19. Swordsman. A pastless traveller with a metal arm. Restless and rather quick to anger, he has the tendency to walk into situations straight on with the intention of hitting any obstacle with the butt of his sword. He will say that he aims to explore the mazes, discover what the tree's deal is, but no one really is sure what he came to Tharsis for. Still, he is willing to slink around the mazes to scrounge up payments for a new arm. Perhaps it's best not ask any more questions.
Rather slow to react when you call his attention by name. Still quick to earn a glare though.
17. Bowman. A young wanderer from the steppe village Kharkhorin. He came to Tharsis to drop off a package on behalf of his older sister, but stayed either way to honour his family's tradition of travelling at a set age. He faces the mazes with a deep curiousity and optimism, and, unlike his teammates, actually enjoys conversing with other adventurers. While he does want to help Trevor save up for a new arm, he probably has to guide him away from walking into certain death.
Doesn't really like tea, contrary to the rest of his family. If anything, he'd like something sugary.
16. Runemaster. A learned and bookish girl living with her uncle in Tharsis. Despite runemancy being a popular form of magic from foreign travellers, she prefers to practice a form similar to her hometown's practices, often to a stubborn fault. After meeting the boys in a trip to the Old Forest Mine, she makes it her mission to keep them from mucking up their lives by some dumb accident.
Takes care of the street cats in her block by leaving them food and watching over their kittens, giving each of them well-thought names.
39. Medic. Su’s biological uncle. A mildly famous orthotist/prosthetist after his work in Aslarga. The owner of Celetere Clinic, which used to be open to explorers in critical condition coming from the city gate. With recent legislation prioritising safety, however, he's since shifted back to his specialty, working with local metalworkers to better support people in need of his skills. Though, with his house growing emptier with Su's more frequent expeditions, he can't help but pass the time staring out the window. Waiting for… something…
Even though he likes the sparrows singing by his window, he's never been a morning person. It's probably why he made a birdhouse by the front door.
24. Landsknecht. The head chief of Guild Kuiper, an organization that prioritises the safety of explorers in Tharsis. By all accounts, he is purely normal, yet he was able to raise the standards for local exploration while mitigating any possible risks. At least, ones they're aware of right now, anyway. For now, Kuiper's got their hands tied with the bears in the Lush Woodlands and the poisonous Miasma Forest.
Unlike the rest of the team, exploration doesn't come easily to him, and so he spends most of his time in Tharsis.
25. Sniper. Kuiper's pilot and weapons expert. A generally placid fellow often with a half-formed smile, unlike his childhood friend Jorin. He and Nick are often the first faces new explorers see upon arriving in Tharsis, though fewer ever really come under his tutelage. Not much of a problem, really, since that leaves more time for flying and mapmaking in his free time.
Fewer people really approach him for lessons on how to shoot a rifle. Leaves him less people to talk about where he got the scar on his forehead.
22. Nightseeker. Kuiper's hunter and poisons expert. Cheerful and approachable to explorers and soldiers alike, though her teaching methods are more hands-on than Mon prefers. Specialises not only in dressing and harvesting game, but also in getting past them without a hitch. Neat!
A totally enthusiastic regular at Saehrimnir Inn. You should try Dalla's ostrich stew!
24. Arcanist. A Vessel that was blown into the Outlands four years ago. Taken in by Kuiper after damaging several airships landing close to the Lush Woodlands, he lurks in the dark corners of the guild hall. While the team has made immense effort to coax him out of his shell, it's been a push and pull ever since the Misty Ravines were discovered.
Even if his glasses are tinted to ease the light hitting his eyes, nothing can really wipe away his frown.
28. Mononofu. A Sentinel working as Kuiper's strongman. Came to the Outlands alongside a young medic seven years ago, and has since lived with the humans. Generally patient with their endless questions, he tries his best to discourage their travels to what he claims is the Devil Tree. Still, if that's what they've set their mind on, he'll work with Mon and the guild in order to keep explorers safe.
Doesn't really get angry all that much, much to the benefit of those under his command.
25. Medic. Field nurse from the local hospital. Works under Kuiper from time to time, though it seems more like she dictates her hours. She arrived at Tharsis alongside Kurohebi, though she remains mum on where exactly she came from. But a young woman like her can keep her secrets, so long as she doesn't stick out too much, hm?
Enjoys hugging and giving big kisses to her furred companion, though it doesn't really mean anything more.
24. Performer. One of the newest members of Kuiper. Returned to Tharsis so that he could familiarise himself with his childhood home. He, his mother, and his grandmother used to live in Tharsis before they became nomads, eventually settling in High Lagaard… or so he recounts. Surely there'll be some fun to be had in this sleepy growing city, he thinks to himself as he puts on his ear trumpets for the shift.
Sometimes he brings live monsters back with him on his trips as a scout, much to everyone's panic and detriment.
24. Imperial. One of the higher ranked officers guarding the Echoing Library's lower floors. Considers the bountiful nature of the Outlands to be wholly unfair and resents them greatly for it. Though he's stiff, borderline implacale at most times, he holds the Prince at a truly high regard. In a sense, he sees them both as one and the same, separated only by their place in society.
He had a sister once. After she disappeared, it's safe to say that he was left all alone.
19. Arbalist. Contracted the Titan's Curse, leading to his enlistment into the military. Serves as a cartographer and pilot for Baldur's exploits into the Cloudy Stronghold, until the Prince's order to take the land's mazes. He's not really sure what he's working toward at this point, even if it's said to be for the good of people like himself.
The type to horribly overestimate his stamina. Needs someone to look over him before he melts into a puddle.
23. Alchemist. Formerly a scholar before he was brought to the Echoing Library. If only there were another way to revive the lands of the Empire, but alas, he was born too late. Sometimes he regrets worming his way into the court's favour, setting Starri's course to the Outlands, but there's little else he can do now except mitigate whatever damage may come of this… madness.
A linguist at heart, he is probably one of the few people who could decipher the books of the past, given time.