Chosen by the player on arrival; default “Traveler”
The player: nephew of the deceased, come from Salvador to the inherited wattle-and-daub house and field
Age
Not stated in the text; the Tripo prompt asks for a young man
Where to find
Wattle-and-daub house and fenced field inherited from the uncle, up the hill, past the village
Traveler (you)
Chosen by the player on arrival; default “Traveler”
The player: nephew of the deceased, come from Salvador to the inherited wattle-and-daub house and field
Age
Not stated in the text; the Tripo prompt asks for a young man
Where to find
Wattle-and-daub house and fenced field inherited from the uncle, up the hill, past the village
Who they are
The traveler is you. In Salvador, 1887, a letter waited three months in a notary’s drawer for someone who wanted it: an uncle you barely knew had died in the Recôncavo and left what he had — a wattle-and-daub house, a fenced field and no debts. The other heirs laughed: land at the back of the bay isn’t worth the fare. And they didn’t go. You did.
The saveiro left the Rampa do Mercado on the small-hours tide, loaded with roof tiles, salt and three passengers, and it took the whole morning for the far side of the Bay of All Saints to become more than a dark line. At noon the skipper pointed to a gap of sand between the coconut palms and said the name of the place, Bom Jesus dos Pobres — and said too, without taking his hand off the tiller, that there you learn not to walk in the woods after dark. You found it funny. He didn’t.
On the pier, Pedro asks what he should call you: the name is yours, and the default is Traveler. The house is up the hill, with brush taking over the plot and two beijus in the chest. From then on the story is one of work and choices — the field, the fishing, the quests of the people who live there, the faith you choose by walking to its marker and, one day, the unsigned invitation from the estate across the river. “City folk don’t usually last,” Pedro says at the end of the first day. “You did.”
The story of Traveler (you)
The traveler is you. In Salvador, 1887, a letter waited three months in a notary’s drawer for someone who wanted it: an uncle you barely knew had died in the Recôncavo and left what he had — a wattle-and-daub house, a fenced field and no debts. The other heirs laughed: land at the back of the bay isn’t worth the fare. And they didn’t go. You did.
The saveiro left the Rampa do Mercado on the small-hours tide, loaded with roof tiles, salt and three passengers, and it took the whole morning for the far side of the Bay of All Saints to become more than a dark line. At noon the skipper pointed to a gap of sand between the coconut palms and said the name of the place, Bom Jesus dos Pobres — and said too, without taking his hand off the tiller, that there you learn not to walk in the woods after dark. You found it funny. He didn’t.
On the pier, Pedro asks what he should call you: the name is yours, and the default is Traveler. The house is up the hill, with brush taking over the plot and two beijus in the chest. From then on the story is one of work and choices — the field, the fishing, the quests of the people who live there, the faith you choose by walking to its marker and, one day, the unsigned invitation from the estate across the river. “City folk don’t usually last,” Pedro says at the end of the first day. “You did.”
No post: he is the one who walks. Sleeps in the house’s bed; whoever passes out wakes at the door of the wattle-and-daub house at 6 a.m.
No post: he is the one who walks. Sleeps in the house’s bed; whoever passes out wakes at the door of the wattle-and-daub house at 6 a.m.
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The traveler · 14,461 triangles
The traveler
The game’s protagonist, with a humanoid rig and its own animation clips.
The prompt used in Tripo
The traveler, a young man from Salvador in 1887 arriving in the countryside, standing in T-pose with arms straight out: short dark hair, dark wool jacket, white shirt, brown trousers, leather boots, small leather satchel, full body character.
Tripo model
Choose an animation below the model. The browser version preserves the rig and clips of the production model.
The traveler, a young man from Salvador in 1887 arriving in the countryside, standing in T-pose with arms straight out: short dark hair, dark wool jacket, white shirt, brown trousers, leather boots, small leather satchel, full body character.
19 lines
Listen to Traveler (you)
Voice generated with ElevenLabs v3, in Brazilian Portuguese. The text of each line appears under its title.
1 / 4
What they talk about
A bit of small talk · Traveler (you)
He waits for the traveler on the pier, teaches the whole cycle — plant, water, harvest, toast, eat — and follows wherever the traveler goes.
Guide and apprentice · Pedro
He waits for the traveler on the pier, teaches the whole cycle — plant, water, harvest, toast, eat — and follows wherever the traveler goes.
Inherits the wattle-and-daub house, the fenced field and no debts; the other heirs laughed and didn’t go.
Nephew and heir · Late uncle
Inherits the wattle-and-daub house, the fenced field and no debts; the other heirs laughed and didn’t go.