TiGGR: As the Residents of Moominvalley
Playable Folktales from the Margins of Paradise
Tove Jansson's Moominvalley has always been a place for the quietly different - a refuge where melancholy and joy intertwine, where radical hospitality meets productive solitude, where chosen families bloom in the spaces between seasons. While the novels follow the adventures of Moomintroll and his famous family, the valley itself teems with other residents: anxious Fillyjonks, dreamy Snorks, mischievous Mymbles, and creatures yet to be named.
This TiGGR adaptation invites you to play not as the beloved protagonists, but as these other valley dwellers - the ones who watch from their windows as adventures unfold, who tend their own small gardens of wonder and worry. Here, conflicts are gentle puzzles to be understood rather than enemies to be defeated. Problems ask for empathy, not force. Even failure becomes a moment of emotional truth rather than mechanical punishment.
Jansson wrote from the margins herself - a Swedish-speaking Finn, a queer artist creating stories about difference and belonging in mid-20th century Scandinavia. Her valley reflects that perspective: a place where outsiders find home, where the strange is welcomed, where community forms around care rather than convention. These playable folktales honor that legacy, letting you explore what it means to build sanctuary in an uncertain world.
The lighthouse spirits need to sing to heal, but their song troubles the fisherfolk. The solution isn't to silence anyone - it's to help the community hold space for both needs. Very Moomin. Very much what the world needs more of.
Play gently. Welcome strangers. Leave room for mystery.
Moominvalley NPCs
Moomintroll
- Role: Curious Adventurer
- Stats: Body 1, Mind 1, Charm 1
- Special Ability: Moomin Generosity (+1 Charm when assisting another character, once per scene)
- Signature Gear: Moominmamma’s Handkerchief (+3 to any roll, once per scenario)
- HP: 5
- Description: Moomintroll is the heart of any group, always ready to explore but quick to help friends. At 0 HP, he sulks under a tree, needing encouragement to rejoin.
Moominpappa
- Role: Wandering Storyteller
- Stats: Body 0, Mind 2, Charm 1
- Special Ability: Tall Tale (+1 Mind when recalling or inventing stories, once per scene)
- Signature Gear: Old Journal (+3 to any roll, once per scenario)
- HP: 5
- Description: Moominpappa spins grand tales to inspire or distract, but his ego can lead to exaggerated plans. At 0 HP, he retreats to scribble in his journal, embarrassed.
Moominmamma
- Role: Nurturing Host
- Stats: Body 0, Mind 1, Charm 2
- Special Ability: Comforting Presence (+1 Charm when calming or encouraging others, once per scene)
- Signature Gear: Homemade Jam Jar (+3 to any roll, once per scenario)
- HP: 5
- Description: Moominmamma keeps everyone grounded with her kindness. At 0 HP, she fusses over others’ safety, retreating to reorganize her bag.
Snorkmaiden
- Role: Daring Romantic
- Stats: Body 1, Mind 1, Charm 1
- Special Ability: Color-Changing Flair (+1 Charm when expressing emotions dramatically, once per scene)
- Signature Gear: Sparkling Hairpin (+3 to any roll, once per scenario)
- HP: 5
- Description: Snorkmaiden dives into adventure with flair, her fur shifting with her mood. At 0 HP, she dramatically faints, needing reassurance to recover.
The Police Inspector
- Role: Stern Authority
- Stats: Body 1, Mind 1, Charm 1
- Special Ability: Commanding Presence (+1 Charm when intimidating non-Hemulens, once per scene)
- Signature Gear: Official Badge (+3 to any roll, once per scenario)
- HP: 5
- Description: The Police Inspector enforces order with a gruff demeanor. At 0 HP, he storms off to file a report, frustrated by chaos.
Snufkin
- Role: Free-Spirited Wanderer
- Stats: Body 1, Mind 1, Charm 1
- Special Ability: Wanderer’s Instinct (+1 Mind when navigating or observing nature, once per scene)
- Signature Gear: Trusty Harmonica (+3 to any roll, once per scenario)
- HP: 5
- Description: Snufkin roams with quiet wisdom, always slipping away when needed. At 0 HP, he wanders off to reflect alone, returning refreshed.
