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Major Locations
Locations
Fountainport
The largest pond in Valley is home to the Fountainport, a large, multitiered structure that is a trading hub and harbor for the many ships that sail Valley's waters. Its ruler is Glarb, a frogfolk wizard-king whose authority and power are suggested, rather than enforced. Here, animalfolk can come to relax in its fresh and cool waters between long treks to villages.
The city is home to a variety of animalfolk, mostly water dwelling, who always seem to be having a celebration at the king's behest. At the base, large portcullises control access to the docks beneath the city. The docks are surrounded by a rowdy harbor district known as the Tadpool, where trading can be done outside the watchful eye of the king and his subjects. On the tiers of the city, residential homes and shops float on the water untethered until a need arises. Slides and waterfalls provide access to the areas below each tier. Up at the top is Glarb's throne, surrounded by water sculptures that emerge from a sculpted water lily, the symbol of his position.
Beyond Civilization
Though the settled areas of Valley are peaceful and tame, many dangers lurk outside the villages and towns off the beaten paths in the teeming nature all around. These areas are known as the Brambles. Within Valley, animalfolk may venture intto the Brambles to places such as sacred cultural sites, locations ripe with lost relics from ancient days, or one-of-a-kind natural biomes that are only rumored to exist. The bravest and most daring adventurers will travel past the edge of Valley into the lairs of Calamity Beasts that house boundless magical energy and many unknown wonders.
The Root Maze
Hidden somewhere in Valley, raccoonfolk have housed in a vast and sprawling labyrinth of roots a collection of precious relics with no immediate uses. Under a thick canopy of woven roots above, the pathways seem to lead to endless trash and treasure heaps that other animalfolk can scarcely make rhyme or reason of. The nomadic raccoonfolk scholars that venture throughout Valley and beyond are glad to give directions to those adventurers that are curious about the secrets hidden here, but they'll be far more likely to tell you to "trust your feet" to lead you to the right answers.
The Ever-Burning Oak
Some lizardfolk in Valley worship a smoldering oak, an ancient symbol of the destructive power contained in nature. For a lizardfolk, this tree symbolizes a cycle of creation and destruction, use and reuse. Young lizardfolk will journey to the tree, collecting a smoldering ember from the center of the tree with their bare hands. Blacksmiths use these embers to fuel their forges, and assassins keep their embers with them in ceramic, metal, or glass containers, each uniquely crafted by a lizardfolk community. Though the heat eventually fades, an ember's powerful magic lasts nearly a lizardfolk's whole life; when their ember goes out, a lizardfolk knows they will pass over soon.
Cliff of Heroes
The sun is said to never set on the highest hill in Valley. The hill is so tall that the grass has become sparse, and boulders dominate the skyline instead of trees. One massive boulder rises above the rest. Mousefolk climb this rock to demonstrate their bravery and willpower, but also their teamwork and comradery. Packs of experienced mousefolk band together to make quick work of this challenge, while younger mousefolk will look to the guidance of veterans for their first trip up. The top of the boulder is frequently home to raucous celebrations with whatever the climbers can carry up with them.
Calamity Graveyard
A vast pit of tar and bones from fallen Calamity Beasts makes up the most dangerous terrain in all of Valley. Squirrelfolk come regularly to worship the primordial cycle of life and death that they believe sustains this world. This is also the best source of bones for use in necromantic magic in Valley, as long as the necromancer is brave enough to venture here and back for their prize.
Mushroom Valley
A vast valley full of large mushrooms that grow wild on account of the deep magical leyline that runs below it. Colorful fungi, inedible plants, and strange insects thrive here. Squirrelfolk venture here to gather poisonous and dangerous plants, cultivate fungal growths, and scavenge powerful Calamity Beast remains.
The Knowledge Ossuary
Among the marshes, deep below the surface, lie the many repositories of knowledge and history called Ossuaries. The Knowledge Ossuary is located in an unknown village, the most ancient of its kind, and protected by an array of powerful enchantments and warriors who dedicate their lives to the protection of its contents. Only a ratfolk elder can permit a visitor to view the contents of the Ossuary, and even then, they must be accompanied by a guide for their own safety.
Crater of the Cosmos
A vast crater surfaced with obsidian was left behind by an unknown cosmic event. Deep in the night, water condenses on the surface, causing the firmament above to be refracted like a prism on every wall of the crater. Batfolk venture to the bottom of this planetarium-esque structure to stare into the cosmic reflections and deep into space, channeling the light of the moon into magical energy. The formations of cosmic bodies above also contain spiritual wisdom passed on by the batfolk of past generations who have joined their ancestors in the eternal truth of the night sky.
Fell Comet
At an underground pond, deep beneath the surface of Valley, the ratfolk worship a floating comet whose gravity has warped the world around it. Water leaks down from a complex network of caves, streaming over and around the comet. The water surrounding the comet has parted and frozen, forming a basin of dry, icy land directly below that's used as a proving ground. Young ratfolk must reach the center of the caverns and chip off a chunk from the icy rock, as a test of their cunning and ingenuity more than strength. Ratfolk need to use every tool in their arsenal to brave the harsh and dark, frozen caverns.
The Lighttrap Spires
Precarious spires are stacked endlessly upon each other, piercing the sky like a crowd of daggers. Two times a day, the sun and moon each beam through them, casting a grand shadow across Valley. Mirrors catch this light, scattering and reflecting it along the spires until it cascades over a massive opaline gem embedded in the center of the towers. Here, an elder batfolk trades sight of the waking world for vision of the realms beyond Valley. Their eyes are subsequently filled with a unique nebula-like pattern that marks their ascension to the upper ranks of the priesthood.
Burning Bog
A smoldering bog that never burns out marks the end of Valley and the beginning of the mystery lands beyond. Dangerous and seemingly without end, it is a place no young raccoonfolk knows the way to survive before setting out, but they trust in nature to learn the skills it takes to make it through. The raccoonfolk bards often sing of this place, weaving tales about the strange and otherworldly creatures that call it home, though how much of these stories are exaggerated remains a mystery to anyone other than raccoonfolk.
