2 days ยท 1 night ยท one crossing
The 3-week voyage, run as a single overnight passage. Each builder works solo through the night, earns the rank, and the top 3 of each category pitch at dawn. The judging is built in: mentors score the Trust Rubric, the platform adds a capped complexity bonus, and finalists rise automatically.
Run your legs, log what you built, ship your link, climb to The Trustworthy.
โ๏ธScore the Trust Rubric at checkpoints, run the pitch finale, confirm finalists.
๐บLive leaderboard and finale timer for the projector.
๐Audience picks the People's Trust award. One vote per device.
How a stranger earns a name. Overnight Passage is Act I โ the entry point to the whole TRADEWINDS world.
The sun goes down over the harbor. Somewhere in the city is one real person with one real problem, and before the night is over, you will build them something that works. No lectures. No theory. Just you, the tools, and the dark water ahead โ with the rest of the fleet building alongside you. By dawn you will have made your first crossing: shipped a real thing and handed it to a real person.
One night told you that you could. Three weeks teach you how to do it well. You find your own customer and you listen before you build. You cross four ports, and each one earns a stamp you cannot fake. At the end, in front of a room, your customer uses what you made. If it works, a mentor grants you the oldest name in trade.
The voyage was never the end of it. A trader who has earned their name does not sail away alone. They join the Fleet. You come back to help run the next Overnight Passage, to mentor a stranger the way someone once mentored you. You keep building, for real customers, beside people who hold the same code.