Caravan

The **Caravan** is a group of travelling traders that the player can travel and interact with in *Signs of the Sojourner*.

### Story

The caravan drives a significant portion of the story of the game. The player's mother used to travel with the caravan before her death to find trade goods for the store; the main conflict of the story is very similar, with the player attempting to make the store successful to keep Bartow on the trade route. The player will be able to interact with Nadine and Ramir, two caravaneers, if they follow the caravan route. These characters will reveal their own stories, and there are unique interactions that can only happen along the caravan route.

Nadine is the leader of the caravan. She speaks on behalf of the caravan, and is generally logical and somewhat distant. She'll often tell you about the different locations in the game and how to prepare for them, and has a lot to say about the history of your mother/the caravan, as well as some opinions on the railroad going through Bukam Boro to Anka.

Ramir is a former Bartow resident who became a caravaneer. He can come off as rude, because he looks down on the caravan and brags and exaggerates his own capabilities. Ramir expresses a lot of bitterness and regret over his past in Bartow and values personal freedom.

The text that accompanies travel to certain locations or interactions with these two characters can make references to other, unnamed caravan members, but they cannot interact with the player.

### Gameplay

The caravan route goes through the following locations each time:

1. Bartow-
2. Pachenco-
3. Clifton-
4. Bukam Boro-
5. Aldhurst-
6. Rimina-
7. Old Marae-
8. Tosende Canals-
9. Anka-

The caravan disappears after it reaches the final destination. This route goes through a few locations with the same symbol combination before moving to a location with a new symbol, giving the player time to prepare their deck.

Nadine and Ramir teach the player about many game locations and roads especially on the first trip. Ramir will try to convince the player to take him to Anka on the first trip, teaching them how to get to there from Clifton and back to Bukam Boro. Nadine will not help the player get to Aldhurst until the second trip if they get to Anka. Nadine will also give the player some road tips at Old Marae after the conflict with Ramir/Gull.

Nadine and Ramir will usually talk to the player at the start of the route in Bartow and will continue to interact with the player if they follow the caravan. These characters are predominantly , and also have some unique cards that can help the player connect with a greater range of characters.

* Nadine carries some cards with Clarify, a double  card, and a double  card.
* Ramir carries some  cards and a double  card.

These special cards are useful, but even their normal  cards will help the character change their deck at the beginning of a trip.

There are a few interactions where the player can get trade goods from these characters.

* Ramir will get into trouble with Gull the second time that the player enters Old Marae with the caravan. The player will enter a dialogue with Gull; if they reach concordance, Gull will let them off with a warning, saving Ramir from arrest. The player can talk to Ramir and he will thank them, giving the player a cell phone from his stash.
* Nadine will give matcha to the player on the last trip in Bukam Boro, when Matilde will not give matcha.