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THE
JOURNEY STORY
As children play The
Journey game they read the story of The Journey.
"For days the two wandered, searching for land
unscarred" |
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As children play The Journey,
they are taught that problems are merely challenges in
disguise. | The Journey uses
storytelling, myths, legendary characters, and artwork to
inspire youth and the teach them about Being of Service to
others.
The Journey is a story about a remote ocean
kingdom named Outland.
Outland was a
remote ocean kingdom that was found on a finger-like peninsula
that stretched westward into the great seas.
In
Outland, men, elves, dwarfs, wizards, and angels lived in
harmony. While they were of different races and different
cultures, they were able to agree to disagree and to live and
let live. Like pieces of a puzzle, each seemed to find their
own place.
But alas, Outland was a part of the world
and in the world all things change. One by one, the angels
were called from Outland to less fortunate places. As the days
passed men became lost in the "illusion of separateness".
Their petty differences led to grudges. Grudges led to anger.
Anger led to revenge.
"Longin, Talon and
Milo" |
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The Journey hopes to convey
that “we are more alike than
different.” | As
the fighting broke out a wave of fear and violence moved over
the land as the fires of hatred burned the forest, scarred the
land, and threatened all. A cloud of smoke and despair brought
darkness to Outland...
Among those who fled Outland, were two youths,
Longin and Talon. Separated from their families, they found
each other. Like it or not, they soon realized their chance
for survival was better if they traveled together.
And
so The Journey began…
"The Hall of Mirrors" |
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The Journey addresses spiritual
awareness in the form of Being of Service to others and
in the sense of exploring our connection to others...The
Journey was designed for children of any faith and for
children who do not have a faith or religious
belief. | The Journey
is mythological tale with nine chapters that correspond to the nine
adventures of The Journey Game.
Through each chapter
children learn about the meaning of the challenges they will
face at the game’s corresponding adventure.
It is
important to note that the story presents a “new twist” upon
legendary characters such as Robin Hood, Merlin, and King
Arthur.
For example, Robin Hood does not rob the rich and give
to the poor, instead Robin Hood teaches children to work hard,
work smart and to play “the game of wealth.” The goal is to make
enough – That’s all.
Nor does Merlin use magic, rather
he teaches children to dare to dream and work hard to make
those dreams come true.
These legendary characters are
metaphors or symbols that attempt to address important topics
in a child’s life such as: developing a work ethic, avoiding
prejudice, and avoiding revenge.
More importantly, The
Journey does not encourage children to change their religious
beliefs or faith. Rather, The Journey was designed for
children of any faith and for children who do not have a faith
or religious belief.
Instead, The Journey addresses
spiritual awareness in the form of Being of Service to others
and in the sense of exploring our connection to others. The
Journey hopes to convey that “we are more alike than
different.”
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