Forest of Iron
A deep crag above a fault line hides a site of pilgrimage for lizardfolk: a forest of ancient, petrified ash trees made of iron. The trees still grow, their branches becoming sharp and pointed while their bark has oxidized into rust. The forest is an important source of iron for armor and weapons. The thicker the tree, the more valuable and pure the metal towards the center will be, with each "tree ring" outside the center containing more and more impurities. The most ancient trees have cores of pure steel!
The Flower Garden
A sheltered and secluded grove in the underbrush, the sacred flower gardens are a site of pilgrimage for rabbitfolk of all ages. The winding path to the center has been planned over centuries, and it is of utmost importance that no flowers are ever damaged by visiting rabbitfolk. If a flower begins to die, the petals and other parts are collected and brought back to Valley to decorate the homes of any rabbitfolk villages that witnessed the flower's passing. Seeds are planted where the old flower grew in the hope that it grows again. If a flower grows in an unexpected area, the path is forever changed.
Hanging Gardens
Somewhere in Valley, behind a waterfall, lies a cenote whose walls are covered with hanging vines, moss, and other folliage that drapes down to touch the water's surface. Lily-pads float freely on the surface of the shallow pool, and frogfolk come to bask in the sun at midday when the sun is right above the cenote's opening.
Ancient Seedbed
A source of many of the seeds that grow in Valley, the seed bed is an untamed and uncultivated wilderness that has long been a place where unique vegetables, fruits, and greens grow and can be harvested. Though much of the food grown here isn't as refined as that grown in Valley, rabbitfolk learn to take in the varietals found here and cross them with other varieties to increase yield, flavor, or size.
Sunflower Sanctum
A well-kept sanctuary where tall sunflowers grow is where many animalfolk source their seeds to store for the cold winter months. Their heights prove too dangerous for some animalfolk to pick from, so birdfolk claim many of the seeds here during the hot summer months. Always generous with their spoils, birdfolk eventually share sunflower seeds with the rest of Valley after taking their share to store and age in secret, high in the trees.
Three Tree City
Locations
Three Tree City
Three Tree City is a massive city where the forests and Long River meet, built across three ancient, intertwined trees. It's the largest dwelling in all of Valley, home to animalfolk of all different species. Buildings here accommodate the smallest and largest of animalfolk, using differently sized doorways, multiple paths along main roads, and high-ceilinged public buildings to create a harmonious environment. Ramps and staircases made from cultivated bracket fungus run up the sides of the trees all the way to the canopy.
Architecturally, Three Tree City is a mix of every animalfolks' style: sometimes clumsily thrown together in a rustic and charming way, other times carefully planned and constructed to maximize space and accessibility.
Major locations:
The Crown: At the highest point in the city, above the canopies, is a promenade that frequently serves as a meeting place for adventurers, visitors, and sightseers. The whole of Valley is visible from the peak, and animalfolk from all over come to marvel at the splendorous view.
The Quilted District: At the heart of the city, under the largest of the three trees, is a quilted banner overlooking a highly diverse and populated portion of the city. The quilt has sections from every animalfolk species that visits and lives within the city.
Docklands: The place where Long River runs along Three Tree City is called the Docklands, a sprawling mass of rafts, docks, and other floating structures.
Squirrelfolk
Squirrelfolk
Squirrelfolk are the haughty and morbid stewards of Valley’s land and earth. Solitary, and not particularly social, squirrelfolk work with others only when necessary. Their protection and nurturing of Valley’s land takes many forms, from burying Calamity Beast remains to raising detritovores and rejuvenating farmed soils. They are pragmatic, keeping robust stores of food in case the worst should come to pass. At their best squirrelfolk are practical and conscientious stewards of the land. At their worst squirrelfolk are standoffish, rude, and dismissive.
Caches
Squirrelfolk consider it their responsibility to the other animalfolk of Valley to preserve food for the harsh and sudden seasonal changes brought on by Calamity Beasts. They keep stashes of foods traded with other animalfolk, often preserving them by pickling, drying, or salting. Common foods include salted fish, pickled vegetables, dried fruits, jams, winter squashes, nuts, and seeds. Squirrels will sometimes even store their food next to the bones of Calamity Beasts, hoping to imbue the food with the power of these terrible forces of nature.
Calamitous Necromancy
Squirrelfolk believe that the Calamity Beasts have trapped the energy that should flow through nature, and as such this energy should be returned from whence it came. This is done through collecting and ritually burying remains of the Calamity Beasts throughout Valley. A small number of squirrelfolk practice a more direct form of necromancy, with the ability to wield the power of Calamity Beast remains to manipulate and animate the bones. This power is a carefully guarded secret, taught to only a select few.
Their Role in Valley
Squirrelfolk interact with the larger community of Valley infrequently and are more likely to form individual relationships with other animalfolk than larger communities. The macabre focus on death among squirrelfolk has a tendency to spawn wildly circulating rumors that leads to many animalfolk giving squirrelfolk a wide berth. Youngling mice have been known to dare each other to knock on a squirrelfolk's front door, before quickly running away. But many animalfolk rely on the squirrelfolk’s food reserves, which are vital to crop storage and the overall health of Valley.
In addition to magic that calls on the power of the land, squirrelfolk possess stealthy martial skills that let them excel as silent, unseen attackers. They are respected as formidable combatants and valued members of adventuring parties and patrols—when they can be convinced to join. Squirrelfolk are most likely to join adventuring parties if there’s a chance that they can gather and bring back the remains of Calamity Beasts.
Relationships
Squirrelfolk have particularly close relationships with other farmers in Valley, such as the rabbitfolk, trading their skills in nurturing the soil for an abundance of foods. Their mutual focus on food production, albeit at different ends of the process, creates a mutually beneficial relationship that the squirrelfolk are happy to maintain. Many squirrelfolk have a dislike of birdfolk, viewing their heroism as hollow showmanship and their desire to help others as dangerously naïve.
Weaving
Squirrelfolk have the power to raise the dead and control bones. Practicing this magic on other animalfolk is taboo, but insects and Calamity Beasts are common targets. For those squirrelfolk who are less inclined to necromancy, their magic can still turn the land and bend it to their will.
Squirellfolk Structures and Settlements
Squirrelfolk homes are large and isolated structures scattered through the thickets and swamps on stilts or decaying trees. Many squirrelfolk villages are built around Calamity Beast bones that serve as the base for thin branches to wrap around.
