This is where you'll find all of the fees required to create a new character, bring one back from retirement, and add any unique traits or mutations to new or existing/active characters. Please be sure to read carefully over the mutations/traits sections, as there are some limitations to them.
Please refer to our Character Creation Page for more information on creating a new Valleyfolk! The first two characters you create are free, any characters made beyond the first two go up by 2 chimes for each new character. So for example:
1st & 2nd characters: Free!
3rd character: 2 chimes
4th character: 4 chimes
5th character: 6 chimes
6th character: 8 chimes
and so on....
Any additional traits/mutations can be purchased with their price added on to the base character price
Characters being purchased from Forced Retirement must pay an "inactive" fee to return them into active play. The fee is +5 chimes on top of the character creation fee.
So to bring back a character from forced retirement that would be taking your 5th slot, you would pay a total of 11 chimes to return them into active play (6 chimes for the 5th slot, and 5 chimes to "reactive" them)
As a reminder, new members must wait 2 months from their joining date to bring in new characters, regardless of if they've submitted an activity check for their first character already or not.
You may use the combined Chimes from multiple characters to purchase a new character
For example, your 5th character can be paid for with 4 Chimes from Macgyver, and 4 Chimes from Arawn
These are traits that can affect the physical appearance of your character from the norm. These traits can be applied at both character creation (and the price is added on to the character creation fee) and to an already created character. There will be no limit on each trait available, meaning these slots will be unlimited and have no cap for how many you can have across all active characters.
First characters cannot have traits.
If you retire a character that has a trait and you want to bring that character back, you will be allowed to do so at any time.
You cannot pre-purchase a trait slot for a future character. It can only be purchased when you are in the process of having admins approve of the fully completed application of your character.
If you have any questions regarding these traits to add to your character, please feel free to reach out to staff prior to making any purchases/final decisions!
These traits may be applied to brand new characters entering the group or existing characters with the canonical reason being that their physical self was influenced by the Valley.
Your first character cannot have any of these added to them.
+7 Chimes
Your character’s fangs have grown rather excessively long, more than just a little snaggle tooth that peeks out. They are about 2-3 inches longer than a normal wolf’s fang, and it’s certainly about to make learning how to hunt and eat again quite the challenge.
This price is paid via your cashing ticket (like any other purchase) if adding to an existing character, or additive to the Character Creation Price!
+5 Chimes
Your character was born naturally without the ability to see/hear to a degree (partial or full). This is NOT due to injury, and is a birth defect.
This price is additive to the Character Creation Price!
+8 Chimes
Your character has one ear that has remained bent past puphood. While it may be normal for pups to have some bent ears, they typically grow out of it. Your character however did not, and one of them remained bent into their juvenile and adult years. NOTE: The ears should not be fully bent over like a domestic dog, the ears should only be bent as far as half way down, any more will not be allowed. [If bringing in a pup, this should be purchased at the time of creation to inform us you will be keeping the bent ears into their adulthood.] Bent ears due to injury are not included in this.
This price is additive to the Character Creation Price!
+5 Chimes
Your character has two separately colored eyes, or one eye has two separate colors. They can be any of the freely available eye colors (black, brown, grey, orange, yellow, red, blue, green, etc), but if you’d like for one to be one of the purchasable eye colors, you must also purchase that mutation and it will count as 2 separate mutations.
This price is additive to the Character Creation Price!
+10 Chimes
Your character has additional toes on one or multiple paws. These are separate from the evolutionary trait of hind dew claws in Valleyfolk. These are a result of extra toes/bones that do not have any motor function.
This price is additive to the Character Creation Price!
+10 Chimes
Your character has either an unusually short tail or long tail. The minimum length for short tails is that it can be no shorter than a bob tail. While the maximum length for long tails is that it can be no longer than the midsection of a wolf.
This price is additive to the Character Creation Price!
These are traits that can affect the physical appearance of your character from the norm. Some of these traits can only be applied at character creation (and the price is added on to the character creation fee) and others can be added on to an already created character. There will only be a certain number of each mutation available, as we still want the driving creative force of character creation to be the written portion and less so about their physical traits. Availability is due to change as it reflects popularity and the number of active characters in the group.
Members are restricted to only having 4 mutations across all active characters, and can only apply a max of 2 mutations to a single character. Retired characters do not count towards the maximum for members.
First characters cannot have mutations.
