Meet them

Thirty-five little people.

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.

The kinds

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 twelve

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.

The roles

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