Ratfolk
Ratfolk
Ratfolk are the secret-keepers of Valley, collectors of relics and knowledge from as early as the foundation of Valley itself. Generations ago, they were more forthright with their knowledge, until a mischievous interloper nearly caused an apocalypse with an unsuccessful attempt to control the Calamity Beasts that caused untold destruction on their home. Because of this misuse of their knowledge, ratfolk society turned isolationist, secretive, and suspicious. At their best, ratfolk are thoughtful, self-sufficient, and intelligent. At their worst, ratfolk are distrusting, dismissive, and uncooperative.
Valley's Archivists
The Long River that runs down the length of Valley eventually empties out into vast marshlands that the ratfolk call home. The river carries detritus and debris from every place it flows through, a boon to the ratfolk who take these historical treasures and store them away, meticulously documenting their materials, suspected origin, and use. These artifacts are stored in the Knowledge Ossuaries, vast cavernous tunnels below the marshes. Their storerooms contain benign and cataclysmic knowledge in equal measure, hidden away and guarded preciously. Ratfolk call the sum of their knowledge The World Whorl, named for the spiraling pattern that the Knowledge Ossuaries usually take.
Psychic Companions
Ratfolk have gotten used to the rough marshland environments and befriended some of the native insects that have also chosen to live there. Ratfolk might bond with an insect their whole life, developing a psychic link between them through familiarity and magical training. This link can even apply to larger, sapient creatures as well, such as Grotgyre, a snail with hypnotic power strong enough to bend the minds of ratfolk who get close. Typically, ratfolk will train their insect to work as a combat partner, allowing for flanking maneuvers or distractions. Insects can also act as study buddies who can light up pages in the dark or traveling companions on long trips away from home.
Their Role in Valley
Valley's spirit of congeniality means that ratfolk are readily welcomed into conversations and homes, regardless of their isolationist attitudes. Similarly, other animalfolk invited into ratfolk villages are treated with similar hospitality. In conversation, ratfolk choose their responses carefully to share only the most necessary information, without causing confusion.
Ratfolk are resourceful and knowledgeable advisors, librarians, and informants. Recently, more and more ratfolk have ventured outside their sequestered homes to join in larger communities, sharing their expertise and culture with the world. When they come home, they bring new knowledge from Valley to house with their kin.
Ratfolk culture emphasizes skill and expertise, meaning that ratfolk are regarded as excellent partners for adventurers as rogues or mages and as knowledgeable collaborators or artisans. Ratfolk value terseness over verbosity, which can make them come across as standoffish. Similarly, ratfolk culture values reusing clothes, parts, and materials.
Relationships
Ratfolk tend to be fast friends with squirrelfolk since both cultures value recycling and learning from history. While squirrelfolk do tend to be a bit more careless with their valuables, ratfolk can appreciate their resourcefulness. In contrast, the recklessness of lizardfolk and their tendency to destroy their art as part of their "process" is completely antithetical to the value ratfolk place on recording history.
Weaving
Ratfolk are skilled in hypnotic magic, using snail shells as conduits to trick and undermine their unwitting foes. Developed to harmlessly send trespassers away from their knowledge stores, this magic can disguise their approach or escape and is best used when the target is caught unaware. In a pinch, ratfolk can also employ telekinetic powers to help keep their distance and provide distractions.
Structures and Settlement
Subterranean ratfolk homes are more akin to undecorated barracks. Their villages might appear simple at first, primarily made up of rows and rows of capsule-like rooms along the walls where anyone can sleep. However, their plazas and main streets are full of ratfolk culture and artistic expression, reflecting their unique way of life.
Raccoonfolk
Raccoonfolk

The raccoonfolk of Valley are hoarders, collectors, and wanderers who are just as much at home on the road and in the wild expanse as they are in large villages. Their journeys shape their free-spirited attitudes and love of nature. You'll seldom find a raccoonfolk who would turn down an adventure, no matter the dangers ahead. Other species might see them as flakey, willing to shirk responsibility in favor of excitement, but to raccoonfolk there is no obligation more important than self-discovery. At their best, raccoonfolk are strong-willed, adventurous, and entertaining. At their worst, they are scatterbrained, solitary, and impulsive.
Wanderers
Raccoonfolk don't settle down like other animalfolk tend to do. Instead, they live most of their lives on the road, roaming the world at their own pace away from their kinfolk. As a result, they're knowledgeable about locations around Valley and even The Brambles that many animalfolk will never hear about. Most raccoonfolk have an arsenal of incredible stories, neither entirely true nor completely false, based on adventures they've had during their travels. History and culture are passed down orally and haphazardly, resulting in fragmented but colorful traditions that are sometimes completely idiosyncratic to a given location or even individual raccoonfolk.
Mementos and Trinkets
Wherever their paws take them, raccoonfolk bring mementos from their journeys. Often these mementos look like junk, such as broken teapots, shattered weapons, scraps of cloth, or pebbles. These objects stir up memories in their raccoonfolk owners, frequently sparking long sessions of reminiscing and remembrance. Raccoonfolk carry these mementos in magically woven vine knapsacks that can even function as bludgeoning weapons in a pinch, the added weight of their memories causing greater impact.
Racoonfolk Role in Valley
Raccoonfolk hold deep friendships with many other animalfolk species as the free-spirited joy at the heart of raccoonfolk culture melts even the iciest dispositions. Raccoonfolk are often the muscle of a group or a project, owing to their above-average size, or druids who command the elements to defeat their adversaries. With their vast understanding of the different species and cultures around Valley, raccoonfolk often act as adept advisors whose worldly knowledge helps steer projects towards success. And if their advice is no help, maybe a trinket they've found from across the plane will solve the issue.
Being invited to a raccoonfolk's home can mean many things, but it's usually a sign that a going-away party is in your future. A far cry from the delicate dinner parties of other animalfolk, these shindigs start late at night with games, festivities, and lots of food. Once everyone is full, the stories start, with each partygoer expected to pick up where the person before them left off, creating a unique tale that everyone can use to remember their party. Raccoonfolk hosts consider this to be a truly priceless gift.