If you retire a character that has a mutation with no more available space in the group and you want to bring that character back, you must wait until there is available space before bringing them back into active gameplay. We will not create a wait list or notify people when a spot becomes available, it will be up to you to keep an eye on the site for availability.
You cannot pre-purchase a mutation slot for a future character. It can only be purchased when you are in the process of having admins approve of the fully completed application of your character. The only instance we will allow the number of characters with a mutation to exceed the limit is if multiple characters with the same mutation have their written and visual apps fully completed and sent to staff for full approval to join the group at the same time.
If you have any questions regarding these mutations to add to your character, please feel free to reach out to staff prior to making any purchases/final decisions!
These traits may only be applied to brand new characters entering the group. These are traits that characters are typically born with, whether that’s just because of genetics, or influenced by the Valley. Already existing/active (and previously retired) characters cannot obtain these mutations.
If there is any confusion, here are a couple of examples:
Allowed - Matrix wants to bring in a new character, Jeffery. Any of the following mutations may be applied to them.
Not allowed - Matrix wants to bring her retired character, Jeffery, out of retirement. Because Jeffery already existed at one point in the group, they cannot be brought back in with any of the following mutations.
Your first character cannot have any of these added to them.
+10 Chimes | 0/3 Available
Your character is larger than the maximum height allowed in the group. Cannot exceed 38 inches in height.
This price is additive to the Character Creation Price!
+10 Chimes | 3/3 Available
Your character is smaller than the minimum height allowed in the group. Cannot be under 20 inches in height.
This price is additive to the Character Creation Price!
+12 Chimes | 5/5 Available
Your character was born naturally missing either partially or a full limb/tail/ears. This is NOT due to injury, and is a birth defect. Limbs are restricted to only one affected limb, otherwise survival would not be likely.
This price is additive to the Character Creation Price!
+12 Chimes | 4/5 Available
Your character's pelt and skin has lost all of its pigment. With albinism, all pigment has been lost and their pelt is nearly pure white/extremely light grey with extremely subtle markings sometimes. Their eyes also take on a grey red/pink color, and their skin (nose, around the eyes, paw pads) become a very pale pink.
This price is additive to the Character Creation Price!
+12 Chimes | 4/5 Available
Your character's pelt and skin has lost a good bit of its pigment/melanin. With leucistic characters, they have a lighter and more desaturated color to their pelt/skin (with varying degrees of how strong this affects their pigmentation) with still some definition to their markings. Their eyes remain their normal color they would be without this mutation.
This price is additive to the Character Creation Price!
+12 Chimes | 5/5 Available
Your character's pelt and skin are hyperpigmented, and have taken on a very dark color that is near black/very dark brown. There are no saturated points to their pelt, and their markings are incredibly subtle. Their eyes are usually a dark, de-saturated variation of their normal color, and their skin (nose, around eyes, paw pads) is also near black/very dark brown.
This price is additive to the Character Creation Price!
+5 Chimes
13/15 Available
Your character’s eyes are either pink or purple hued. Please bear in mind about incredibly saturated colored eyes not being allowed. If you have concerns, please reach out to staff prior to purchase.
This price is additive to the Character Creation Price!
+5 Chimes
14/15 Available
Your character does not have the normal circular/oval shaped pupils. They can be varying shapes, from slits like cats/snakes have to rectangular like goats, to even somewhat unnatural shapes (like a diamond). They should not however resemble any real life/commonly seen objects (typical 5 pointed star, a flower, crescent moon, etc). Please reach out to staff if you have an idea for this to get approval prior to purchase.
This price is additive to the Character Creation Price!
These are traits that are applied to your character with the canonical reason being that their physical self was influenced by the Valley, for better or for worse… (These can also be added to brand new characters!)
Your first character cannot be BROUGHT IN with these mutations, but they can be added at a later date.
These mutations can only be purchased using chimes from the character they will be applied to (unless applying at character creation)
+5 Chimes | 17/20 Available
Your character’s eyes have taken on a glow similar to the moon. During the day time, the glow is fairly subtle, but at night time their glow is very prominent. The glow matches similarly to their iris color.
This price is paid via your cashing ticket (like any other purchase) if adding to an existing character, or additive to the Character Creation Price!
+7 Chimes | 15/15 Available
Your character’s eyes have become pure black, with no discernible pupil or iris. It is said with this that the character has witnessed death, or come close to it themselves. Some also believe that this is a curse from the Valley as punishment for playing a role in the death of another Valleyfolk.
