Solve the riddle
The figure speaks in clues: "I was born in Uppsala in 1701…". Guess who it is. A wrong guess gives a new clue.
A learning adventure on the world map
Wake the wise from the fog
The great figures of history and myth have forgotten who they are. Solve riddles, find their homes on the world map and win them to your team, one seal at a time.
How it works
Every adventure is a saga with two young heroes, a villain and real people from history or myth who are lost in the villain's fog.
The figure speaks in clues: "I was born in Uppsala in 1701…". Guess who it is. A wrong guess gives a new clue.
Tap the world map where the figure lived. The search circle shrinks with every try, so everyone gets there.
Pick a card from your team and answer a question. Courage beats Wisdom, Wisdom beats Heart, Heart beats Courage. Knowledge makes you stronger.
What kids learn
Confucius, Snorri, Selma Lagerlöf, Odin: real people and the stories people believed, told with care and respect.
Every figure lives somewhere. Kids find the place on a real map and learn where history happened.
After a wrong answer the game explains why the right one is right, and missed questions come back another day.
Each figure has a two-part saga: someone uses the knowledge well, someone misuses it. With questions to talk about afterwards.
Adventures

A tale that has no ending. Yet.

The Frost Master has stolen the northern lights. Can Aurora wake the wisest people of the North again?

Follow the trail through ancient temples and northern lights to rescue the people who once told the tales of the gods!

The Dune Sleeper is burying Africa's memories in sand. Can Safiya and Tafi dig them out again?

The Ink Moth is drinking the words from every book. Can a young copyist and a clever hoopoe write the great thinkers back into memory?

The Cloud Juggler has stolen India's numbers and words. Can Tara and Moti bring them back before the rains wash them away?

A wind of fog has swept away every trail in the Americas. Can Amaru and his hummingbird find the way again?

The Mist Weaver has hidden the stars over the ocean. Can Tala find her way and wake the great storytellers and voyagers of the Pacific?

The Mirror-Maker has stolen the Thinkers' Star. Can a young inventor and his cat teach Europe to ask questions again?

A blizzard that makes everyone forget has covered the far North. Can Ivalu and her sled dog sing the lost names back?

A sleepy frost spirit has frozen the memories of the great forest. Can Aryuna and her seal friend melt them again?

A red dust wind has blown away the memories of the great southern land. Can Tilly and her kookaburra bring them back?

The Tumbleweed King has caught the stories of the great rivers in his prickly branches. Can Mika and Pip roll them free again?
Thirteen sagas from every corner of the world, and more made by players every day.
With the Saga Machine, kids can write a theme ("pirates", "space", "the Vikings") and get a whole new adventure with real figures to find.
Reasons to come back
Every figure you free becomes a legend. Bring one along as a guest into the next adventure.
One question a day about one of your legends. Right answers in a row make a streak, and badges mark the milestones.
Challenge other players' teams from around the world. Nobody types a name: everyone gets a made-up nickname.
For parents and teachers