Quest 01
Walk the world
Explore the map, enter rooms and hunt for the people who know more.
Pick a place. Follow a clue.
Found at the harbour
A ship’s cargo list
Find out what traders brought to port.
Turn your own source material into a living world students can explore, question and change.
Inside every adventure
Students learn the context because they need it to make the next move.
Quest 01
Explore the map, enter rooms and hunt for the people who know more.
Pick a place. Follow a clue.
Found at the harbour
A ship’s cargo list
Find out what traders brought to port.
Quest 02
Characters have competing interests. Students decide who to trust.
Same port. Different priorities.
The merchant
“Open the port. My trade depends on it.”
The local ruler
“And who will control what happens here?”
Whose interests does each account serve?
Quest 03
The clock keeps moving, and the evidence students find changes their options.
The agreement is waiting.
00:45Enough evidence to take a side?
Try a choice
More evidence takes time. Acting sooner means knowing less.
Quest 04
Every ending separates documented history from the simulation’s assumptions.
After the choice, check the story.
Documented history
What the agreement actually says.
Trace the claim to your source material.
Simulated dialogue
What a character might have said.
Part of the story, not a historical quote.
Leave with an argument you can support.
Illustrative examples of play. Characters, evidence and choices come from each adventure.
From PDF to playtime
Use the handouts, treaties and textbook pages you already teach.
We turn them into places, people, evidence and high-stakes choices.
Students jump in. You keep control of the sources, stages and timing.
Schools & departments
Plans are tailored to your teachers, classes and school. Book a short demo and we’ll build an adventure from a lesson you already teach.
Try it on next week’s lesson.
A shared adventure library across your team.
SSO, LMS export and an admin roster.
Free while we pilot with schools.
Ready, teacher?