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"

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"

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"

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 tha
t 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.”