Relationships
They get along great with otterfolk, as they're both naturally curious risk takers, but the tendency of otterfolk to provoke Calamity Beasts can feel disrespectful to a nature-loving raccoonfolk. The strict hierarchical rules of batfolk society doesn't typically mesh well with a raccoonfolks' drive to follow their own paths, resulting in conflicts between the two cultures.
Weaving
Raccoonfolk magic typically involves manipulating discarded materials many would consider "junk", using it for projectiles or barriers. Raccoonfolk of prodigious skill learn to use their magic to empower themselves and the natural world around them, weaving knots from plant matter and imbuing them with energy. A druid might magically grow their staff to encase objects so that it can serve double duty as both a carrying device and a weapon. Extremely skilled raccoonfolk druids can even animate the surrounding environment into natural defenses.
Raccoonfolk Structures and Settlements
Raccoonfolk homes tend to be built into the bases of trees, with big round doors and a warm fireplace that fills the room with its glow whenever they are home. Though these homes can appear haphazardly constructed to other animalfolk, in reality they are sturdy structures that can last for generations. Frequently, these houses are less "dwellings" and more "storage units" where raccoonfolk hoard the countless trinkets and trophies they've gathered from their travels. Clutter is expected, and raccoonfolk moving into a new home will "break it in" by scattering piles of junk around. Raccoonfolk will reuse a house after its current owner has abandoned it, leaving their previous owner's decorations up and adding their own.
Rabbitfolk
Rabbitfolk

Rabbitfolk are talented chefs and industrious farmers who provide the bulk of Valley's food. Though they have a reputation for being boring homebodies, every species in Valley respects the hardworking rabbitfolk who keep their tables full. At their best, rabbitfolk are stalwart, hospitable, and peaceful. At their worst, they are stubborn, narrowminded, and cowardly.
Families and Farming
Family and community are paramount to rabbitfolk society. Many rabbitfolk live their entire lives within their communities, never leaving their small village except to sell produce or other goods at the market. Rabbitfolk lives revolve around their large families, called Fluffles, and their homesteads. The eldest rabbitfolk in the family are the de facto arbiters of the household, held in high esteem by their children, grandchildren, and great-grandchildren. Very seldomly, rabbitfolk will leave their village entirely to make a life for themself in a larger village or city. Those who move away typically find themselves adopted into rabbitfolk communities wherever they're going. Other times, they might find another group of animalfolk that they can dote upon.
The Pawpatch Party
Though rabbitfolk are typically pacifistic, they will still staunchly protect their homes and lands. The most dedicated rabbitfolk can join the Pawpatch Party, a group of powerful and adeptly trained warriors who patrol Valley to protect from Calamity Beasts. These rabbitfolk are known for their antler helmets and large, metal-coated weapons and shields. Members of the Pawpatch Party are renowned for their skill and perseverance, owing in no small part to their excellent provisions.
Their Role in Valley
Rabbitfolk chefs are renowned for their cooking, which is largely considered unrivaled by other animalfolk. Highly meticulous and dedicated, rabbitfolk are diligent workers with excellent hospitality skills, and are highly sought after to help run inns. Their connections with other rabbitfolk villages means that they can be counted on to procure the freshest ingredients, attracting patrons to their doors.
When out adventuring, rabbitfolk typically serve as clerics, healing their friends or casting great boons on them. Some of the bravest and brawniest rabbitfolk take work as front-line warriors who can pack a serious wallop when needed!
Relationships
Rabbitfolk and mousefolk both come from large families and are strong partners in both the field and the city. Their love of home cooking means that they often exchange dinner party invitations, even if mousefolk sometimes struggle to provide enough food for the much larger rabbitfolk. When it comes to relationships, rabbitfolk and lizardfolk are opposites. The tendency of lizardfolk to be confrontational, blunt, or standoffish is stressful to the mild-mannered rabbitfolk.
Weaving
Rabbitfolk magic is used to support farming, growing plants, and restoring life to the vegetation around them. Their growth magic can even cause plants to become supersized.
Rabbitfolk Structures and Settlements
Rabbitfolk houses are often built directly into the ground, with long burrows underneath and tall windmills on top. Rabbitfolk structures, more so than other animalfolk dwellings, blend into their environments. They also serve as silos and mills to limit the impact on their surroundings.
Otterfolk
Otterfolk

Otterfolk are playful, adrenaline-seeking gamesters and storm chasers. Inveterate water dwellers, otterfolk are gregarious and sociable, with a taste for excitement that can drive them to reckless, daredevil antics that other animalfolk see as thoughtless and unnecessary. At their best, otterfolk are daring, jovial, and adventurous. At their worst, otterfolk are careless, frivolous, and prone to putting others in harm’s way.
Otterball
The most popular otterfolk game and their cultural pastime is called otterball, an endless, ongoing game whose exact rules are unknown and whose parameters are constantly shifting. It’s completely baffling to non-otters. The only things anyone else can be sure of are that it’s played largely in water and that the Calamity Beasts are involved in some way—but particulars of scorekeeping, penalties, and illegal moves are a mystery.
Storm Chasers
From a young age, otterfolk engage in storm chasing for sport. This involves following Calamity Beasts as near as possible until the danger feels too great. Great otterfolk storm chasers have plucked the hairs from storm-bearing Beasts, and almost all otters have at least chased flaming wolverine Beasts to capture embers. Otterfolk capture Calamity Beasts’ elemental magic in shells, pearls, and glass bulbs. This process is called Clamming. They have a particular fondness for lightning collected from Calamity Beasts—it seems to have a special significance for otterball. They’re very adept with water, able to twist and bend water to distract, obfuscate, or otherwise befuddle others.
Their Role in Valley
When out on adventures, otterfolk are spellcasting extraordinaries. Danger-seekers by nature, otterfolk are often the first to encounter a Calamity Beast and the last to seek help from others when diverting it.
As the best fishers and divers in Valley, otterfolk often help other species retrieve things that were washed away to the bottom of ponds. Their knowledge of Valley’s rivers also means they’re frequently sought out navigators. Otterfolk often provide transportation to other animalfolk, as river travel is one of the fastest modes of transportation for those who cannot fly. Otterfolk also find a lot of success as acrobats, especially during festivals and celebrations, where their sleek, nimble moves and dazzling water-and-lighting displays astound and delight.
