Welcome to Moominvalley
A TiGGR Setting
Getting Started
Touchstone: Tove Jansson's Moomin books — a small blue house by a river, a family of forgiving trolls, and a valley where the strangest visitors are always, eventually, welcome.
Scene: Moominvalley — a lush, half-wild valley between forested hills and the open sea, somewhere in a quiet corner of the world. The Moominhouse (blue, tower-shaped, always warm) anchors it; the river, the sea, the Lonely Mountains, and the deep forest surround it. Seasons matter — spring floods, golden summers, wistful autumns, and long silent winters each carry their own mood.
Goal: Rarely about winning in the usual sense. "Winning" in Moominvalley usually means: everyone is safe, someone has been understood, and there's cause for a small party by the end.
Factions: Not villains — pressures and personalities the valley must make room for:
- The Comet's Shadow — a looming, half-understood change no one can stop, only prepare for.
- The Groke's Cold — isolation and the fear of being unlovable, made literal in frost.
- Hemulen Bureaucracy — well-meant order and rules imposed on a world too wild for them.
- The Restless Sea — danger, wanderlust, and the pull of the unknown horizon.
- Fillyjonk's Anxiety — catastrophizing and social propriety cracking under pressure.
- The Hattifatteners' Storm — a mute, chaotic swarm drawn helplessly to thunder.
Key Locations
- The Moominhouse — blue, round-towered, always has room for one more at the table.
- The River & Bridge — the valley's main thoroughfare and favorite fishing spot.
- The Sea & the Lonely Islands — Moominpappa's old hunting grounds, still calling.
- The Deep Forest & the Lonely Mountains — home to Groke-sightings and half-true legends.
- The Hemulen's Garden & Museum — meticulously labeled, rarely enjoyed.
- The Bathing House — Too-ticky's winter home, warm even in the cold months.
- The Comet Observatory Hill — where the whole valley gathers to watch the sky, nervously.
The Core Cast (Playable Characters)
Use these as ready-to-play characters, or as templates — swap a stat, a special ability, or the gear to make your own Moominvalley resident.
Moomintroll
Curious, brave in fits and starts, and quietly devoted to everyone he loves.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 1 | 1 | 1 | 5 | The Heart of the Valley |
Special Ability: Steadfast Friend — +1 to any roll when acting to protect a friend, once per scene.
Signature Gear: The Hobgoblin's Top Hat — +3 to any roll once per scenario, but the GM secretly narrates one strange side effect of whatever it touches.
Moominmamma
Endlessly patient, endlessly prepared. The valley runs on her calm.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 0 | 1 | 2 | 5 | The Unshakeable Anchor |
Special Ability: Always Prepared — +1 Charm when comforting, hosting, or feeding someone, once per scene.
Signature Gear: Her Handbag — +3 to any roll once per scenario when producing exactly the right item.
Moominpappa
A memoirist and reformed adventurer who still hears the sea calling.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 1 | 2 | 0 | 5 | The Restless Chronicler |
Special Ability: Tales of the Sea — +1 Mind when recalling old adventures or improvising a plan, once per scene.
Signature Gear: His Unfinished Memoirs — +3 to a Mind roll once per scenario when consulting his own written wisdom (which may or may not be accurate).
Snufkin
A quiet traveler who owns almost nothing and needs almost nothing — except his freedom.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 2 | 1 | 0 | 5 | The Free Wanderer |
Special Ability: No Strings Attached — +1 Body when slipping away, avoiding notice, or refusing to be tied down, once per scene.
Signature Gear: His Mouth Organ — +3 to a Charm roll once per scenario when playing a tune that says what words can't.
Little My
Small, sharp, and utterly without fear. Says the true thing everyone else was avoiding.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 3 | 0 | 0 | 5 | The Fearless Troublemaker |
Special Ability: No Fear — +1 Body when doing something reckless, blunt, or ill-advised, once per scene.
Signature Gear: A Very Small, Very Sharp Hairpin — +3 to a Body roll once per scenario.
Sniff
Greedy in a lovable way, always certain the next find will make him rich (or at least comfortable).
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 0 | 2 | 0 | 5 | The Treasure-Hunter |
Special Ability: What's In It For Me? — +1 Charm when negotiating a reward or a finder's fee, once per scene.
Signature Gear: A Squirrel-Tail Pouch — +3 to a Mind roll once per scenario when appraising treasure.
