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-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:
-
-- [[./Barbarian|Barbarian]]
-- [[./Bard|Bard]]
-- [[./Cleric|Cleric]]
- - [[./Cleric Spells|Cleric Spells]]
-- [[./Druid|Druid]]
-- [[./Fighter|Fighter]]
-- [[./Immolator|Immolator]]
-- [[./Paladin|Paladin]]
-- [[./Ranger|Ranger]]
-- [[./Thief|Thief]]
-- [[./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.
-References & Printouts - Peripheral Moves
-
-## 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.
\ No newline at end of file