Bloomburrow (plane)

Bloomburrow is a plane of the Multiverse. It was introduced in the 2024 set of the same name. It is Magic's first all-animal plane.
==Background==
Bloomburrow is a charming pastoral world full of anthropomorphic animals. No human has set foot on the plane; Planeswalkers who visit Bloomburrow are animal-shifted to match its inhabitants. It is assumed that this phenomenon is inherent to the plane itself, but whether it is a natural magical enchantment, an artifact, mighty spell, a Calamity Beast of plane altering power, or the aftermath of some divine condition is unknown. The animal a visitor becomes is influenced by the native animals of their homeplane. When leaving Bloomburrow, its animalfolk inhabitants retain their forms but may change size.
Bloomburrow or at least Valley was likely not invaded in New Phyrexia's Invasion of the Multiverse.
===Calamity Beasts===
Calamity Beasts are huge, non-sapient elemental creatures that bring seasonal changes and weather variations. They wreak disaster on an unprecedented scale while they move through the landscape. They are essentially living seasons, and every bit as much part of nature as the animalfolk.
While some seasons are known to occur in Valley annually, others occur only once in a generation. Known seasons on Bloomburrow include:
*Spring, brought on by Beza.
*Summer, brought on by the Sun Hawk.
*AutumnFlavor text of <c>Hazel's Nocturne</c>
*Winter, brought on by the Blizzard Elk.
*The Season of Deep Waters, brought on by Eluge.
*The Season of Flames, brought on by Wildsear.
*The Season of Long Night, brought on by Maha.
*The Season of Salt, brought on by Ygra.
==History==
===Season of Chaos===
In Bloomburrow's distant past, the Calamity Beasts were common sights, wreaking havoc on Valley. In this era, the animalfolk survived buried underground until they banded together forming the Order of the Holly Leaf.
===War of Cinders===
From this point animalfolk began to develop magic later known as weaving to protect their companions, and had their first victories against the weaker Calamity Beasts. Battles raged for two generations, until Wildsear, the wildfire wolf, turned the tide against the animalfolk. Lily of Valley, the champion of the Order of the Holly Leaf, wielded the Seed Flame to weaken the Calamity Beasts. In the final battle of the war, she drove the weakened Wildsear away from Valley and fashioned the sword Cragflame from its broken tooth.
===Weavers' calamity===
Weavers grew in power, protecting Valley from the weakened Calamity Beasts. Over time, magic drove some weavers mad, turning them into monsters fueled by rage. They rampaged unstoppably, threatening the newly-achieved peace. This led to the great weavings being sealed, in favor of small spells anyone could manage.
===Foundation of Valley===
Once the powerful weaving was gone, the Calamity beasts returned to Valley. However, the animalfolk learned to deal with them by using small weaving in innovative ways. Some of them, such as the Mousefolk, focused on direct fighting by forming armies to protect their villages and cities. Others focused on predicting their paths, such as the frogfolk via auguries or the raccoonfolk, otterfolk, and birdfolk via patrolling Valley by ground, water, and air. The ratfolk store all the acquired knowledge. The lizardfolk learned to amplify the little available weaving into spells of great power by using catalysts, such as pieces of the Smoldering Oak. Similarly, the squirrelfolk used the energy within the Calamity Beasts' bones to raise the dead, and the batfolk draw their power from beyond by understanding celestial phenomena, while the rabbitfolk cultivated the soil to feed them all. This specialization led to the formation of the actual civilization of Valley.
===Calamity returns to Valley===
Around 4564 AR, King Glarb hired the weaselfolk mercenary Cruelclaw to steal a Calamity Beast's egg, reawakening their fury. The Calamity beasts began ravaging Valley again after an era of relative peace. Maha attacked multiple villages, including Pondside and Fountainport, and the Flood Gar flooded Three Tree City. A Calamity Beast was also known to attack Haymeadow. A group of small warriors and misfits under the leadership of Mabel returned the egg, stopping the Beasts.
==Geography==
===Known locations===
*Valley, the rural and vibrant home of the plane's animalfolk. A small region in the larger plane of Bloomburrow, Valley is a temperate stretch of land, home to a diverse array of wildlife and natural landmarks. Within Valley are five biomes: meadows, ponds, marshes, hills, and thickets. Meadows are characterized by flowers and grasses dotted with animalfolk farms. Ponds are freshwater, fed by rainfall, and are popular locations for ﬁshing. Marshes teem with insect life, especially in the tunnels and subterranean caverns below. The hills have sparse flora, and their ample sunlight warms Valley's lizardfolk. Forests are lush, holding enormous, ancient trees that house cities of animalfolk. The lands outside Valley's villages and towns are known as the Brambles.