Snork Maiden
Vain in the most endearing way, always ready to reframe disaster as an opportunity for style.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 0 | 1 | 2 | 5 | The Aspiring Trendsetter |
Special Ability: Look On the Bright Side — +1 Charm when reframing a disaster as something fashionable or fine, once per scene.
Signature Gear: A Golden Bracelet — +3 to a Charm roll once per scenario.
Snork
Logical to a fault, forever inventing contraptions and presiding over trials nobody asked for.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 1 | 2 | 0 | 5 | The Amateur Inventor & Self-Appointed Judge |
Special Ability: By the Rules — +1 Mind when applying logic, rules, or invention to a problem, once per scene.
Signature Gear: His Self-Authored Rulebook — +3 to a Mind roll once per scenario.
Supporting Cast (GM-Run NPCs & Forces)
These recurring residents and forces populate scenes, complicate goals, and occasionally steal the show.
The Hemulen
Means well, enforces poorly. Collects stamps, plants, or rules — whichever is handy.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 1 | 1 | 1 | 4 | Officious Collector & Rule-Enforcer |
Special Ability: Says So — +1 to any roll when citing a rule, regulation, or completed collection.
The Groke
Not evil — just endlessly, achingly alone. Everything she sits on withers and frosts over. She cannot be defeated, only outlasted, understood, or (rarely) warmed.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 2 | 0 | 0 | 8 | The Cold That Isolates (recurring force, not a foe to be fought) |
Special Ability: Killing Frost — whatever she settles near withers; -1 to Charm rolls for anyone nearby until warmth or kindness returns, once per scene.
Warmth Track: her HP is a warmth track, depleted only by kindness, patience, and empathy — never by force. When it reaches 0, she rises, lingers a moment in the light, and goes; for once, the grass beneath her survives.
The Hattifatteners
Pale, silent, and drawn irresistibly to thunderstorms. Individually harmless goons (1-3 HP, can't defend); together, unpredictable.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 1 | 0 | 0 | 1-3 | Mute Wandering Swarm (Faction) |
Special Ability: Storm's Call — when lightning is near, all Hattifatteners present glow and shock anyone who touches them, 2d6 vs 8, 1 damage, no malice intended.
The Muskrat
Insists nothing matters and hammocks are for the wise. Helps anyway, muttering the whole time.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 0 | 2 | 1 | 3 | The World-Weary Philosopher |
Special Ability: Nothing Matters (Mostly) — +1 Mind when arguing the futility of an endeavor, once per scene.
Fillyjonk
Convinced catastrophe is always one loose shutter away. Occasionally right.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 0 | 1 | 2 | 3 | The Anxious Perfectionist |
Special Ability: Catastrophize — +1 Charm when convincing others that disaster is imminent, once per scene.
Too-ticky
Lives in the bathing house through the winter and understands things others don't try to.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 1 | 2 | 0 | 5 | The Calm Bathhouse Sage |
Special Ability: There Are Things One Doesn't Understand — +1 Mind when explaining a mystery of the valley (the Groke, the ice, the comet), once per scene.
Thingumy and Bob
Two small friends who speak their own private language and guard a mysterious suitcase.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 0 | 1 | 2 | 4 | The Inseparable Secret-Keepers |
Special Ability: Our Own Language — +1 Charm when speaking in code to confuse, delight, or dodge a question, once per scene.
Signature Gear: The Suitcase (Contents Unknown) — +3 to any roll once per scenario when producing exactly what's demanded of them.
Ninny
Frightened invisible by an unkind guardian; visible only in flashes, when she truly feels something.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 0 | 0 | 1 | 3 | The Invisible Girl, Learning to Be Seen |
Special Ability: Growing Visible — when she becomes genuinely angry or genuinely loved, she flickers into view: +1 Charm for the rest of the scene.
Vehicles
For scenarios that call for a boat, a cart, or a traveling companion of the mechanical (or four-legged) kind.
The Oshun Oxtra
A proud little vessel that has weathered storms, shipwrecks, and at least one hurricane.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 2 | 1 | 0 | 10 | Moominpappa's Boat |
Special Ability: Weathers Any Storm — +1 Body when sailing through danger, once per scene.
