diff --git a/content/Meta/Moves/Barbarian.md b/content/Meta/Moves/Barbarian.md
deleted file mode 100644
index 192a32a1d..000000000
--- a/content/Meta/Moves/Barbarian.md
+++ /dev/null
@@ -1,95 +0,0 @@
----
-publish-ash: true
----
-Starting Moves You have all of these.
-### Formidable
-You are known for your terrible proficiencies. Choose two:
-- **Unencumbered, Unharmed:** You have 1 Armor as long as you
-are not restrained, are not wearing armor, and are not wielding a
-shield.
-- **Musclebound:** Your weapons are always Forceful and Messy.
-- **Immovable Object:** Your Armor can’t be Pierced.
-- **Unstoppable Force:** You have Advantage to Defy a moving danger (traps, swinging weapons, etc.).
-- **Eye for Weakness:** At any time you can ask the GM ‘Who or what here is weak or vulnerable?” and they will tell you honestly.
-- **Walking Weapon:** Your limbs and body are as formidable as the sharpest sword or heaviest hammer. You can harm any opponent unarmed.
-
-When you level up, you may gain another proficiency instead of a different benefit, up to a maximum of four proficiencies.
-### Herculean Appetites
-Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two:
-- Conquest
-- Fame and Glory
-- Mortal Pleasures
-- Pure Destruction
-- Power Over Others
-- Riches and Property
-
-When you refuse a golden opportunity to sate an appetite, take 1 condition.
-When you sate an appetite, heal yourself of 1 condition.
-When you Push Yourself in pursuit of an appetite, gain two sources of Advantage instead of one.
-### Rampage
-When you **Engage**, on a **10+** if you choose to inflict an extra condition, you instead inflict two extra.
-
-## Advanced Moves
-You may choose one when you Level Up.
-
-### A Good Day to Die
-While you have four conditions marked, you have Advantage Ongoing
-on all rolls.
-Acquired Taste
-Gain another Herculean Appetite.
-### Ancestral Visions
-When you ritually sacrificial something significant (your call) in ritual to the spirits (or gods, ancestors, totem, etc.), roll **+WIS**. On a **10+** choose three. On a **7-9** choose two.
-- Gain a boon, gift, or blessing proportional to the sacrifice you made, the GM will say what.
-- Ask the GM one question about an enemy’s actions, location, or vulnerabilities and they will answer truthfully.
-- Until you next Settle In, gain **+1** Armor. This Armor works against both physical harm and conditions from ignoring your appetites.
-- Learn of a prime opportunity to fulfill an appetite.
-On a **6-** choose one, but the spirits make a demand of you and will not accept your sacrifices again until you fulfill it.
-### Basking In Victory
-When you Settle In, if you sated at least one of your appetites since you last Settled In, gain **+1** Armor until you next Settle In.
-If other PCs helped you sate those appetites, choose one and also
-grant them **+1** Armor against anything until you next Settle In.
-### Berserker
-When you Rampage, you also Pierce Armor.
-Is That All You’ve Got?
-When you suffer harm at the hand of an enemy, instead of spending
-Armor to absorb a condition, you may take the condition and spend
-Armor one-for-one for any of the following effects:
-- Your enemy leaves themselves open and exposed.
-- You learn one of your enemy’s weaknesses
-- Your infuriate or terrify your enemy.
-### Khan of Khans
-When a follower Assists you in pursuit of an appetite, the GM will not invoke a Cost, and if you roll a **10+** they also Favor you.
-### More! Always More!
-When you satiate an appetite to the extreme (destroy something precious, gain enormous fame, mountains of riches, etc.), choose two:
-- Mark 1 XP.
-- Heal yourself of an additional
-condition.
-- Learn of an opportunity to
-pursue another appetite
-- Exchange one appetite for
-another.
-### Not To Be Trifled With
-Any intelligent, mortal creature who sees you knows instinctively that you are a force to be reckoned with and treats you appropriately.
-When you fight a group or horde of foes at once, they don’t inflict extra conditions to you.
-### Samson
-When you Push Yourself to break free of a restraint or compulsion, be it physical or mental, you automatically succeed and are free.
-### Seasoned Wanderer
-When you arrive at a new place of civilization, tell everyone about one important local tradition, ritual, belief, or practice here, as well as
-how you came to learn this.
-### The Great Destroyer
-When you Engage, on a **12+**, choose something physical your target
-has; they lose it if doing so doesn’t immediately outright kill them.
-### Ugly Truth
-When you smash through social etiquette to call something what it really is, roll **+CHA**. On a **10+** name someone here who now agrees with and Favors you. You also have Advantage Forward when doing
-something about it. On a **7-9** name someone here who now agrees with and Favors you.
-### Unyielding
-You ignore the penalty from **STR** conditions.
-### Usurper
-When you encounter an entity with significant political or institutional power (your call), you may ask the GM “How can I best ruin or humiliate them?” and they will answer you honestly. Gain
-Advantage Forward to pursue that action.
-### What Are You Waiting For?
-When you cry out a challenge to your enemies, name one among them. For now, they will ignore your companions and treat you as the most obvious threat to be dealt with.
-### Sticks and Stones
-(Requires Level **10+**)
-You can use any Armor against conditions from any source.
-