**The Ancient Seedbed is an untamed and uncultivated wilderness where unique plants 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. It is a source of many of the seeds that grow in Valley.
**Burning Bog, a smoldering bog that never burns out. It marks the end of Valley and the beginning of the mystery lands beyond.
**The Calamity Graveyard, a large pit of tar that contains bones from Calamity Beasts killed during the war of cinders. Squirrelfok draw their necromantic powers from here.
**The Cliff of Heroes, a cliff on the highest of hills in Valley scaled by its bravest inhabitants, especially teams of mousefolk, to demonstrate their willpower and teamwork. It is said the Cliff is so high that the sun never sets on it. The path to the cliff is rife with bandits.Flavor text of <c>Ravine Raider</c>
**Conch, a marshland village inhabited by psychic ratfolk and their snail companions.
**Crater of the Cosmos, a vast obsidian crater left by an unknown cosmic event created eons before the Mending.Flavor text of At night, water condenses on the surface, causing the sky 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.
**A dandelion field between the ratfolk cavern and Fountainport.
**Dewrim, between Pondside and Mintvale on the main road.
**Emberheart Forge, a weapon forge.Flavor text of 
**The Ever-Burning Oak, a once great oak that was split by Wildsear's fire and lightning and still smolders generations later. It is revered by lizardfolk and used by artisans as a power source.
**Fell Comet, a ﬂoating comet above an underground pond deep beneath the surface of Valley. It is worshiped by ratfolk. Water leaks down from the caves above, streaming over and around the comet and freezing into 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.
**The Flower Garden is a secluded grove in the underbrush and a sacred site of pilgrimage for rabbitfolk of all ages. The winding path to the center has been planned over centuries so that no ﬂowers are ever damaged by visiting rabbitfolk. If a ﬂower begins to die, the petals and other parts are collected 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 will grow again. If a ﬂower grows in an unexpected area, the path is forever changed.
**Forest of Iron, a forest of ancient, petriﬁed ash trees made of iron hidden within a deep fissure. The trees still grow, their branches becoming sharp and pointed while their bark oxidizes into rust. The forest is an important source of iron for armor and weapons. The thicker the tree, the more pure the metal towards the center is, with each "tree ring" containing more and more impurities the most ancient trees have cores of pure steel. The forest is a site of pilgrimage for lizardfolk.
**Fountainport, a city formed as a three-tiered, soapstone-carved fountain that rises from Valley's largest pond. At its pinnacle lies a sculpted flower and a magically suspended spire of water. Portcullises gate the city, and glass elevators, slides, and waterfalls connect the different levels. It contains most of Valley's frogs and is ruled by King Glarb. The second tier of the city holds domed frogfolk houses that sit upon individual bowls and more elegant boats than the lower levels. On the top level, the weaving of water magic supplements mundane architecture. The top level contains the throne room, where King Glarb resides. It is surrounded by magical pillars of water, and its basin is covered by many-colored lily pads.
***The Tadpool Harbor District, a rowdy district at the fountain's base. It consists of markets on floating docks and lily pads. 
**Goodhill, a town with white-petal roofs and woven grass walls interspersed with larger, painted clay burrows and a tall windmill. Colorful glass rainwater collectors line its cobbled street. Towering above it all, the wooden homes of batfolk stand atop long poles. Goodhill has a diverse population of many species. It is a two-day ride from Fountainport.
**Hanging Gardens, a shallow cenote behind a waterfall whose walls are covered with foliage that drapes down to touch the water's surface. Lily pads ﬂoat freely on the surface of the pool, and frogfolk come to bask in the sun at midday when the sun is right above its opening.
**Haymeadow, at the southern point of Valley's main road. It is closer to Pondside than Goodhill is.
**Kell's Ridge
**The Knowledge Ossuary, a limestone cavern village inhabited by ratfolk lorekeepers. The most ancient Ossuary in Valley, it houses a library of the plane's history. It is protected by powerful enchantments and warriors, and only a ratfolk elder can permit a visitor to view the contents of the Ossuary. One of its entrances along the Long River is covered by a mussel shell, and its tunnels are illuminated by enchanted lights. Long ago, it was burrowed by an extinct species of enormous insects. It is west-southwest of Fountainport.