Relationships
Otterfolk get along best with rabbitfolk, who tend to be laid back and welcoming. Ironically, they get along worst with frogfolk, who are easily irritated by what the frogfolk view as grating irreverence and optimism, while otterfolk feel like frogs are just boring.
Weaving
Otterfolk capture magic in bottles and trinkets to preserve for later, storm and lightning magic in particular. Sometimes they’ll study it, other times they'll use it during a game of otterball for a sneaky surprise.
Otterfolk Structures and Settlements
Otterfolk live in groups called Rafts, which are collections of linked houseboats. Otterfolk will periodically detach their houseboat from a raft whenever they feel like living in solitude, but eventually they’ll join back up. Once a season, each raft has a Roping, where members of a raft link up in a large circle to share news, trade, restock supplies, and engage in seasonal competitions. The open water in the middle of the linked houseboats forms a safe central area where their pups can romp and play.
Mousefolk
Mousefolk
The mousefolk of Valley are plucky, eager, and goodhearted, at times to the point of naivete. They are known for their heroic actions and are often found as part of adventure parties, in search of glory and treasure. Mousefolk carry a deep sense of familial pride that drives them to strive for not just personal but also familial honor. They do not shy away from danger and frequently leap into action without hesitation, believing acts of heroism to be worth any danger. At their best, mousefolk are brave and loyal go-getters. At their worst, mousefolk are naïve and irresponsible.
Little Heroes
Heroism is the greatest of mousefolk virtues. Many might at first underestimate a mousefolk’s skill and power, but their small sizes disguise an immense determination, work ethic, and fighting skill that quickly earns the respect of even their deepest skeptics. Mousefolk have many trials that they can undergo, from venturing to the top of the Cliff of Heroes to the bottom of the dangerous Root Maze in search of a Calamity Beast’s lair. Each trial strengthens their body and mind in order to prove their mettle among their peers. Mousefolk study magical spells that help enhance their speed and strength so they can take advantage of their stature and dart around unsuspecting foes.
Big Numbers
The foundation of mousefolk community is their large families, which are typically led by the eldest members and involve multiple generations in a single home. With their large and interconnected families, mousefolk have lots of aunts, uncles, and cousins, and they tend to know or at least be familiar with most other mousefolk. Mousefolk community decisions are made by a gathering of family elders, who are also the main representatives of mousefolk among the rest of Valley. Mousefolk communities are collaborative, using their larger numbers to overcome collective problems that would be beyond the abilities of any one individual.
Their Role in Valley
Mousefolk are frequently found as part of adventure parties, working on large community projects, or taking up defense of Valley. Quick-thinking but impulsive, mousefolk are helpful in a crisis but often not the first choice for longer-term project planning. While they are very focused on communal good, some tend to put their bravery and heroism ahead of their own wellbeing, taking on monumental challenges alone in the belief that if they just try hard enough, they can save everyone. Mousefolk take great pride in their ability to help the larger Valley community and eagerly jump at any chance to foray out into The Brambles for resources or scarce materials.
Relationships
They can struggle to get along with the otterfolk; though similarly adventurous, mousefolk often look down on otters' games as frivolous and wasteful of time and energy that could be better spent helping others. In contrast, mousefolk tend to look to the frogfolk with great respect, valuing their thoughtfulness and seasonal predictions.
Weaving
Mousefolk are expert at using spells to augment their speed and strength. When they use their weaving, they move to fast that they appear blurred. Some mousefolk move so fast that they appear as stuttering afterimages, giving the impression that there are many mousefolk attacking their enemy.
Mousefolk Structures and Settlements
Mousefolk homes are multilevel structures made of woven grasses and leaves. Designed for multiple families, the interiors are small and cozy with a nest-like feeling. Inside you’ll find fluffy beds made from pampas grass and round windows to look out in every direction.
Lizardfolk
Lizardfolk

Lizardfolk are the only animalfolk that are not native to Valley. Many seasons ago, lizardfolk populated Valley's few shaley hills and rocky ravines, which best resemble the habitats of their homelands. They are industrious and cantankerous fire-worshippers who live life at their own pace and contribute to Valley as they please. To other animalfolk, they can come across as uncooperative and grumpy, but their enthusiasm and zeal for adventure is the foundation of any great adventuring party. At their best, lizardfolk are passionate, resilient, and direct. At their worst, lizardfolk are moody, aggressive, and cruel.
Artistic Prodigies
Lizardfolk culture encourages artistic expression from a young age, primarily through metalwork, but also with fabrics and paints. Their outlook on art is unique among animalfolk species, as they value not just the creation of art, but also its destruction. Lizardfolk art is meant to decay, fall apart, or be burned, sometimes immediately after its creation. Some monuments will last longer, such as trail markers or large sculptures, but the most important aspect of art in lizardfolk culture is the sense of awe it inspires. Once a community or individual feels bored with their art, they will destroy it and turn their attention to a fresh act of creation, often incorporating pieces of the old art in their new work. In encouraging the creation of something new from something old, lizardfolk see a path to immortality for their culture and traditions. They hope that the spirit behind their art lives on long after their monuments crumble.
Hearthflame
Fire is central to the lives of lizardfolk. Not only does fire have an emotional meaning, but it also functions as heat reserves when sunbathing isn't an option. Every lizardfolk community has a central fire source, whether it is a village hearth, a mystical ember, or a forge. Rituals, like dancing, singing, or just basking in front of their community furnace or the one in their home, are part of everyday lizardfolk life. There is a spiritual nature to this practice, which originated in far-off communities and was brought to Valley. In large villages or cities where lizardfolk live among other animalfolk species, many smaller fire sources will be built instead, so that lizardfolk are never too far away from light and heat.
Their Role in Valley
Lizardfolk are at their element when thick in the fray as either fiery shamans or sneaky assassins. They are not afraid to go at it alone, but they prefer to have some backup that can bail them out or protect them while they rest. Sometimes more combative lizardfolk can become frenzied or bloodthirsty. Their need to expend excess energy stores can cause aggression, even when sparring with a friend.