Tent, Boots & River-Sense
Everything Snufkin needs fits in a pack, and everything else he leaves behind on purpose.
| Body | Mind | Charm | HP | Role |
|---|---|---|---|---|
| 1 | 1 | 1 | 10 | Snufkin's Traveling Kit |
Special Ability: Always Another Path — +1 to any roll when navigating unknown or wild territory, once per scene.
Hurt Feelings: Damage in Moominvalley
Nobody really gets hurt in Moominvalley. Damage here is emotional and social — fright, embarrassment, overwhelm, a quarrel that went one word too far. An awkward encounter never needs to become a physical one.
- At 0 HP, a character is paused for the scene: too flustered, frightened, or heartsore to carry on. Describe how. They return next scene, fully restored (tea helps).
- Supporting cast lose HP when they try something and come up short — the Hemulen loses a footrace to Little My, Fillyjonk’s dire warning fails to land. At 0 HP they withdraw from the scene: huffing, sulking, or having a quiet cry somewhere private.
- The Groke is different. Her HP is a warmth track, depleted only by kindness, patience, and empathy. She cannot be fought — only warmed. At 0, she leaves soothed, and for once the ground beneath her does not freeze.
- Loose stats for the supporting cast: NPCs and factions need not spend all 3 stat points — and a truly outsized presence may hold more than 4 HP, as appropriately outrageous.
Scenario Seed Tables (2d6)
Roll 2d6 on any table below (or several) to spark a scene or a whole scenario. Remember: 7 is most common, 2 and 12 are rare and extreme — let the odds guide the mood.
Weather & Mood of the Valley
| Roll (2d6) | Result |
|---|---|
| 2 | A comet is rumored to be approaching; the sky glows faintly at night. |
| 3 | Thick fog rolls off the sea — you can't see the mailbox from the veranda. |
| 4 | The first frost of autumn. Melancholy hangs in the air along with the mist. |
| 5 | A long golden afternoon; everyone is drowsy and a little too honest. |
| 6 | A sudden thunderstorm — the Hattifatteners nearby grow restless and bright. |
| 7 | Ordinary, lovely Moominvalley weather: warm sun, light breeze. All is well (for now). |
| 8 | Spring flood — the river has risen and rearranged the garden overnight. |
| 9 | A strange calm settles in; even the leaves have stopped rustling. |
| 10 | Northern lights ripple overhead. Everyone feels small, and wondrous, and a little sad. |
| 11 | Relentless rain for three days straight. Cabin fever sets in. |
| 12 | The whole world seems to hold its breath — something is about to change forever. |
Visitors to the Valley
| Roll (2d6) | Result |
|---|---|
| 2 | A creature no one in the valley has ever seen before, and it appears to be lost. |
| 3 | The Hemulen arrives, clipboard in hand, conducting an unrequested census. |
| 4 | Thingumy and Bob turn up, whispering in their private language, suitcase in tow. |
| 5 | A shy young stranger who reminds everyone of themselves at that age. |
| 6 | Sniff, breathless, having 'found' something that isn't really his to keep. |
| 7 | Snufkin, back from wherever he goes each winter, saying little as usual. |
| 8 | The Muskrat, seeking a quiet spot to read and be left entirely alone. |
| 9 | A traveling salesman with wares that are almost, but not quite, useful. |
| 10 | Fillyjonk, insisting she was 'just passing by' while clearly fleeing something. |
| 11 | An old friend nobody has mentioned in ages, changed in one small but important way. |
| 12 | The Groke, drawn near by warmth she can never quite reach. |
Complications
| Roll (2d6) | Result |
|---|---|
| 2 | Someone's oldest secret comes out at exactly the wrong moment. |
| 3 | A prized possession goes missing (Mind 8 to find it before panic spreads). |
| 4 | Two friends have a falling-out over something small that isn't really small. |
| 5 | The river or tide carries something important out to sea (Body 8 to retrieve it). |
| 6 | A well-meant plan backfires spectacularly — but not fatally. |
| 7 | Someone overhears something they shouldn't have (Charm 8 to smooth it over). |
| 8 | The weather turns suddenly, stranding someone far from home. |
| 9 | A misunderstanding escalates because nobody wants to apologize first. |
| 10 | An old rule (Hemulen-approved or otherwise) stands squarely in everyone's way. |
| 11 | The Groke settles nearby, and nothing will grow again until she leaves. |
| 12 | Something from the past — a comet, a flood, an old grudge — returns all at once. |
Goal Seeds (What This Scenario Is Really About)
| Roll (2d6) | Result |
|---|---|
| 2 | Reunite someone with a person, place, or version of themselves they thought was lost forever. |
| 3 | Throw a party that will fix everything (it won't, but try anyway). |
| 4 | Find the courage to say goodbye — or to say 'stay.' |
| 5 | Repair something broken before anyone notices it was ever broken. |
| 6 | Help a stranger find their way without asking too many questions. |
| 7 | Get everyone home safe before the storm, the night, or the season arrives. |
| 8 | Prove that a rule everyone assumes is true actually isn't. |
| 9 | Keep a secret exactly long enough for it to stop mattering. |
| 10 | Make peace with something frightening by finally looking straight at it. |
| 11 | Save the last quiet, ordinary evening before everything changes. |
| 12 | Simply be kind to someone impossible to be kind to — and mean it. |
Starter Scenario: The Last Party of Summer
A farewell lantern party, a rising storm, and a cold visitor drawn to the light. Three scenes, one golden evening.
