. (see Crumble on this page).
+- Change Playbooks (see Page 81).
+You can take these options only once each:
+- Increase a stat of your choice from **+1** to **+2**.
+- Increase a stat of your choice from **+1** to **+2**.
+- Take a Starting or Advanced Move from another class.
+- Take a Starting or Advanced Move from another class.
+Once you reach level 10 you can also always take these options:
+- Take an Advanced Move (Level **10+**) from your class.
+- Increase a stat of your choice from **+2** to **+3**.
+- Retire to safety and cease your adventuring.
+
+### Track Down
+When you venture out from safety in lengthy pursuit of a quarry,
+roll+Nothing, with Advantage if you already know your quarry’s
+location.
+On a **10+** choose one.
+On a **7-9** choose two.
+On a **6-** all three.
+- You are exhausted or distracted. All traveling PCs take a condition
+from fatigue.
+- You are noticed, by your quarry or by someone else, and they act
+accordingly.
+- You are impeded. A significant obstacle stands between you and
+your quarry.
+
+### Connect
+When you declare you know an NPC who could help and go looking
+for them, roll **+CHA**. If you also declare that you Favor them, gain
+Advantage on the roll.
+On a **10+** they could do what you need and they aren’t hard to find.
+On a **7-9** they could do what you need, but the GM will choose one:
+- They have a grudge against you or aren’t entirely willing to trust
+you.
+- They’re already caught up in some sort of trouble.
+- They’re far off, hiding, trapped, or hard to find.
+
+### Ask Around
+When you Examine by gathering rumors and information from
+others, you may spend 1 Wealth to roll with Advantage.
+### Compensate
+When you Compel someone open to bribes, Offering 1 Wealth gives
+you Advantage, and offering 2 Wealth lets you automatically succeed
+as if you had rolled a **10+**.
+
+### Rejoin
+When you return after being away for a session or more, and explain
+your absence, say what happened and roll …
+- **+STR** if you fought an enemy or escaped captivity.
+- **+DEX** if you did something covert or illicit.
+- **+INT** if you learned obscure or ancient knowledge, or invented
+something.
+- **+WIS** if you discovered a scandalous secret, went on a long
+journey or retreat, or had a spiritual encounter.
+- **+CHA** if you made an ally, integrated with a group or culture, or
+bought something interesting.
+On a **10+** your adventure was prosperous - gain Advantage Forward
+and 2 XP.
+On a **7-9** your adventure was eventful - gain 2 XP, but the GM will tell
+you one or two unintended consequences.
+On a **6-** your adventure was perilous - the GM will say what trouble
+has followed you back to the entire group.
+
+## Chase Moves
+### Start the Chase
+When you enter a chase, either in pursuit or escape, you and your
+adversary form separate ‘sides’ that both start with 0 Edge. A chase
+usually has two sides, the chaser(s) and the chased, but there may be
+more.
+When you Cooperate in a chase:
+- If you are not part of the Chase, you must join a side of it, and are
+involved in that side’s Edge, conclusion and consequences.
+- If you are already part of the chase, you must Push Yourself to
+Cooperate.
+### Gain the Edge
+When you try to get ahead in a chase, say how much Edge you risk (1
+to 3), and roll...
+- **+STR** if you create or destroy obstacles.
+- **+DEX** if you sprint, hide or maneuver.
+- **+INT** if you distract or misdirect.
+- **+WIS** if you watch or listen.
+- **+CHA** if you disguise or provoke.
+On a **10+** your side gains that Edge.
+On a **7-9** your side and an opposing side both gain that Edge. If there
+are multiple opposing sides, you choose which one gains it.
+On a **6-** an opposing side gains that Edge, the GM will say which.
+Then, unless a side has 3 or more Edge, the chase continues and the
+GM describes what happens next.
+
+### It’s Over
+When any side in a chase has 3 or more Edge, the chase comes to an
+end. Whoever has the most Edge succeeds in escaping or catching
+their quarry. If multiple sides tie for the most Edge, the side with the
+most PCs wins (just barely). If that is also tied, then the PC that last
+Gained the Edge chooses one side to win and another to gain **+1** Edge
+for the purposes of spending it below.
+Losing sides can spend their Edge 1-for-1 to:
+- Learn something about another party (where they will go, who
+leads them, how to escape them now, etc.)
+- Have the chase end somewhere Advantageous for them
+(reinforcements, a trap or lair, an intervening third party, etc.)
+- Grant Advantage Forward to all PCs on their side.
+- Inflict Disadvantage Forward on all PCs on an opposing side.
+
+### Avalanche
+When you navigate an imminent environmental danger (ongoing trap,rockslide, wildfire, etc.), use the Chase Moves as normal but with the following changes:
+- When you Gain the Edge using knowledge or out-of-the-box thinking, roll **+INT**.
+- If the environment’s side loses the chase, it may not spend Edge to Learn something of another side, but may spend Edge to inflict 1 Condition to all characters on another side, including PCs.
+- Every PC on the losing side Crumbles.
+
+## Favor Moves
+[[../Favor|Favor]]
+
+### Gratify
+When you accomplish a significant task for someone, choose two if
+you Favor them, or one if you don’t:
+- Gain 1 XP
+- You no longer Favor them
+- They Favor you
+- You get to ask them two questions as if you Scrutinized them
+### Refuse
+When you act against someone you Favor or deny their request,
+roll **+nothing**.
+On a **10+** choose one.
+On a **7-9** choose two.
+On a **6-** all three.
+- Someone else no longer Favors you,
+the GM will say who.
+- It will cost you or come back to bite you - the GM will say how
+now or when revealed.
+- You have Disadvantage Forward against them.
+### Antagonize
+When you insult, injure, or disappoint someone who Favors you, they
+no longer do.
+Appease
+When you would Favor someone you already Favor, choose one
+instead:
+- Heal them of one condition; describe how you do so.
+- Gain Advantage Forward to aid them or accomplish something
+for them.
+
+
+## Follower Moves
+[[../Followers|Followers]]
+### Endeavor
+When your Follower does a dangerous task alone, they do it to the
+best of their ability, but are taken out of the action (trapped, injured,
+distracted, etc.). The GM will say how.
+### Assist
+When you call on your Follower to help you with a task, roll with
+Advantage, but they are also exposed to the costs or consequences
+of your Move. Then the GM will invoke one of their Costs, and the
+follower will be unwilling or unable to Assist you again until it is
+fulfilled.
+### Command
+When you order your Follower to do something contrary to their
+instincts, want or costs, roll **+CHA**. If they Favor you, you may use up
+their Favor to gain Advantage on the roll.
+On a **10+** they do it as well as you can expect.
+On a **7-9** the GM chooses one:
+- The experience endangers them; they do it but are out of the
+action for some time.
+- They complain loudly, now or later, and demand compensation or
+your Favor.
+- It takes them longer than expected, is done shoddily, or it will cost
+you later.
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