**Mintvale, north of Dewrim on the main road.
**Mushroom Valley, a vast valley full of mushrooms that grow large because of the leyline that runs below it. Colorful fungi, inedible plants, and strange insects thrive here, and Squirrelfolk venture here to gather poisonous plants, cultivate fungi, and scavenge Calamity Beast remains.
**The Lighttrap Spires, precarious spires stacked upon each other. Twice a day, the sun and moon each beam through them, casting a shadow across Valley. Mirrors catch this light, reﬂecting it onto a massive opaline gem embedded in the center of the towers. Here, an elder batfolk trades their sight for visions 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.
**The Long River, which runs the length of Valley from its source above the forests and empties into the vast marshlands. Three Tree City was built on its banks. To the south, it passes Pondside. One of its tributaries veers southwest.
**<c>Three Tree City</c> or Three Trees City, the largest settlement in Valley. A forest city formed by the intertwining of an ancient oak, sycamore, and willow tree on the banks of the Long River. Buildings and fungal paths decorate its canopy and trunk. The city was founded to harmonize with nature, which is apparent in its organic layout. It was flooded by the Flood Gar around 4564 AR.
***The Crown, the highest point of Three Tree City.
***The Docklands, a sprawling array of docks and rafts off the bank of the Long River. It lies under the tendrils of the Willow. The Docklands are the center of trade for Three Tree City.
***The Quilted District, in the city's heart. It is named after its vast quilted banner symbolizing the union of all animalfolk, featuring squares from every species that visits the city.
***The Willow, one of the three trees.
**The burnt ruins of Pondside, a small village beside a pond. It sat between Haymeadow and Dewrim on the main road and was near Goodhill. Composed almost exclusively of frogfolk, the rest of its population was diverse, despite a lack of squirrelfolk. It was destroyed by Maha around 4564 AR.
***Pond Creek, the thin stream that feeds the larger pond beyond. It reaches near Goodhill.
**The Root Maze, a vast hidden labyrinth of roots inhabited by raccoonfolk. 
**Scratchbark, a region leading to the Root Maze.
**The Sunflower Sanctum, a well-kept sanctuary where tall sunﬂowers grow. Many animalfolk source their seeds from here during the summer to store for the winter, but their heights are too dangerous for some animalfolk, so birdfolk claim many of the seeds.
**The Tip of the World, a perilous mountain where only birdfolk dare to venture. When this risky adventure, called the Plumecreed, has been completed, the birdfolk receive the title of "Wingcrested."
**Whiskervale<c>Whiskervale Forerunner</c>
*The Outer Woods, which presumably surrounds Valley.
===Astronomy===
The Cosmos contains spiritual wisdom passed on by the batfolk of past generations who have joined their ancestors in the night sky. Because of this, the stars of Bloomburrow are primarily tracked and observed by batfolk astronomers. Each star is given a name befitting its grandeur.
*Aurax, the Night-EaterFlavor text of <c>Starseer Mentor</c>
*Blinky
Bloomburrow has one moon. 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.
==Inhabitants==
===Animalfolk===
The animalfolk of Bloomburrow have an advanced culture and are the main characters of the set. They wear clothing, talk, and wield magic. They're animals, not animal humanoids, and they are to scale, meaning that they retain their natural size. They have shorter average lifespans than humans.
*Badgerfolk 
*Batfolk 
*Beaverfolk 
*Birdfolk 
**Crows<c>Murmuration</c>
**Finches<c>Finch Formation</c>
**Gulls
**Herons
**Hummingbirds
**Jackdaws<c>Jackdaw Savior</c>
**Kingfishers<c>Knightfisher</c>
**Mockingbirds<c>Mockingbird</c>
**Owls
**Passerines
**Pileated woodpeckers<c>Pileated Provisioner</c>
**Shrikes<c>Shrike Force</c>
**Songbirds
**Storks
**Swans<c>Salvation Swan</c>
*Foxfolk 
*Frogfolk 
*Hamsters 
**Gerbils<c>Jolly Gerbils</c>
*Hedgehogs 
*Lizardfolk 
**Frilled lizards<c>Frilled Sparkshooter</c>
**Geckos<c>Flamecache Gecko</c>
**Monitor lizardsIllustration for .
*Minkfolk
*Molefolk 
*Mousefolk 
*Otterfolk 
*Possumfolk 
*Ratfolk 
*Rabbitfolk 
*Raccoonfolk 
*Skunkfolk 
*Squirrelfolk 
**Chipmunks
*Turtlefolk 
*Voles
*Weaselfolk 
**Stoats<c>Brightblade Stoat</c> 
**Weasels 
===Other animals===
Not every animal on Bloomburrow is sapient. Non-sapient animals are not considered animalfolk by the inhabitants of Valley.
