

The feel is fairly consistent with that I've picked up from other books in the Changeling line.Ĭhapter 2, "Agents of Apocalypse," provides ways to end the world in Demon: The Fallen. In general, these scenarios are nicely apocalyptic while the player characters may be able to carve out some small victories, the world is changing irrevocably, and the campaign will be at a definite stopping point (though there are a couple of chances for things to go otherwise).

Five specific end-scenarios are presented: "A Crown of Shadows," whereby an Unseelie plot leads to the dwindling of the Dreaming and fae society "Gods and Monsters," where the Dreaming grows incredibly strong, leading to (or caused by) a showdown with the Fomorians "Pick Your Poison," where the Dreaming fades on its own accord, due to some aspect of modern society "The Great Purge," where the return of the Tuatha de Danaan is not a good thing at all and "Starlight Exodus," where the changelings have to leave Earth behind entirely. Typically (for this book), it begins with a nice list of ways to foreshadow the impending end, or to show that it's going on right now, ranging from prophetic powers failing to strange variations in the way the rules work. The reference list is quite nice for someone looking for general end-of-the-world inspiration, though necessarily limited.Ĭhapter 1, "Endless Winter," provides endgames for Changeling: The Dreaming. The Introduction is standard "what's in the book" and a suggested list of references. The Prologue and Epilogue are typical game fiction, featuring Lucifer-certainly likely to be the most recognizable of all the minor game lines' characters, admittedly. As someone reading it for general inspiration, though, it's rather obvious (how many times do you need to read that you should be sure to give closure to individual characters' stories, as well as that of the whole campaign?). The expectation seems to have been that a given GM would purchase this book for the sake of only one of the chapters, so there wasn't much concern about duplication of material. Further, since each game gets only about 40 pages apiece, this means that no one way to end the world can get more than about a dozen pages, an issue which is a bit exacerbated by the fact that several of the games get very similar essays on general end-of-the-campaign ideas.

Since, as in the single-game ending books, there was a desire not to dictate the exact form of the end, several alternatives for each game are presented. Unlike other books in the series, which focussed on several ways one of the particular game lines could come to an end, this one gathers up the endings to no less than five game lines: Changeling: The Dreaming, Demon: The Fallen, Hunter: The Reckoning, Kindred of the East, and Mummy: The Resurrection. World of Darkness: Time of Judgement was published as part of White Wolf's wrapping-up of the original World of Darkness Setting. (General caveat: I bought this for general inspiration, not as part of any intention to use it directly in a game, and I review from this perspective.)
