Thumbs up.
We sail at dawn.
3,333 Pols on one boat.
scrollMeet the crew.
Every one a bit crooked.
The Boarding Quest.
Four ways to earn your boarding pass before we sail. Thirty seconds each. Score enough and you board early.
How to play
The Voyage.
Long before anyone drew a map, the Pols lived in a hand-shaped valley, each one waving at a horizon they had never crossed.
One spring a seedling floated down the river with a note: somewhere past the pebbles, there is soil for all of us. Nobody could agree on who wrote it. Everybody agreed to go.
So there are 3,333 of them, one boat, and a lot of opinions. Every Pol carries something small for the trip: a seed, a key, a slightly wonky compass.
You don't steer alone. The route is chosen together, one thumbs-up at a time.
The Cruise.
Nobody knows which Pol is theirs yet. Not even us.
Get your boarding pass. Earned one? Pick a porthole, 1 to 10, and it gets stamped with your passenger number. Low numbers board first, 3 Pols to a pass. After the last wave, every wallet can board 10 more.
Board blind. Choose how many, and one transaction brings them aboard. Each one is a faint shimmer, just like the island's own Pol.
Watch them appear. Once we sail, a little more of every Pol shows each day: the ground they stand on, their faces, their hair, what they wear and carry. The ship's log hints at what comes next.
The Masquerade. On the thirteenth morning the masks come off. A few Pols were never what they seemed: one of ones, drawn by hand.
Land, and make it yours. Then the Trait Factory opens. Swap the hat, the glasses, the pet. Buy from the cart, sell what you don't want, ask for what nobody's selling. The collection is all of us.
pick a porthole