*Elemental Calamity Beasts
**Bears 
**Birds 
**Boars 
**Cats 
**Coyotes 
**Crabs 
**Elks 
**Fishes 
**Horses 
**Insects 
**Snakes 
**Turtles 
**Wolverines 
**Wolves 
*Fish
**Minnows
**Guppies
*Insects
**Ants
**Bees
**Beetles
**Dragonflies
**Enormous insects, now extinct.
**Fireflies, which are commonly used as lights in dwellings. They are the companions of mousefolk.
**Gnats
**Ladybugs, raised as livestock.
**Luna Moths, the companions of batfolk.
**Pill bugs
**Water skimmersFlavor text of <c>Shoreline Looter</c>
*Octopuses<c>Octomancer</c>
*Shellfish
**Clams
**Mussels, used as alarms.
*Snails, who can be sapient. They are the companions of ratfolk.
*Worms
===Flora===
*Bee balm
*Beets
*Blackberries
*Bluebells
*Blueberries
*Cabbages, farmed in colder seasons and used as constructs.
*Carraway
*Carrots, farmed in colder seasons.
*Cattails
*Chamomile
*Cherries
*Chili peppers
*Cinnamon
*Cloves
*Cornflower
*Corpseberry, a rare fruit that grows from the corpses of Calamity Beasts, sometimes collected by Squirrels. It has "nectar the flavor of strength and skin as fragile as life."<c>Corpseberry Cultivator</c>
*Cranberries
*Crested irises
*Daisies
*Dandelions
*Elderberries
*Ferns
*Firethorn
*Foxglove
*Fungi
**Bracket fungi, used as stairs.
**Mildew
**Mushrooms
*GlowberriesFlavor text of <c>Hop to It</c>
*Grasses
**Pampas grass
*Hedge Parsley
*Holly
*Ironroot trees, which have metal sap. The sap has a low smelting point, and it is commonly used across animalfolk weapons and armor.
*Ivy
*Kingcups
*Lily of the valley
*Lupinflowers<c>Lupinflower Village</c>
*Mallow
*Marigold<c>Arthur, Marigold Knight</c>
*Mint
*Mosses
*Mugwort
*Mustard
*Nettles<c>Nettle Guard</c>
*Nightshade
*Partridge berry
*Peas
*Peppers, farmed in the spring and summer.
*Pinecones<c>Brave-Kin Duo</c>
*PotatoesFlavor text of <c>Barkform Harvester</c>
*Primrose
*Radishes, farmed in colder seasons.
*Raspberries
*Rhubarb
*Rice
*Seaweed
*Soapworts
*Spring onions, farmed in the spring and summer.
*SquashFlavor text of <c>Jacked Rabbit</c>
*Starflower
*Strawberries
*SumacFlavor text of <c>Feed the Cycle</c>
*Sunflowers
*Sweet alyssum
*Tomatoes, farmed in the spring and summer.
*Trees
**Ironroot Trees that produce ironsap, a substance that can be used in place of metal.
**Juniper
**Oaks, many of which are massive and hundreds of seasons old
**Sycamore
**Willow
*Turnips
*Water lilies
*Watercress
*Witch-hazels
*Yarrow
===Factions===
The Order of the Holly Leaf used to be a mighty and storied group of soldiers who were the guardians of the magical sword Cragflame. Their members include the legendary hero Lily of Valley.
The Direshade Company are a band of at least a dozen mercenaries led by the weaselfolk Cruelclaw. The Direshades include squirrelfolk necromancers, birdfolk, lizardfolk, rabbitfolk, raccoonfolk, and skunkfolk among their ranks. After their defeat by Mabel’s party in Fountainport, they either surrendered to authorities or escaped the city with their leader.
The Pawpatch Party is a group of powerful and adeptly trained rabbitfolk who patrol Valley to protect from Calamity Beasts. These warriors 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 large part to their excellent provisions.
The Belladonna, a vicious and covert squirrel faction of luddites aspiring to reclaim the world for nature.
===Planeswalkers===
====Visitors====
*Jace Beleren
*Ral Zarek
====Non-planeswalker visitors====
*Loot
*Vraska
*Dragonhawk
==Culture==
===Governance===
There is no single authority in Valley, with individual settlements having mayors or councils. Cities may have "kings," but no authority figure serves more than a few seasons.