Most communities rely on lizardfolk firekeepers to keep their flames lit during long winters and rainy seasons. These firekeepers help control the spread of wildfires as well, directing their path to minimize damage to surrounding villages. Lizardfolk also find work as blacksmiths and artisans, passing those skills down to other animalfolk with gruff, dangerous, but ultimately exciting teaching methods.
Relationships
Lizardfolk get along well with batfolk, owing to a shared love of rituals and spiritual practice. Though the species can quarrel at times over the finer details, their mutual respect wins out in the end. Ratfolk value preservation and history, and the idea of lighting art on fire is anathema to ratfolk culture. Because most lizardfolk art is destroyed, the vast libraries of the ratfolk have very few physical remnants from lizardfolk culture, causing a rift in understanding between these species.
Weaving
Lizardfolk magic typically revolves around the use of fire, from lighting torches to casting massive fireballs. Their fire magic can also be used to scorch their foes. Some esoteric lizardfolk arts even allow them to channel venom into their flames, a potent combination that makes even a single strike lethal.
Lizardfolk Structures and Settlements
Lizardfolk homes are built into cliffs or hewn from stone and metal, with flat roofs to encourage sunbathing. No lizardfolk home is ever undecorated, and homes are frequently built around works of art rather than art pieces being created after the fact as decoration. Their most basic decoration can simply be scale-like tiling along the outside of their homes, while their interiors can be lavish, with massive metal sculptures that dwarf the inhabitants.
Frogfolk
Frogfolk

Frogfolk are augurs who use their knowledge of nature to divine the movement of Calamity Beasts and the shifting seasons in Valley. Because of their skill in preventing disaster, they are highly respected by the animalfolk of Valley, though this same quality also makes them prone to pessimism and dire proclamations of doom. Frogfolk are highly knowledgeable elementalists, their curiosity driving them to learn and discover more about the natural world throughout their life. At their best frogfolk are thoughtful and knowledgeable. At their worst frogfolk are fatalistic and disinclined to collaborate with others.
Agroforestry and Foraging
Frogfolk maintain a uniquely symbiotic relationship with the land they live on, preferring to slowly shape the direction of plant growth and maintain a complex ecosystem rather than utilize traditional farming methods. Frogfolk don’t plant crops, but rather change the environment around them to encourage certain flora to grow. They may carve out terraced shelves into a hill and flood them to grow cranberries or rice, or build a roof to protect fragile plants from withering under the sun.
Augury and Calamity
Frogfolk’s unique augury helps manipulate Calamity Beasts and mitigate potential destruction. Their skills are honed through developing a strong, intuitive understanding of the needs and balance of the natural world and by analysis of prior Calamity paths to anticipate upcoming migration patterns. The knowledge is enhanced by magical spells that help them predict the future with differing levels of specificity. At a basic level, frogfolk augurs can see the general shape of the future but cannot anticipate changes. Adept augurs can see exact movements seconds or even minutes in advance. Frogfolk augurs will plan to move entire villages, dam rivers, to send adventurers out to draw a Calamity Beast’s attention in order to prevent large-scale damage.
Their Role in Valley
Frogfolk play a key role at the start of an adventure or battle. Adventuring parties may speak with a frogfolk augur before embarking on a journey, or mousefolk knights may consult on predictions before a battle with a Calamity Beast. The most talented diviners use their skills to predict the actions of the Calamity Beasts and the resulting changes in seasons, which is invaluable to the daily life and survival of all in Valley. Many frogfolk consult on questions related to agriculture and ecology of the region. For instance, they may be conferred with regarding causes of sick crops or the impact of building in a particular location.
Despite their general reserved nature, frogfolk do not shy away from leadership positions, firmly confident in their skills and knowledge. They will sometimes take control of larger community projects, whether they were asked to or not.
Relationships
Frogfolk deeply respect racoonfolk, who share a similar admiration for nature and the world around them. Frogfolk often disapprove of the mousefolk, frustrated by their pervasive optimism, which they consider dangerous and naïve, and struggle to understand a mousefolk’s desire to hurl themselves into danger with little regard for their own safety.
Weaving
Frogfolk magic revolves around the use of water, something they always carry at their sides in some way or another. Flinging droplets or causing a wave of water are common spells. Many frogfolk can also use their water magic and augury magic to project their own limbs into the future, making portals that surprise enemies with a flurry of blows from far away.
Frogfolk Structures and Settlements
Frogfolk have round homes that are clustered together on the edges of the water. Clusters of homes form the larger community units, with buildings designed more for specific purposes than for specific families.
Birdfolk
Birdfolk

The skies of Valley are home to flocks of birdfolk who are as diverse in coloration as they are in personality. Birdfolk help connect the animalfolk to one another, carrying mail, delivering aid, and even transporting other animals across Valley. At their best, birdfolk are chivalrous, stalwart, and selfless. At their worst, birdfolk are self-important, stubborn, and patronizing.
The Plumecreed
Among the many birdfolk traditions, the most famous and revered is the Plumecreed, a dangerous flight across Valley to reach The Tip of the World, a perilous mountain where no other animals dare to venture. A birdfolk must plant one of their wing feathers at the peak, a sign of their commitment and perseverance, and weave an ancient spell before leaving. The birdfolk who successfully make the journey are blessed with supernatural speed and agility. They are called Windcrested, a testament to their mastery of flight, and often wear a single dyed feather as plumage atop their head to show off their achievement.
Midair Combat
Being gifted with flight changes the way birdfolk fight against Calamity Beasts and other foes. Birdfolk tend to dive from above, either straight down or at sharp angles, carrying a long lance or other polearm. Their attacks are more telegraphed this way but powerful, and multiple birdfolk in combat are difficult to defend against, as they're able to leverage their aerial advantage to cover every angle. Birdfolk weavers can use their flight to quickly save other animalfolk even in difficult terrain. However, birdfolk lack the grounded combat prowess of other animalfolk, so when confined to narrow undergrowth, or when their injuries prevent them from flying, their attacks are clumsy and unpracticed.
Their Role in Valley
Birdfolk are incredibly collaborative and adventurous. They often form adventuring parties alongside other species, where they declare themselves as leaders and assert themselves through grandiose speeches at the beginning of each day. They prefer to take the role of inspiring healers, knightly frontliners, or aerial scouts. Birdfolk make up most of the messengers in Valley, as their flight capabilities allow them to easily avoid ground obstacles and cover long distances. Messenger birds take pride in their work, knowing that communication between Valley's communities depends on their efforts.
