The Quest Library

Thirty-five quests. Every one of them real.

A quest is a weeks-long arc with real stakes: a real case, a real kitchen, a real restaurant, a real audience at the end. Each one is a complete book for the guide — every session written start to finish — with its materials, its badge, and its seals wired into The Forge. Your school runs four a year. We choose them with your leadership team, matched to your students, your schedule, and your culture.

35
quests in the library
K–12
elementary through high school
4
quests a year, one per quarter
2
lengths: 45-session program, 30-session school edition

Middle & high school

Nine weeks a quest, ninety-minute sessions; the school edition fits a 50-minute period.
Formation

Light the Forge

The founding quest: character under real heat

“What must be forged before you can forge anything?”

Middle & high school · 53 sessions · 30 in the school edition

Fieldwork

The Doorman Campaign

Change your school's culture, one behavior at a time

“Can one person change the culture of a school?”

Middle & high school · 58 sessions

Simulation

The Burden of Proof

Detective & forensic science

“How do you find the truth when you would rather be right?”

Middle & high school · 45 sessions

Field science + civic simulation

Save the Biomes

Wildlife biology & the cost of saving things

“Can a team of wildlife biologists save a living system — and tell the truth about who pays for it?”

Middle & high school · 45 sessions

Craft

The Proof of the Pudding

Chemistry I: cooking & the restaurant review

“Who gets to say it's good?”

Middle & high school · 45 sessions

Craft + performance

The Unsigned

Songwriting — a house that releases songs under false names

“Once it's in someone else's mouth, is it still yours?”

Middle & high school · 45 sessions · 30 in the school edition

Build

The Line

Robotics & automation — the machine does it or nobody does

“What does your machine decide by itself — and when is it wrong?”

Middle & high school · 45 sessions · 30 in the school edition

Civic simulation

Power, Principles & Persuasion

Politics — a free-rider experiment, a real election, a white paper

“What do I truly believe — and what am I willing to trade for power?”

Middle & high school · 45 sessions · 30 in the school edition

Simulation

The McCarthy Trials

American history on trial

“Was Joseph McCarthy a patriotic truth-teller or a deranged liar?”

Middle & high school · 45 sessions · 30 in the school edition

Middle school

Every quest ships in two lengths: the 45-session program and the 30-session school edition.
Simulation

The Gadfly

The trial of Socrates

“Is there anything you would refuse to take back, even when taking it back would cost you nothing?”

Middle school · 45 sessions · 30 in the school edition

Simulation

The Court of Myths

Greek myths on trial — and the room writes its own laws

“Who runs this court?”

Middle school · 45 sessions · 30 in the school edition

Discovery

The Museum of Life

Biology I: evolution & the heroes of biology

“When science changes its mind, is that its weakness — or its strength?”

Middle school · 45 sessions · 30 in the school edition

Simulation

Second Opinion

Biology II: medicine & the research-funding pitch

“Should your doctor be in charge of your health?”

Middle school · 45 sessions · 30 in the school edition

Fieldwork

The Final Authority

Biology III: life, death & what we owe each other

“Is death the final authority?”

Middle school · 45 sessions · 30 in the school edition

Fieldwork

The Company You Keep

Friendship, loyalty & refusal

“When should you go along with your people, and when should you refuse?”

Middle school · 45 sessions · 30 in the school edition

Craft + performance

The Grand Tour

Travel planning & the historical speech

“When you speak for a place, or for a person who is not here, do you owe them the truth — or the version that makes people want to go?”

Middle school · 45 sessions · 30 in the school edition

Fieldwork

Foot in the Door

Finding and earning a real apprenticeship

“A shop has six weeks and one seat. One person can already do the job. The other cannot do it yet, and wants to learn it there. Who gets the seat?”

Middle school · 45 sessions · 30 in the school edition

Craft

The Maker's Mark

Art & creativity

“What makes a made thing yours?”

Middle school · 45 sessions · 30 in the school edition

Historical immersion

The Price of Freedom

American independence — a continent on the floor, a nation to build

“Should America's founding principles be treasured or redefined?”

Middle school · 45 sessions · 30 in the school edition

Simulation

Rational Animals

Behavioral economics

“What determines my financial future: my rational mind or my irrational urges?”

Middle school · 45 sessions · 30 in the school edition

Craft + debate

The Ledger

Personal finance & the money debates

“What determines my financial future: income or expenses?”

Middle school · 45 sessions · 30 in the school edition

Build

Explosive Art

Chemistry II: rockets & flash science fiction

“Do rockets have predictable trajectories, or are they explosive art?”

Middle school · 45 sessions · 30 in the school edition

Fieldwork

The Interviewer

Conversation & the art of the question

“Which questions move a person — and which move a nation?”

Middle school · 45 sessions · 30 in the school edition

Real-market venture

A Website That Sells

Entrepreneurship on the open web

“Are sales skills priceless, or manipulative?”

Middle school · 45 sessions · 30 in the school edition

Build

Discovered or Created

Physics I: classical & mechanical

“Are the everyday forces of the universe discovered, or created?”

Middle school · 45 sessions · 30 in the school edition

Systems simulation

The Planned City

Physics II: electricity, light & cities

“Should your community be planned, or allowed to evolve by trial and error?”

Middle school · 45 sessions · 30 in the school edition

Build

Who Rules Whom

Physics III: programming, games & robotics

“Will humans rule computers, or will they rule us?”

Middle school · 45 sessions · 30 in the school edition

Systems simulation

Space Odyssey

Survive, build & lead a colony in space

“Can your crew survive, build, and lead a thriving colony — using science, engineering, and character to guide every decision?”

Middle school · 45 sessions · 30 in the school edition

Creative production

From Page to Stage

Write, produce and perform an original play — run like a real business

“Can a team write, produce, and perform an original play while running the show like a real business?”

Middle school · 45 sessions · 30 in the school edition

Elementary

Ages 7–11. The same architecture the older students get, with the language and the stakes sized down — never removed.
Community formation

Found the Polis

Turning a room of strangers into a community

“What turns a room full of strangers into a community worth belonging to — and what will you have to give to build it?”

Elementary · 45 sessions

Field science

The Earth Explorers

Marine science

“What does it take to see the ocean the way a scientist sees it?”

Elementary · 45 sessions

Craft & service

The Common Table

The cooking quest — real food, real guests

“What does it take to feed someone?”

Elementary · 45 sessions

Craft & contest

The Long Game

The chess quest

“How does a strength become a superpower?”

Elementary · 45 sessions

Brief-only build

Opening Night

Open a real restaurant for one real night

“Would they come back?”

Elementary · 45 sessions

Real-market venture

Marketplace Builders

Economics & entrepreneurship — desks become storefronts

“Can you design a business that creates real value for others — and survive in a competitive market?”

Elementary · 45 sessions

Dokimasia · the prologue

The three-day prologue that teaches students the tool before their first quest. Three sessions, run in the first days of school, so that the first real quest starts on the first real day. Named for the scrutiny a young Athenian passed before entering citizenship.

What every quest ships with

Not a unit plan. A book, a kit, and a record.

The guide's book

Every session written start to finish in three acts — the opening question the room argues, the work, and the reckoning at the end of the day. A guide who has never seen the quest can run it tomorrow.

The materials pack

Posters, cards, the printed instruments, the room's kit list, and the guide's calibration notes — built to the same standard for every quest.

The record, wired in

The badge, its requirements, the waystations, the Talents and the seals are loaded in The Forge. A model student portfolio shows what A-level work looks like before anyone starts.

Pick the four your school needs most.

Quest selection happens with your leadership team — matched to your students, schedule, and culture.

Schedule a Conversation