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There are some good concepts here, but I struggle to tie everything together. 

IMO, what makes a module sing is how easy it is for me to pick up and imagine the session I could run for my table. At first, it starts off as a mission to retrieve fire from some "other" who reclaimed it from the Village. This is a fairly straightforward premise, and one that I think the hook does a pretty good job at communicating. But the introduction of the animal spirits is quite abrupt and without much context. In the Guide's section, it calls out that there was an animal that brought it down, but doesn't really explain why the animals are all claiming to be the one who brought it to the village. And then you have to convince them all to work together to work with you to obtain the fire again, which feels contradictory.  I'm struggling to see how to pick the module up and run a cohesive session that does the theme and setting justice and really places my table in the thick of the peril that you're setting up in the hook.

There's also a bit in the Animal Spirit section that states that the player get's possessed by the spirit that they gain favor with. But in the Guide's section, it states that the animal volunteers to join the party? I'm not sure which it is, or how to make both work simultaneously. 

Thank you for taking a look! In my mind the animals represent different stories that are somehow true all at the same time, which seems possible based on what the Fog does (perhaps my wording could be improved to indicate that), and the spirits are fine working together as a means to an end. The cryptic nature of the spirits was intentional in fairytale fashion, but I can also see why it might cause comfusion to the GM as well.
The volunteering part was reffering to the villagers, though the Coyote is recruited pretty easily too.