For educators

Create dynamic quests your students play. You prompt the story, choose the outcomes, and AI sets it inside Errandore.

Dynamic quests

You can create a quest for your class to play, with the help of AI. You write the prompt for the story you want. You select the learning outcomes it has to teach. AI drafts the quest from both, and you edit it before anyone plays.

The quest is wrapped in the world of Errandore. Students are still in the grove, still earning hats, still moving toward Cadbury Castle. What they face along the way is yours: the curriculum you chose, and the story you asked for.

They join with a room code. No account, and playing is free. Plans are for teachers.

What goes into a quest

  • Your prompt

    Describe the adventure: the tone, the problem, the kind of story you want them to play. That prompt is what makes the quest engaging, instead of a list of questions.

  • Outcomes you select

    Browse the curriculum of your choice and pick the learning outcomes this quest is built on. The path stays tied to those outcomes.

  • The world of Errandore

    The land, the people, and the hats stay. Your quest is played inside that world, so studying is how students go further.

Where a subject lives

The game is neutral. The place is the subject. You choose the outcomes, and the quest is played in that part of the land. A character from there helps the class along. The grove is where everyone starts. It is not a subject.

  • Science

    Neverwood

    The forest west of the grove. The trees press close, the light stops, and the path behind you closes. Nyx helps the class through the dark.

  • Math

    The Firmament

    A circle of standing stones to the east of the grove. The quest is the count, the pattern, and the gap between the stones.

  • Physics

    The Meridian

    A hill to the southwest. On a clear night the sky is the point: the light of the stars, their motion, and the angles of one cluster in the telescope.

  • Social studies

    Cadbury Camp

    A small town at the edge of the land, not where anyone begins. The beasts do not treat it as theirs, but they are not gone from the land.

  • Language arts

    The library

    The library in Cadbury Camp. The town around it is social studies. Here the subject is the room.

How a quest is made

  1. 1

    Choose the outcomes

    Open the curriculum you teach and select the learning outcomes this quest has to cover. Request a curriculum if yours is not listed yet.

  2. 2

    Prompt the story

    Tell the AI the adventure you want. The more specific the prompt, the closer the quest is to the lesson you had in mind.

  3. 3

    AI drafts the quest

    Errandore writes a dynamic quest from your prompt and those outcomes, and wraps it in the world. Edit anything before students see it.

  4. 4

    They play

    Share a room code. Students join on their own devices and play the quest, together in class or on their own.