A downloadable game

The support for Moomins & Dragons over these past two-ish years has been humbling and awe-inspiring. I am so grateful for every member of the Moomins and the Dungeons and Dragons communities that took my little homebrew under their wing. This new (though perhaps only marginally improved) edition is my gift to all of you. Thank you, from the bottom of my heart.

This Ultimate Edition of Moomins & Dragons contains the following additions and changes:

-Added a new race (Fillyjonk)

-Retermed "subraces" as "variants"

-Added an NPC guide, featuring the following characters

  • Moomintroll
  • Moominpappa
  • Moominmamma
  • Snorkmaiden
  • The Police Inspector
  • Snufkin
  • Little My
  • Mrs. Fillyjonk
  • & the Groke

-All new document formatting & layout

-Made edits for clarity & brevity


Special Thanks to:

Chris (@ChrifuBernal) and all the wonderful folks at Mana Pot Studios, who were the first people to find my little game and who were so generous to include me in their stream of Moomins and Dragons. Please support them by viewing their content on Twitch!

Mana Pot Studios on Twitch


Tofi (@toffepajja), has created several encounters for Moomins & Dragons, as well as greatly expanding upon the human variants. Their work is definitely worth checking out!

Encounter: A Helpful Climb

Encounter: Triangular Bandit

Encounter: A Poem for You

Encounter: Headhunters

Human Variants


Thanks also to Reddit user u/StoneStrix, who is a wonderful homebrew creator and whose content I have greatly enjoyed consuming. Their ice golem provided a great deal of inspiration for the Groke's mechanics, so I wanted to shout them out here, as well as the fantastic subreddit r/MonsterADay, where I first discovered their work.

Ice Golem

r/MonsterADay


NOTES CONCERNING COPYRIGHT

Moomins & Dragons is a fanmade homebrew game, and heavily uses the IP of both Moomins & Wizards of the Coast. For this reason, Moomins & Dragons is not sold for profit. I would ask other creators making additional content for Moomins and Dragons to also abide by this principle.

This updated version of Moomins & Dragons utilizes a great deal of official Moomins art. I have striven to ensure that this art is from official Moomins sources, but if I have unwittingly used your fanart, and you would like me to either credit you or remove it from the game, I will be happy to do so. Additionally, if you are an official representative of the Moomins brand and would like me to remove the use of your art, I am also willing to comply. Please contact me with any concerns through my socials, located at the top of the page.

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorBekah Walker

Download

Download
Moomins & Dragons Ultimate.pdf 22 MB

Development log

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(+1)

In a quiet corner of the tabletop RPG community, Bekah Walker has created something remarkable. Her homebrew "Moomins & Dragons" began as a birthday gift for a friend—a simple pamphlet adapting Tove Jansson's beloved Finnish characters for Dungeons & Dragons. What emerged in the 2022 "Ultimate Edition" is far more significant: a gentle but profound challenge to the fundamental assumptions underlying one of the world's most popular games.

Walker wasn't trying to make a political statement about RPGs. She was simply attempting to faithfully adapt a universe where problems are solved through understanding, patience, and community care. But that faithfulness necessitated what amounts to a radical reimagining of D&D's entire mechanical framework. When your source material features a world where even the "monster"—the lonely, misunderstood Groke—is fundamentally pacifistic, you can't really maintain a combat system based on defeating enemies. When your heroes' greatest strength is their capacity for empathy and hospitality, experience points through violence stops making sense entirely.

The result is accidentally revolutionary. Walker's adaptation reveals how many of D&D's supposedly "universal" mechanics are actually quite specific to a particular kind of power fantasy. The Moomins' radical kindness acts like a solvent, dissolving away everything in traditional RPG design that isn't actually essential to the tabletop experience. What remains is something still recognizably an RPG, but operating on completely different principles: cooperation over competition, healing over harming, understanding over conquering.

Consider the combat system redesign. Traditional D&D encounters become collaborative problem-solving sessions where initiative determines speaking order rather than attack sequence. Hit points represent emotional resilience rather than physical durability, and healing comes through acts of kindness—listening to complaints, offering small gifts, providing comfort. When a character's emotional health reaches zero, they experience a "breakdown" that removes them from play temporarily, but even this is handled with compassion rather than punishment.

The character races reflect similar thoughtfulness. Peikkos (the hippo-like creatures that include Moomins) gain mechanical benefits for helping other players, while Snorks' emotion-responsive color-changing fur becomes both flavor and function. Hemulens, as authority figures, face social challenges that mirror their canonical personalities—they struggle with persuasion but excel at intimidation, except with other Hemulens. These aren't just cosmetic changes; they're mechanics that actively encourage the collaborative, emotionally intelligent play that defines Moominvalley.

Perhaps most tellingly, Walker had to completely reconceptualize what constitutes an "encounter." In traditional D&D, encounters are primarily combat scenarios designed to drain party resources. In Moominvalley, encounters become opportunities for creative problem-solving, emotional growth, and community building. The sample campaign "The Quest for Jam" demonstrates this beautifully—players might negotiate with a Park Keeper, help scientists with their research, or simply survive the Groke's unintentionally dangerous presence through clever thinking rather than sword-swinging.

This transformation reflects something profound about Tove Jansson herself. As a Swedish-speaking Finn, a queer woman, and an artist in mid-20th century Finland, Jansson wrote from multiple outsider perspectives. The Moomins' radical inclusivity—where everyone belongs in Moominvalley, from anxious Fillyjonks to the terrifying-but-lonely Groke—springs directly from that lived experience of marginality. Jansson created a world where difference is celebrated rather than feared, where problems are solved through patience and understanding rather than force.

Walker's adaptation honors that spirit with remarkable care. The document itself reads like a love letter, complete with heartfelt dedications and gentle invitations for others to expand the work. There's no commercial ambition here, no attempt to exploit beloved intellectual property. Instead, we see the same generous, inclusive spirit that made the original Moomins so enduring, extended into a new medium with obvious reverence and joy.

The fact that this homebrew has been gently gliding under the radar since its initial 2020 publication speaks to both its creator's humility and the work's inherent integrity. Walker shares this as a gift to fellow fans rather than a product to be marketed. In an era of aggressive IP protection and corporate gaming, there's something beautifully subversive about a noncommercial fan work that demonstrates how much creative space exists within the boundaries of respectful tribute.

"Moomins & Dragons" proves that RPGs can tell radically different kinds of stories without sacrificing mechanical interest or player engagement. It suggests there's room for many more approaches to collaborative storytelling than the medium typically explores. Most importantly, it shows how the values embedded in our game mechanics shape the stories we're able to tell—and how changing those values can open up entirely new narrative possibilities.

In adapting the Moomins' world of radical kindness, Walker has created something that's simultaneously a faithful tribute to Jansson's vision and an unexpected blueprint for what tabletop gaming might become. It's a reminder that even our most beloved systems can be reimagined when we approach them with sufficient care, creativity, and love.

(+1)

Oh, this is very exciting to see! I can't wait to check it out!