Little My
- Role: Mischievous Firebrand
- Stats: Body 1, Mind 1, Charm 1
- Special Ability: Cheeky Provocation (+1 Charm when taunting or deceiving, once per scene)
- Signature Gear: Tiny Slingshot (+3 to any roll, once per scenario)
- HP: 5
- Description: Little My stirs up trouble with a grin, fearless and sharp. At 0 HP, she stomps off in a huff, muttering about “stupid rules.”
Mrs. Fillyjonk
- Role: Fastidious Organizer
- Stats: Body 1, Mind 1, Charm 1
- Special Ability: Keen Eye (+1 Mind when noticing details or organizing, once per scene)
- Signature Gear: Polished Dustpan (+3 to any roll, once per scenario)
- HP: 5
- Description: Mrs. Fillyjonk frets over order, keeping everything spotless. At 0 HP, she panics over a mess, retreating to clean obsessively.
The Groke
- Role: Mysterious Wanderer
- Stats: Body 2, Mind 1, Charm 0
- Special Ability: Creeping Cold (+1 Body when creating icy obstacles, once per scene)
- Signature Gear: Frosty Shawl (+3 to any roll, once per scenario)
- HP: 5
- Description: The Groke looms silently, her cold aura unsettling but not hostile. At 0 HP, she drifts away, leaving frost in her wake, too melancholic to continue.
Moominvalley Original Resident Template
Create your own Moominvalley resident for TiGGR adventures, capturing the valley’s quirky, heartfelt vibe.
Character Creation Steps
- Race/Creature Type: Choose a Moominvalley race (Peikko, Fillyjonk, Mymble) or invent a new creature (e.g., Whisperimp, Puddleduck). Define 1-2 unique traits (e.g., “glows when nervous”).
- Role: Pick a narrative role tied to Moominvalley (e.g., Dreamy Botanist, Mischievous River Sprite).
- Stats: Distribute 3 points across Body, Mind, Charm. Most characters use 1/1/1 for balance, but adjust based on race (e.g., Fillyjonks favor Mind, Mymbles Charm).
- Special Ability: Create a +1 bonus or effect (once per scene) tied to race or role (e.g., “Warm Hospitality” for Peikkos, “Cheerful Babble” for Puddleducks).
- Signature Gear: Choose a quirky item (+3 to any roll, once per scenario, e.g., a lumpy scarf, a tiny teapot).
- HP: 5. At 0 HP, describe an emotional setback (e.g., sulking, hiding, fussing).
- Description: Write a short blurb about their home, personality, and goal (e.g., hosting a perfect picnic).
Example Characters
Pippin the Snork
- Role: Tinkering Dreamer
- Race: Peikko (Snork)
- Stats: Body 1, Mind 1, Charm 1
- Special Ability: Gadget Whiz (+1 Mind when fixing or inventing contraptions, once per scene)
- Signature Gear: Wobbly Widget (+3 to any roll, once per scenario)
- HP: 5
- Description: Pippin’s fur shifts from blue to pink when excited about a new gadget. They live in a cluttered shed by the river, always tinkering. At 0 HP, Pippin’s invention fizzles, and they pout.
Fiona the Fillyjonk
- Role: Anxious Archivist
- Race: Fillyjonk
- Stats: Body 0, Mind 2, Charm 1
- Special Ability: Meticulous Notes (+1 Mind when recalling or organizing information, once per scene)
- Signature Gear: Leather-Bound Ledger (+3 to any roll, once per scenario)
- HP: 5
- Description: Fiona keeps Moominvalley’s archives in a spotless attic, fretting over misplaced scrolls. At 0 HP, she panics over a smudged page, retreating to reorganize.
Wisp the Whisperimp
- Role: Shy Stargazer
- Race: Whisperimp (custom: tiny, glowing creature)
- Stats: Body 0, Mind 2, Charm 1
- Special Ability: Faint Glow (+1 Mind when navigating or signaling in the dark, once per scene)
- Signature Gear: Star-Map Scarf (+3 to any roll, once per scenario)
- HP: 5
- Description: Wisp lives in a tree hollow, sketching stars and avoiding crowds. At 0 HP, they dim and hide, too shy to continue.