This price is paid via your cashing ticket (like any other purchase) if adding to an existing character, or additive to the Character Creation Price!
+7 Chimes
13/15 Available
Your character’s paws have grown a bit longer than normal, and the natural webbing that already occurs between them has increased substantially (with the addition now too of webbing between the dew claw and inner toe!), making them naturally gifted swimmers thanks to this mutation. They are able to maneuver better and travel faster while swimming. Hope they like fish, they're about to become rather adept at fishing!
This price is paid via your cashing ticket (like any other purchase) if adding to an existing character, or additive to the Character Creation Price!
+15 Chimes
2/5 Available
Your character has had a set of horns or antlers sprout from their forehead. (For antlers: they should not be large and extravagant, but similar to a young buck’s first set (no more than three points). For horns: they should not exceed the same length as your character’s head, and only come to a single point)
CLICK ME for examples of minimal vs maximum expression of both antlers and horns. Reach out to staff with any questions on what's allowed!
This price is paid via your cashing ticket (like any other purchase) if adding to an existing character, or additive to the Character Creation Price!
These are purchases that relate to ranking up your character, or have to do with factions (not creating one!).
Most rank ups will require IC content to purchase them, and once reaching the final purchasable rank (the third tier), any higher ranks cannot be purchased and are selected by the faction's lead.
There are no limitations to how many times you can change factions with a character, but keep in mind that hopping around and "sampling" each faction may scuff your character's IC reputation and questionable loyalty.
5 Chimes
Your valleyfolk is able to rank up from omega (or equivalent ranks) to delta (or equivalent ranks) for 5 Chimes, provided they are not unable to advance for IC reasons (demotion, imprisonment, unlawful behaviour, etc.). There are no content requirements for this rank up.
The necessary Chimes MUST come from the character receiving the rank up.
10 Chimes
The cost to rank up from delta (or equivalent ranks) to gamma (or equivalent ranks) is 10 Chimes as well as the following requirements:
3 pieces of art/literature/roleplay depicting your character performing their specified task/equivalent activity
These pieces must have their upload date dated after a character's first rank-up purchase.
This means if the first rank-up was purchased on January 1st 2026, only pieces uploaded after this date will count towards this purchase.
You must have a hand in the creation of the piece being utilized towards your character's rank up, whether it's an art piece, a roleplay, etc.
If a member features your character in a piece showing your character and theirs hunting together, if you did not work at all on the piece, it does not count towards your character's own rank up.
If members collaborate/roleplay their characters together, it may be used by both members towards their respective character's next rank-ups, as long as they are both sufficiently shown completing their task.
Note that some ranks are different between factions
The necessary Chimes MUST come from the character receiving the rank up.
20 Chimes
The cost to rank up from gamma (or equivalent ranks) to theta (or equivalent ranks) is 20 Chimes as well as the following requirements:
5 pieces of art/literature/roleplay depicting your character performing their specified task/equivalent activity
These pieces must have their upload date dated after a character's second rank-up purchase.
This means if the second rank-up was purchased on January 1st 2026, only pieces uploaded after this date will count towards this purchase.
You must have a hand in the creation of the piece being utilized towards your character's rank up, whether it's an art piece, a roleplay, etc.
If a member features your character in a piece showing your character and theirs hunting together, if you did not work at all on the piece, it does not count towards your character's own rank up.
If members collaborate/roleplay their characters together, it may be used by both members towards their respective character's next rank-ups, as long as they are both sufficiently shown completing their task.
Note that some ranks are different between factions
The necessary Chimes MUST come from the character receiving the rank up.
15 Chimes
Perhaps the place you reside isn't all that you've hoped and dreamed for, that's okay! With a quick ticket and faction change, you too can make the big journey to new lands and (maybe??) greener pastures. Please note that faction changes will be affected by faction relations. If two factions are at odds, it is unlikely that they will accept newcomers that hail from their enemy.
Please submit a ticket before purchasing to discuss any plot/IC repercussions that may happen due to this change.
These are accessories that can be added to your character! There are no limitations on how many accessories a character can have, or how many a member can have across all characters.