Scene: The last warm evening of August. Moominmamma has declared a farewell lantern party for Snufkin, who leaves for the south when the first leaf turns.
Goal: Everyone home safe, the goodbye properly said — and, if the valley is lucky, one kindness done to someone impossible to be kind to.
Pressures in play: The Restless Sea (a storm is building), the Hattifatteners’ Storm, Fillyjonk’s Anxiety, and the Groke’s Cold.
Scene 1: Preparations (Setup)
Invitations, baking, and lantern-stringing from the veranda down to the bridge. Let each character establish themselves with one small task — no rolls unless it turns risky.
- Sniff has “found” a crate of paper lanterns washed ashore that plainly belongs to someone (Mind 6 to spot the owner’s mark; Charm 8 to settle things graciously).
- Fillyjonk arrives uninvited, certain the barometer means catastrophe (Charm 8 to calm her — or let her be right about the storm, just not about the scale).
- The pantry jam has vanished (Mind 8 to trace it before panic spreads; the trail leads somewhere small and unrepentant).
Scene 2: The Storm and the Swarm (Escalation)
Thunderheads pile up over the sea and the river rises against the bridge. The Hattifatteners come ashore, glowing faintly, drifting helplessly toward the party’s lantern strings.
- Hattifatteners tangle in the lantern lines (Body 8 to shepherd them seaward without touching; a touch means a shock — 2d6 vs 8, 1 damage, no malice intended).
- The bridge dips underwater with Ninny stranded on the far bank (Body 8 to reach her; Charm 8 to coax her across — succeed, and she flickers visible).
- The wind carries half the lanterns toward the dark treeline (Body 8 to save them — or let them go; they will matter in Scene 3).
Scene 3: A Light at the Edge (Climax)
The storm passes and the party regathers on the veranda. Then the music falters: at the edge of the lantern light sits the Groke, drawn by the warmth, frost spreading beneath her. Her warmth track stands at 8, and only kindness, patience, and empathy deplete it — a tune from Snufkin’s mouth organ, a lantern set gently within her reach, a chair placed at a bearable distance, simply not running away.
- A genuine act of kindness is Climactic (Charm 10); understanding what she actually wants is Dramatic (Mind 8). Success warms her 1d6 (bonuses apply). Her Killing Frost still chills the brave (-1 Charm nearby).
- At 0 warmth she rises, lingers a moment in the light, and goes — and for once the grass where she sat survives.
- Then the goodbye: Snufkin plays one last song, the first yellow leaf comes down, and there is tea.
Epilogue: Ask each player: what does your character keep from tonight?
Running Moominvalley
- Fail forward, gently — Moominvalley rarely punishes; it complicates, softens, and eventually forgives.
- Default to Difficulty 8 for anything dramatic; save 10 for truly climactic moments (facing the Groke, the comet, a real goodbye).
- A scene is a moment; a scenario is three scenes — Setup, Escalation, Climax — usually ending in tea, forgiveness, or both.
- Ask yourselves: 'What would happen in a Moomin book?' The answer is almost always kinder than you'd expect.
Built on the TiGGR system (Creative Commons Attribution-ShareAlike 4.0) by The Grey Ledger Society. This Moominvalley setting is an unofficial fan supplement created for personal use, inspired by Tove Jansson's Moomin books.