Their confidence leads them to find roles as project leaders and diplomats. While they love collaboration, birdfolk enjoy having the final say on issues, often adding to the conversation with long-winded diatribes. While birdfolk remain committed to the larger community that they join, their flair for glory sometimes puts them at odds with other species. A birdfolk might become fixated on accomplishing a task a certain way, to the detriment of their team, convinced that the way things are done is just as important as the result.
Relationships
Birdfolk get along famously with mousefolk, as both are highly adventurous and glory-seeking. Though mousefolk are sometimes brash and reckless, birdfolk can see the burning ideals that motivate their actions and are happy to have a companion who will always be at their side. Frogfolk are culturally more cautious than birdfolk, and their penchant for pessimism, along with their logical, detached attitudes, runs counter to the idealism that drives most birdfolk deeds.
Weaving
Birdfolk magic is primarily for aiding and supporting their allies on adventures. Birdfolk learn magic early on in their lives, typically taught by an elder that they purposefully seek out to learn from. Alongside their academic teachings comes an ethical framework, The Wingbeat Way, which instills a lifelong commitment to use their magic for the common good.
Structures and Settlements
Birdfolk houses are known as Perches. Typically, they are found either high up in trees or on stilts that rise high above the grass, providing good sightlines onto the world below. A home is often passed around between many different birdfolk and their doors are left open to provide immediate shelter for any animalfolk in danger.
Batfolk
Batfolk

Batfolk are eccentric and mysterious nocturnal defenders. Superstitious, kind, and ferociously protective, batfolk have a strong sense of loyalty, tradition, and order. Batfolk communities are defined by rigid roles, as they look to the predictable certainty of the moon and stars, using the patterns of the night sky to direct their choices and fuel their magics. At their best, batfolk are dependable and loyal protectors with strong ties to their compatriots. At their worst, batfolk are obtuse, adhering overly rigidly to hierarchies and order.
Night Keepers
Batfolk are the protectors of Valley during the evening hours when other animals are asleep. One of the core beliefs of batfolk is the understanding that in all things there is balance. There cannot be night without day, light without shadow, or life without death. Because batfolk often take on the responsibility of nocturnal safety and watch alone, they request lifeforce from the animalfolk of the day to fuel their protection. Their methods for gathering this energy can be heavy-handed, but their services and dedication cannot be doubted.
The Lunar Paean
At the end of each of the four moon phases (new, waxing, full, waning), batfolk across Valley host a celebration known as a Lunar Paean. Batfolk use the Lunar Paean to share their beliefs and communicate a respect for the cycle of life and death, light and dark. Led by the most venerated and powerful of the community, the Lunar Paean is one part party and two parts auspicious ritual. The batfolk are frequently joined by other denizens of Valley who were born during the same lunar pattern as when the ritual is held. Fortunes are performed for those present, and children born during the current phase are assigned star charts, while their parents are given guidance to help raise them. The celebration concludes with a moon-watching ceremony where families can look out into the firmament and assign stars to recently deceased loved ones or find the stars of their ancestors.
Their Role in Valley
Batfolk are the nocturnal protectors of Valley as well as organizers of celebrations and rituals throughout Valley. One of their primary roles is the establishment of large-scale projects with their communal organization and resources. Aside from organizers, batfolk can be found as clerics and musicians, often taking the night shift.
An air of mystique surrounds the batfolk. Outlandish rumors and stories about them regularly float around Valley. Youngsters of other species have been known to tell outrages stories that are quickly shut down by community elders.
It’s uncommon for batfolk to join in adventuring groups, but their desire to protect the denizens of Valley can motivate them to participate in dangerous missions. When they do join, batfolk have no qualms stepping into whatever role a party might need, from armored warriors to warlocks whose magic can shape the flow of battle.
Relationships
With their rigid social structures and adherence to order, batfolk often get in arguments with the more carefree and spontaneous otterfolk. They get along well with the birdfolk, as fellow aerialists who share a similar bird’s-eye view of Valley and a fondness for structure and process
Weaving
Batfolk magic is related to the stars and night sky that they worship, leading to magic that shakes the world when they cast it by channeling the power of the cosmos and beyond. Batfolk also sing as part of casting, which can cause auditory damage as they chant. Batfolk sometimes dabble in minor augury, though their concerns as seers are too far in the future for it to matter to many animalfolk.
Batfolk Structures and Settlements
Batfolk homes are elaborate and intricate structures that hang from and are built into trees, smooth swooping shapes decorated with hanging star lights and intricate spires. They draw upon the firmament for inspiration, with grand sweeping architecture that resembles the phases of the moon and interiors decorated with astrolabes.
credit and codes
Credits + Codes
https://baisemain.dreamwidth.org/9172.html#cutid1 - proof/layout
A lot of information is taken from the Planewalkers' Guide to Bloomburrow.
Part One; (History, Locations, and Calamity Beasts.)
Part Two; (On Communities, Food, and - Birdfolk, Ratfolk, Lizardfolk, Raccoonfolk, and Rabbitfolk.)
Part Three; (On Batfolk, Otterfolk, Squirrelfolk, Mousefolk, and Frogfolk.)
Bestiary
Bestairy
The Calamity Beasts
Calamity Beasts are large, terrifying non-sapient creatures that are harbingers of seasonal changes and weather variations. They are massive, towering over the animalfolk of Valley, who scramble and scurry to safety when seeing signs of a Calamity's approach. To animalfolk, they are near-mythological beings that inspire awe, terror, and excitement. Because the Calamity Beasts bring new seasons in their wake, they represent an essential part of the local ecosystem despite the danger, so the animalfolk owe their flourishing crops to their movements as much as they blame their leaner harvests on them as well.
Not all Calamity Beasts are carnivorous—some are simply so huge that their very existence is a threat. Animalfolk have built up a repertoire of tools and systems for dealing with these threats, but no amount of preparation can guarantee avoiding conflict with these creatures.