Moominvalley Scenario: The Lighthouse’s Lonely Song
A gentle TiGGR adventure for 2-5 players (1 GM, 1-4 players), embodying Moominvalley’s values of care, wonder, and community. Playtime: 30-45 minutes.
Touchstone
Moominvalley, but with a haunting lighthouse mystery that evokes curiosity and tenderness.
Scene
The rocky Moominvalley coast, where an old lighthouse hums a sad, mysterious song at dusk.
Goal
Understand the lighthouse’s song and decide how to respond, ensuring the valley’s peace is maintained.
Factions
- Lighthouse Spirits (Body 0, Mind 1, Charm 2, 3 HP, Special: +1 Charm when singing, creating emotional resonance)
- Worried Fisherfolk (Body 2, Mind 1, Charm 0, 3 HP, Special: +1 Body when protecting their boats)
Character Creation
Players create original residents using the TiGGR Moominvalley Original Resident Template. Examples: Pippin the Snork (Tinkering Dreamer), Fiona the Fillyjonk (Anxious Archivist), Wisp the Whisperimp (Shy Stargazer). Encourage roles and abilities that reflect radical hospitality, productive solitude, and melancholic joy.
Scenes
Scene 1: The Song Begins (Difficulty 6)
- Setup: At dusk, a haunting melody from the lighthouse stirs curiosity and unease. Worried Fisherfolk anchor their boats, fearing a storm. Investigate the lighthouse’s base.
- Mechanics: Roll Mind 6 to decipher the song’s mood or Charm 6 to calm the Fisherfolk. Success: Learn the song is sad, not threatening. Failure: Fisherfolk panic, scattering supplies.
- Hooks:
- A gust carries the song louder (Body 6 to stay steady).
- A shy Toffle whispers about the lighthouse’s history (Mind 6 to recall).
- Break: Share snacks on the beach (Charm 8 to invite a Fisherfolk, healing 1d4 HP).
Scene 2: The Lighthouse’s Heart (Difficulty 8)
- Setup: Inside the lighthouse, glowing Lighthouse Spirits sing of lost sailors. Fisherfolk demand the song stop, but the spirits need to sing to heal. Mediate or redirect the song.
- Mechanics: Roll Charm 8 to persuade Fisherfolk to tolerate the song or Mind 8 to redirect it to the cliffs. Success: Tensions ease. Failure: Fisherfolk startle the spirits.
- Hooks:
- Creaky stairs (Body 8 to climb).
- A spirit’s song names a sailor (Mind 8 to connect to lore).
- A stubborn Fisherfolk (Charm 8 to soothe).
- Break: Rest by the lighthouse lamp, reflecting on the song’s sadness (Mind 8 to sense gratitude, healing 1d4 HP).
Scene 3: A Song Shared (Difficulty 10)
- Setup: Spirits agree to sing softer, but a storm amplifies their melody, threatening a dawn picnic. Unite the valley to embrace the song or guide spirits to a new home.
- Mechanics: Roll Charm 10 for a valley sing-along or Mind 10 to find a cliffside cave. Success: The song becomes a tradition or spirits settle peacefully. Failure: The storm scatters the picnic, but a new day dawns.
- Hooks:
- Storm winds buffet the coast (Body 10 to secure supplies).
- A spirit offers a glowing orb (Charm 10 to accept).
- An elder recalls a similar song (Mind 10 to inspire).
- Resolution: Success: A joyful picnic with a haunting song. Total Party Knockout: Regroup for a campfire, planning another try.
Values Embodied
- Respect and Sensitivity: Approach the song with curiosity, not force.
- Radical Hospitality: Invite Fisherfolk or spirits into the solution.
- Seasonal Acceptance: Accept the song and storm as natural cycles.
- Productive Solitude: Quiet characters contribute subtly.
- Wonder Over Conquest: The song is a gift to experience.
- Chosen Family Resilience: Bonds form through shared effort.
- Gentle Boundaries: Mediate with kind limits.
- Melancholic Joy: Embrace the song’s bittersweet beauty.
Optional NPC Cameos
- Too-Ticky: Shares lighthouse history (Mind 8).
- The Groke: Her cold aura amplifies the song (Body 8 to stay warm).
- Moominmamma: Hosts the picnic, welcoming all (Charm 8).
Play gently. Welcome strangers. Leave room for mystery.