Accessories can be gifted to other characters! If you want to gift an accessory, please inform us upon purchase which member and their corresponding character you are gifting it to. You also should specify if you are going to notify the member yourself of the gifting, or if you'd like for us to do so. This can also be used to "transfer" an item your character owned to another member's (or another of your own) character, but the fee must be paid again. Groupings of accessories cannot be split between your character and another’s (a trio of flowers/plants can’t have one flower/plant gifted between three characters, you would have to purchase the “group of plants” accessory to be able to gift it)
First characters cannot enter with accessories, and cannot be gifted accessories from already existing characters prior to their acceptance into the group. They can be gifted after they join the group, but cannot be done beforehand.
Your character acquires a set of three flowers or plants of your choice that can be put throughout their fur!
5 Chimes
Your character acquires two fangs or claws from a fallen creature, or thorns from a plant, that can be placed or pierced on their body.
The only places that you cannot place them, are through the nose, or embedded within the fur on the neck to look like a "necklace/collar".
For a visual guide on the use of bones/teeth/claws/etc, please see HERE.
5 Chimes
Your character acquires a single gemstone/crystal (or shards from a single gemstone/crystal) that can be placed within their fur! (Gemstone/crystal examples are emeralds, sapphires, amethyst, opals, etc. Feel free to reach out to staff for confirmation of a certain type of stone before purchase if you’d like!)
8 Chimes
Can be either small bird (dove or smaller) or bug. Comes as a pair but you can only put one on your character if you'd like.
If using feathered wings, you must clearly show that it is a full wing and not individual feathers. As well, if being placed behind the ear(s) for feathered wings, it must be clearly wings and not manipulated to look like a bunching of feathers.
For a guide on the placement of winged feathers, please see this guide HERE.
10 Chimes
A purchase of 2 of either plants or fangs. These can be divided amongst your character and up to one other character as a gift. Total includes 6 plants/flowers, or 4 fangs/claws.
9 Chimes
A purchase of 3 of either plants or fangs. These can be divided amongst your character and up to two other characters as gifts. Total includes 9 plants/flowers, or 6 fangs/claws.
12 Chimes
Feathers from various birds and feathered creatures that can be placed on your character.
These should NOT be placed behind the ear, anywhere on the head, at the base of the tail, and cannot be displayed in groups larger that 2. As well, bald eagle feathers are not permitted under any circumstances.
For a visual guide on the placement and use of feathers, please see HERE.
7 Chimes
Items listed here are specific to certain faction and only obtainable by characters actively part of that faction.
These stones hold protective abilities, such as humming and vibrating when danger is near in turn giving the living the foreshadowed warning to be on guard. It does not protect them outside of this however, they can still be harmed wearing the protective ward! It does gives the wearer the oppertunity to avoid danger.
When buying, you only get 1 Protective Pendant. The stones are no bigger than 1/4th of a paw, currently there is a range of 3 colours! They have a hollowed hole to be looped through by reeds, but also can 'connect' to the fur of the wearer almost drawn to fur near the heart.
10 Chimes
*Currently only purchasable to Eirmuirians as its location locked! Future plans will change this.
Your character has bonded with another creature of the Valley, and their souls are starting to become intertwined. Their bond starts out relatively weak, and they are not able to properly communicate with one another thanks to a language barrier still, but they are able to understand a bit more than the average. They also are tethered together, and are unable to be separated more than roughly 15-20 feet from one another.
Both of these can be improved through a bonding system by showing your character and their familiar interacting:
Pieces must be canon and chime-worthy drawings, literatures, or roleplays
Pieces showing interactions do not need to be the main focus of the piece, but they should still hold a significant role in it.
i.e. it should not just show your character and their familiar exchanging a glance, or knowing your character’s familiar is watching from somewhere in the trees
To improve the bond, the following requirements must be met:
Stage One [starting point] > Stage Two
5 canon and chime-worthy pieces
Stage Two > Stage Three
7 canon and chime-worthy pieces
To progress, submit a post in your cashing ticket showing all of the required pieces to move up to the next stage. Staff will look it over to approve it and let you know once we’ve finished reviewing. Once you’ve received staff approval, we will also send the description for the next stage and what is unlocked in that through the bond.
Some important things to note about familiars prior to purchasing one:
First characters cannot start with a familiar.
Familiars can be purchased to start with a character (outside of the first character), their fee would simply be added on to the character creation fee that is paid for by your other characters. They will still start at stage one level of bonding though, and you must still work through the different stages to bond with the familiar.
When purchasing a familiar, please also upload their design/art so we can give it a quick look over and approval prior to their official acceptance. Familiars should generally follow the same global rules for character creation, keeping their colors/markings semi-realistic to their species, and the eyes should not be a special/purchasable eye-type (heterochromia, pink/purple, etc). This also applies for mutations and things like albinism, as all of these will eventually be available through special events as prizes!
