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Ages 8–13

Tumble Tales · Book One

Tumbles, a young red fox with dark ear-tips and a bushy tail

Learning to Fall

Tumbles is eight — finally old enough to compete, and desperate for one thing: to get to the top of the Wall while everyone is watching, and be seen. The only trouble is, he keeps falling off.

It's also the year the scruffy old lot — where every kid in the Valley learns to move — is going to be cleared for good.

Then his grandfather shows him something impossible: a warm, golden light that comes from nothing more than being kind. And Tumbles starts to wonder if the things that matter most were never about winning, or about never falling at all.

Learning to Fall, the first Tumble Tale, is a warm and funny year in the life of a little fox learning the one thing that changes everything — how to get back up.

The book opens with a fall and ends with a fall. Same boy, different landing.

About Tumble Buddy

Tumble Buddy makes the software gymnastics clubs use to follow what young athletes learn. Tumble Tales is the same idea, told as a story.

Ages 8–13 · A first chapter book

A fall is a roll. You keep your speed.

A first chapter book · for readers 8–13

Open the book and start reading

Chapter One, in full. No sign-up, nothing to fill in.

The flap

What this book is

Tumble Tales follows one kid growing up one year at a time in a living, magical world — where every place teaches a life skill and every year is a new adventure in becoming your best self.

Book One, Learning to Fall: the year Tumbles turns eight, learns that a good fall is a roll, and helps his town save the lot where every kid learns to move.

Built on six pillars — Move, Fuel & Rest, Mind, Bonds, Give, Build — and one heart: get a little better every day, and leave every place better than you found it.

The Heart

Get a little better every day — at your body, your mind, and your bonds — and leave every place better than you found it.

Inside

What happens.

The lot, last day of summer

Autumn · the season opens · Move

It starts with a fall.

The year Tumbles turns eight, he is finally old enough to compete. On the last day of summer he throws himself at a move he cannot land — and hits the ground. Again. He gets up badly, laughs it off with Skye, and goes again. That is the whole boy in two pages: what he loves, what he can’t do yet, and the town that taught him to move.

A fall is a roll. You keep your speed.

The journal

Winter · the grind · Mind

Four words on the first night.

Fell six times. Got up six times. Skye laughed. Kept my speed.

Grandpa Rusty hands him a notebook. The first night, he writes four words. By spring the entries run a full page — and on the night before the Games, at his lowest, he reads it back from the start and sees a distance he could never feel while walking it.

Ash of the Ridge

Winter · between events · Bonds

The fox with nobody.

Ash comes in from the Ridge, prickly, because he is usually the only one from his school in his bracket. He beats Tumbles clean. Between events, while everyone else clumps together, Ash stands alone — and Tumbles feels something sharp rise in his chest, and catches it half a second before it gets out. That half-second is the whole lesson.

Sunshine Park

Spring · the case · Give

The lot is going to be cleared.

The scruffy town lot — where every kid in the Valley learns to move — is being torn down. And the town isn’t wrong: the equipment is forty years old and genuinely unsafe. On paper, nobody uses it. What the notice can’t see is that this is the one place kids play freely. Tumbles has somewhere else to train. He fights for the lot anyway — because it belongs to everybody.

Nobody can see what matters to you unless you show them.

The gate

Spring · finish what you start · Build

Keep the lot — and rebuild the gates.

The answer isn’t to argue with the town. It is to meet the real worry and build past it. Rusty walks Tumbles around the old gates — who built each one, who improved it, who handed it on. Tumbles rebuilds one. Badly, then properly. He finishes it. And in the grind, two quieter lessons land without a lecture: feed the effort, and rest is training too.

Meet the Valley

A whole world of characters.

Tumbles, a young red fox with dark ear-tips and a bushy tail

Tumbles

Courage · Fox Fire

Reckless, joyful, desperate to be seen. Russet like his father, with his mother’s dark Ridge ear-tips.

Daisy, a white fox with large ears

Daisy

Self-Mastery · Truelanding

Friend and genuine rival — she reaches the final too. He tilts; she doesn’t.

Bront, a large grizzly bear in a coach’s jacket

Bront

Steadiness · Bedrock

A boulder with a heartbeat. Never criticises, never rushes. Teaches by story and by challenge.

Skye, a small bird whose feathers are every colour at once

Skye

Resilience · Updraft

The comic heart. Crash, shake, laugh, fly again — the whole philosophy, by accident.

Ash, a charcoal-grey fox with a thick double coat

Ash

Still finding what he stands for

Prickly because he’s usually alone in his bracket. Beats Tumbles in Line. Not a friend yet — but no longer alone.

Grandpa Rusty, an old red fox with a silver muzzle

Grandpa Rusty

Kindness, passed on

Bought the wild land forty years ago and built a homestead from it. Hands Tumbles a notebook, and a much bigger dream.

Pip

Wants to do everything he does

Can’t keep up yet. By the end, he teaches her the one thing he resented learning most.

Clover, a small rabbit in a tracksuit several sizes too big

Clover

Beginner’s heart

The littlest, in a tracksuit two sizes too big.

Spark Flicker Kindle Steady Pass It On

Every place teaches a life skill

Six rungs, one year.

Move

Learn to fall well — a fall is a roll.

Fuel & Rest

Feed the effort — and rest is training too.

Mind

Start the journal — and read it back.

Bonds

Make room for the outsider.

Give

Save what the community is losing.

Build

Finish what you start.

The climax

The story ends with a fall, too.

Same boy. Different landing. Halfway through the biggest routine of his life, in front of everyone, Tumbles falls — a real fall, not a stumble, and the ground goes silent. He is eight. He could stop, and nobody would think less of him. What he does next is the whole book. And that is when the catchlight flares: Courage, at a Spark. It lights after the choice. It never helps him win. It is only the visible sign that he chose.

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