Meet them
Each one has a name, a vibe and a wardrobe — and each is a swappable figure: one base shape wearing a costume, hair, a hat and a chest badge that says what they are. Tap one and they'll say hello.
Who they are, before anyone puts anything on them. Body, ears and a chest plaque — the base every calling is worn over, and a set in its own right.
Dreamer
Wisp
Sees beyond. Guides with imagination.
Leader
Spark
Leads the way. Brings energy to everything.
Guardian
Pebble
Strong and dependable. A rock for the team.
Nurturer
Sprout
Grows ideas. Cares for all.
Protector
Root
Stands firm. Protects and supports.
Flow
Breeze
Goes where the wind goes. Notices what others miss and helps the world feel a little lighter.
Light
Gleam
Finds the good bit. Was going to mention it anyway.
Mind
Orbit
Circling a question. Will land on the answer eventually, and it will be worth the wait.
Mascot
Pip
No hair, no hat, no nonsense. Just glad you came.
The archetypes. Fixed at twelve, and complete: an inner truth rather than a job. Each one expresses a trait axis the character already scores on.
Lead
The Explorer
Finds the others, and writes down where. Bush hat, brass goggles, a case for specimens.
Hero
Hero
Spark with the helm on. Steps out in front when it matters, and plays it down afterwards.
Magician
Magician
Wisp in the star robe. Knows one genuinely good trick and will not say which one it is.
Sound
Thrum
Hears the bassline in everything — the bus, the rain, the tumble drier.
Maker
Wick
Takes it apart to see. Usually gets it back together.
Carer
Poppy
Notices who is missing before anyone else does, then goes and finds them.
Ruler
Crest
Decides last, and everyone waits for it.
Jester
Lark
Says the thing everyone was thinking, one beat before it stops being funny.
Everyman
Maple
Nothing remarkable, and everyone's favourite. Remembers how you take your tea.
Innocent
Dove
Assumes the best of everyone, and is usually right about it.
Lover
Bloom
Notices what you did with the room, and says so.
Sage
Alder
Answers the question you should have asked, then waits.
What they do, or what they just did. Unbounded, and it will outnumber the twelve — occupations, and the milestones that make the best gifts.
Astronaut
Astro
Pebble suited up. Calm at altitude, and checks the seals twice on the way out.
Grower
Fern
Plants things and waits. Has never once been in a hurry.
Giver
Bow
Wraps things beautifully and keeps nothing. Has already thought of you.
Constable
Bobby
Knows every street on the round, and most of the people on it.
Nurse
Ward
Twelve hours standing and still asks how you are first.
Graduate
Laurel
Did the thing. Has the photograph to prove it.
Schoolmaster
Chalk
Believed every child in the room could learn it, and mostly proved it.
Coast Watch
Beacon
Walks the cliff on the worst nights. That is rather the point of him.
Curator
Willow
Picks up ten things and puts nine of them back. The tenth is the one you wanted.
Finder
Bobbin
Has never once asked what you want. Turns up with it anyway.
Runner
Fleet
Out before it is light, back before anyone notices. Does not race anybody but the clock.
Rugby Player
Tor
Holds the line, and has never once mentioned it afterwards. Muddiest of the set by a distance.
Cyclist
Swift
Knows every hill within thirty miles and which of them are worth it. Carries two bottles and lends one.
Footballer
Cleat
Picks the teams so the smallest one goes first. Better at that than at finishing.
The first eight were released as a numbered set — same characters, seen as a collectable range with badges and a print run.
See the first set