![]() What tribes (if any) succeeded is probably due to personal preference, but this might be important to individual chronicles. Of course, not all tribes need have failed. While I listed mainly important historical events, some events might have been hidden by mortal eyes and only important among supernaturals. Great cities were destroyed perhaps 17 million killed (5% of world population) and Nestorian Christianity in Asia wiped out Although not in Europe, this cause immense devastation in the Middle Age. The Shattering of Changelings (might be a good failure for the Fianna).The Burning Times (tied to the Anarch Revolt among vampires).The fall of the Capetian dynasty after Philip the Fair which saw the decline of France, civil turmoil, and eventually the Hundred Years War. ![]() The suppression and trial of the Templars (1307-1314).Little Ice Age (starting point could be anywhere from 1250-1650 and lasting until mid-1800s, but most consensus seems to be around 1250-1315). ![]() Personal preference is that the prophecies would not extend past 1492 - the post-Columbian world would be very different. Probably most events were involved in the "Crisis of the Late Middle Ages) occurring in the 14th and 15th centuries. So we're look at calamitous events (or events that would have been calamitous had they happened) from around 1230-1800 (most likely ending much earlier). The Red Talons even celebrate the city's fall - even though the Garou believe it's the first prophecy delivered by the Red Talons! But obviously its fall was something that should have been prevented. It's not exactly clear why the Sack of Constantinople should be so important to the Garou even though it was important to the Warders of Men. They were also controversial as all tribes initially rejected what the Red Talons told them.Īnd of course, the prophecies were not clear as to what they meant, as good prophecies should be. We know the prophecies were terrifying to the Garou, they were important things.We know that each tribe must act on its own prophecy - which means the event can be prevented.We know each prophecy affects particularly affects one tribe - one is specifically delivered to them.We know that it concerns matters that affect all Garou.We can assume the prophecies had run their course by 1870 or so (when Werewolf: Wild West was set).We know the prophecies have to occur after 1230 (when DA:WW was set).So while I don't fault Gryffon15 doing what he wants in his game, I'd like to see what people feel the prophecies could be about for the other nine tribes in historical times. ![]() To me, it seemed obvious that the Prophecies of Shadow was a way to have something like the Prophecy of Phoenix while not intruding on it. Furthermore, I think it intrudes too much on the Prophecy of Phoenix which DOES talk about the events leading up to the apocalypse. Certainly the first prophecy did not - it detailed the sack of Constantinople in 1204. Unlike Gryffon15, I am not enamored by the idea that these Prophecies should talk about events in the apocalypse. I don't mind that the tribe is mostly located in Asia, but there should be some in Europe) except for the Warders/Glass Walkers which obviously has already happened. So the question is what are the additional prophecies - one for each of the "Ten Tribes" in Europe (although I never liked the idea that the Stargazers were somehow unknown - we have lots of examples of non-Asian Stargazers. They exceeded our highest expectations and delivered some fantastic designs.It seems obvious by now that there aren't any further canonical examples of the Prophecies of Shadow. “Working with AW studio has been a pleasure. With the release of Shadow Tokens, ownership of the game was given to the players, with the opportunity to receive great rewards.Īnd now, we’re excited to announce the availability of blockchain cards, allowing anyone to buy and sell cards in-game with the security and speed of the Waves Platform. The gorgeous card art, balanced gameplay and cross-platform accounts quickly earned it a place as one of the best indy card games. As the first full-scale trading card game on mobile, Shadow Era has had a long history of innovation.
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