Familiars are not characters that earn chimes for their involvement in pieces. They are simply an extension of your character, like an “accessory”.
Familiars should be drawn on the reference sheet with your character. We do not have a separate sheet for familiars.
Characters may only have one familiar at a time. If for whatever reason your character loses their familiar, they may obtain another, but they cannot have two familiars at the same time.
At this time, familiars are region/climate locked. i.e. you would not find a meerkat (traditionally from Goldenwind) in Waterthorn. We are open to allowing real-world species from all over the globe since WSV is not based specifically on any one location in the real world, but try to keep it realistic to the climate of where they originate from. We have listed out some specifics, but if you have questions or a specific creature, don't hesitate to reach out to staff!
Though there has already been some exposure to more "special" or magical creatures in the world, they are not freely available as familiars. Special events may be hosted at times where members may purchase/win them, and we will be sure to make it clear when these are available.
Anything that is smaller than a badger or wolverine. Examples include finches, hummingbirds, mice, voles, squirrels, frogs, bats, meerkats etc. If you are unsure if a familiar you have in mind would classify as small, feel free to reach out to staff prior to purchase.
25 Chimes
The following are specific small familiars that are always available, but are locked to specific factions due to its inhabited region/climate. Anything not specifically listed is available regardless of faction/climate. However, if a small familiar has its name underlined that means it is a special familiar. These familiars are specifically locked to their faction as they are unique to it and can not be obtained by others outside of it. (Due to change as the group develops and more types are added)
Goldenwind: Nightlights, Meerkats, Fennec Foxes, Desert Long-Eared Bats, Sand Cat, Jerboa
Timberhold:
Eirmuir: Puffins, Manx Shearwaters
Anything that is the same size or larger than a badger or wolverine, but not the same size or larger than the minimum height of Valleyfolk (so for example, you can't have a familiar that is a bear or cougar or deer). If you are unsure if a familiar you have in mind would fall within this range, feel free to reach out to staff prior to purchase.
35 Chimes
The following are specific large familiars that are always available, but are locked to specific factions due to its inhabited region/climate. Anything not specifically listed is available regardless of faction/climate. However, if a large familiar has its name underlined that means it is a special familiar. These familiars are specifically locked to their faction as they are unique to it and can not be obtained by others outside of it. (Due to change as the group develops and more types are added)
Goldenwind:
Timberhold:
Eirmuir: Golden Eagle, Otter [Eurasian]
Here you can find all of the fees and requirements to having your characters have children or become an official couple.
There are some content requirements prior to purchasing the official status as a couple, and you can add additional partners to your couple to become polyamorous, but each new character joining your partnership must pay the fee per character already existing within it (This is highly subject to change, but is a temporary placeholder for pricing currently!)
There are also some restraints on when characters are allowed to have children together.
Official couples must wait a month IRL time before purchasing a litter
Flings must have 3 chime-worthy canon pieces together (one of which must be an RP) to have a litter
Litters also have a different fee depending on if they are born to a mother who is part of a faction vs a mother who is dispersed.
So you've found the one, huh? Congratulations! Solidify this milestone with a shiny sticker that says you're married! Of course- we'll need to see some documents first!
Becoming mates requires 20 Chimes split between each character and the following:
6 pieces (minimum) of canon content showcasing relationship development
at least half (3) of the pieces must be in the form of RP
Bringing in a litter is an exciting and joyous occasion! Having a litter has the following requirements:
If litter is between a mated pair, the pair must wait 1 month since becoming mates before requesting a litter
If litter is a fling, players must submit 3 pieces of canon content showcasing relationship development (only 1 required RP)
A litter is only as expensive as how many playable pups are born, NPC pups are not allowed, stillborn pups are not included in the final cost. The cost is split evenly between both players by default (though you can specify how you would like to split the payment, the minimum a player may pay is 25% rounded up)
There are two ways to determine how many pups are born to your litter:
The maximum litter size is fixed at 4, you choose how many are born
The maximum litter size is fixed at 5, a staff member will use RNG to determine how many are born
Prices below:
Pups born within one of the 4 factions
Mated Pair: 5 Chimes/pup
Fling: 8 Chimes/pup
Pups born outside the 4 factions
Mated Pair: 10 Chimes/pup
Fling: 14 Chimes/pup