===Weaving===
The use of magic, known as "weaving," is common among the animalfolk. It is derived from nature and is often passed culturally or through the family. More powerful magic is generally avoided, as it has been known to corrupt its weavers, turning them into monsters fueled by rage. Some believe this may be the origin of the Calamity Beasts.
Each animalfolk uses unique forms of weaving. Otters can influence the currents of the rivers. Lizards use fire magic, and frogs water magic and augury. Among the squirrelfolk, there are necromancers. Mousefolk are expert at using spells to augment their speed and strength. They use a form of weaving known as blurring, where they move so fast that they appear as stuttering afterimages, giving the impression that there are many mousefolk attacking their enemy.
===Community===
Villages are close-knit and hospitable to outsiders. The folk of Valley tend to live with their family. They are known to marry cross-species. All the animalfolk of Valley cherish their young, and springtime is particularly rich with new life. Quilting is a common communal activity, and communities and adventuring parties have a shared quilt composed of squares contributed by each family or party member, respectively.
Frogfolk play a game called bubbleball. Otterfolk play an enigmatic game known as otterball, which the other animalfolk have little understanding of. Each species of animalfolk has an insect they often pair with and a construct mount they ride.
===Cuisine===
Each animalfolk species has its own unique food culture that favors distinct flavors and ingredients. Typically, animalfolk are vegetarians, though some, like otterfolk, eat ﬁsh, while insects are occasionally enjoyed as part of larger meals. Known dishes served in Valley include: 
*Acorn scones
*Beetle crackers
*Blackberry punch
*<c>Carrot Cake</c>
*Carrot muffins
*Chamomile fizzy drink
*Chamomile tea
*Cherry jam
*Dandelion and turnip green salad
*Elderberry jam thumbprint cookies
*Mint tea
*Grilled minnows
*Mugwort tea
*Raspberry jam
*Seedcake or seedloaf
*Strawberry cake
*Strawberry cookies
*Strawberry crumble
*Strawberry rhubarb muffins
*Strawberry tarts
*Sunflower seed scones
*Treacle
===Music===
Valley’s inhabitants are known to play cheery music when celebrating. Instruments used in Valley music include:
*Drums
*Wood flute
*Bow harp
===Industry===
The metals of Valley are harvested from ironroot trees, melted down, and cast into molds made from seedpods and nut shells. The lizardfolk are masters of this craft, though other animalfolk species have their method of shaping metal to their needs. Fabrics in Valley are primarily made from leaf leather or woven from natural materials like fur or plants and dyed with natural colors. Brightblades are soldiers who wield glass blades they are trained to maximize glare from sunlight with. Moonstone weapons drink in the last light of dusk to give their wielders an edge in combat.Flavor text of <c>Moonstone Harbinger</c>
==Trivia==
*Bloomburrow's inhabitants commonly use terms derived from British English, including mam, da', granfer, granmer, ken, and shire.
*Bloomburrow's inspirations include the Redwall series of novels and the cottagecore aesthetic. The animals of Valley are largely based on species native to the Eastern United States. Lizardfolk, which are not native to Valley, use species from around the globe.
*Bloomburrow was conceived in multiple ways before its final iteration, including a solarpunk aesthetic and a world previously inhabited by humans who had been wiped out in a cataclysm, with the animalfolk inhabiting their ruined homes in the style of The Borrowers.
*The first Planeswalker's Guide to Bloomburrow initially stated that Valley was "about the equivalent of two square miles," but this line was removed the same day it was posted.
*The names "Briarbend" and "Idyllwald" were also considered for the plane.
==Gallery==
File:SolarpunkConcept.png|Original solarpunk concept for Bloomburrow.
File:AnthroConcept.png|"Anthro-level" animalfolk concepts.
File:BloomburrowConcept1.png|Early concept art.
File:BloomburrowConcept2.png|Early concept art.
File:AnimalfolkConcepts.png|Early animalfolk concepts.
File:AnimalfolkConcepts2.png|Concepts for the original set of ten animalfolk.
File:AnimalfolkConcepts3.png|Animalfolk height lineup.
File:AnimalfolkConcepts4.png|Animalfolk concepts.
File:AnimalfolkConcepts5.png|Animalfolk concepts.
File:QuiltingConcepts.png|Quilting concepts.
File:LeafConcepts.png|Leaf leather concepts.
File:SmeltingConcept.png|Ironsap smelting process.
==In-game references==
==References==
==External links==
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Category:Planes