Powers
Calamity Beasts are roughly divided into two groups by the animalfolk of Valley. The most powerful Calamities are given names and are unique; no two major Calamity Beasts are the same. Minor Calamities are seen more frequently, and their powers are lesser in scale and effect than major Calamities.
The powers of the Calamity Beasts are akin to living natural disasters, uncontrollable and unpredictable expressions of magical energy: a wolf that burns with fire and sets the forest ablaze around it; an elk that brings winter with each step; or an owl with night on its wings that blackens the sky. Some minor Calamities have more tame versions of these powers, such as causing the air to grow hot instead of catching fire, or causing water to freeze underfoot. To the animalfolk of Valley, these differences are monumental, sometimes the difference between life and death.
Whenever and wherever a Calamity Beast appears, the world changes around them. Leaves might wither and die, the hills might scorch and crack, or crops might bloom in an instant. These effects can warp the environment permanently, leaving craters, toxic topsoil, or new ponds, while others come and go with the Calamity Beast.
Known Major Calamity Beasts
Beza, the Bounding Spring, an elk made of petals and leaves and birch trees. Brings spring to the animalfolk.
Eluge, the Shoreless Sea. Also known as the Flood Gar, brings the Season of Deep Waters, a massive flood.
Lumra, Bellow of the Woods. A massive bear made of leaves, it is thought that if you see it, you will be lost in the forests ita presense creates.
Maha, the Eclipse Owl. When it flies across the sky, day turns to night.
Wildsear, the long-dead Scouring Maw. Was defeated in the legends of Bloomburrow, but sets fire to all it touches.
Ygra, Eater of All. Where this cat-like creature approaches, all turns into salt, bringing drought and starvation.
Known Minor Calamity Beasts
Galewind Moose. The Calamity Beast that brings winter.
Pyreswipe Hawk. The Calamity Beast that brings summer.
The Blight Snake, a Calamity Beast that brings decay. Fighting it is said to be like fighting starvation itself.
Locations
Locations
Introduction
Valley is a small region in the larger plane of Bloomburrow, around three kilometers squared. Valley is a temperate stretch of land, home to a diverse array of wildlife and natural landmarks, from small bogs and ponds to rocky hills and fields of flowers. All forms of folk settle here, more safe from the Calamity Beasts then further out.
The first thing a visitor might notice is the scale of nature here. Foliage towers overhead like a forest, trees are large enough to support a whole city, and a boulder is a mountain to Valley's inhabitants. Within Valley are five biomes that support all manner of flora and fauna.
Meadows
The meadows of Valley are a canvas on which native wildflowers and amber grass grow and thrive. Tall, wispy pampas grass and yarrow provide a canopy for the animalfolk travelling below, keeping the ground cool even when the sun is high overhead. Dandelion seeds float through the air like snow during the spring and fall. Patches of tall grasses are separated by clearings full of chamomile and partridge berry flowers that thrive in the soft sunlight. These small clearings are full of medicinal plants that local animalfolk harvest during the spring and summer to dry for the winter months.
Animalfolk farms are common in meadows, entwined delicately with the surrounding nature. Long rows of tomatoes, peppers, and spring onions crowd the fields in the spring and summer. When Valley grows colder, the harvests shift to cabbage, radishes, and carrots. Berries grow year round, with different types thriving, depending on the season and the specific environment.
Ponds
Ponds dot Valley, beckoning animalfolk along their shores to farm and fish. Some ponds are filled with lily pads, providing ample surface for the semi-aquatic animalfolk to rest in between dips in the water. Weary travelers are always relieved to see water, knowing that a settlement is sure to be nearby. Larger ponds provide clear, fresh water for all of Valley's animals, whether through subterranean irrigation or merchants who bottle up water to bring to those who live far away.
The Long River runs down from above the forests all the way to the marshes and beyond Valley. Fish swim frequently through Valley, providing a nourishing source of food for those animalfolk patient enough to catch them. This river and the ponds do not intersect; the ponds are isolated and fed by rainwater while the river leads to the marshes, its source far behind the land of Valley.
The largest pond in all of Valley is home to Fountainport, a marvel of craftsmanship and a popular destination for animalfolk to visit whether to see friends or to gaze across the pond.
Marshes
Valley's marshes appear where river tributaries start to run dry, exposing beds of silt and detritus among muddy banks. Tall grasses obscure the entrances to ratfolk villages, tunneled into the sides of the banks and reaching far below into subterranean caverns. Discarded snail shells and bones litter the ground, washed up on shore from all over Valley.
This place teems with life, though it's often hidden beneath the surface. The riverbanks are home to shellfish, with mussels growing along the sediment-covered rocky outcroppings and clams hiding beneath the riverbed. Mussels and clams occasionally spit out muck and silt, a messy and sometimes dangerous habit that can cover hapless wanderers in filth or even send them flying through the air. Roots from plants that grow along the riverbanks are exposed when the water runs dry, creating a gnarled maze pockmarked by shallow pools of stagnant water. Insects are frequent visitors to the marsh, planting eggs in the muck to feed on the nutrients below.
Hills
Great mounds of craggy rocks jut out from the sloping hills of Valley, providing shade to some animalfolk and sunbathing perches to the lizards who call this place home. Some of these hills were once full of water that eroded the rocks into smooth, high shapes that box inhabitants in from all sides. Vegetation is sparser here given the tall shadows that block light from reaching much of the ground, but wildflowers will sprout from cracks within the rocks, and trees help prop up large boulders with their tall trunks or their thick roots.
It is difficult to see the tops of these hills from the bottom, engendering a sense of wonder and amazement in the smallest animalfolk. Climbing to the top of a boulder might take days and is surely something to boast about afterwards.
Thickets
The forests of Valley are filled with lush foliage, characterized by thickets of mossy and vine-covered trees and rocks. Ivy provides pockets of shelter that disguises nests and homes to keep animalfolk safe. Oak trees here have squat and round trunks, branching off low to the ground. Their gnarled appearance reveals their age, many trees being hundreds of seasons old with a size to match. Trees are enormous here, housing entire cities where animalfolk from all over Valley live in harmony.
At the edge of the large forest along the river is the crowning achievement of animalfolk comradery, Three Tree City. This is the most densely populated place in Valley, home to every species of animalfolk and a major hub for travelers and adventurers.