A shadow of evil
has fallen over the land. The crops are blighted, the earth
scorched from lack of rain. Disease and famine ravage the
once-prosperous people, whose hope of salvation fades with
each passing day. The only hope left is to find the wizard
Astrix, in faint hope that he will emerge from his distant
solitude and offer his assistance. A party was dispatched,
but they haven't been heard from since their departure months
ago. Now, with winter's hardships looming on the horizon,
a second expedition has been assembled and will soon embark
on a fateful Journey into the unknown.
The party of four
is led by Bergon, a strong and fair man and a carpenter by
trade. The Wizard, Praxis, wise yet unpredictable, provides
the party with a knowledge of lore and magic. Esher, the well-respected
(if somehwat curmudgeonly) physician, has also been asked
to make the trek. Finally, Tag, an apprentice food merchant,
has agreed to tend to the party's provisions and to make a
diary of its adventures. The tale is told by Tag and the story
of your Journey is seen through his eyes.
Whether your party
meets the fate of its predecessors or returns triumphant is
in your hands. In Journey, the decisions you make for the
party and its members are woven into an epic tale of danger
and mystery, of breathtaking beauty and heartbreaking loss,
of desperate struggle and, finally, of ultimate triumph.
Your Journey will
provide you with many hours of enjoyment and many hundreds
of difficult decisions. But unlike other games you may have
played, there are virtually no dead ends. Any action you take
will advance the story toward one of its many endings. But
there is only one ending that is the best. To lead the party
to its ultimate victory is a challenge worthy of only the
most brave and most clever adventurer.
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