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TMC Player Reviews: Lurking Fear 3


Review Submitted By: Dragon
Author Status: Player
Started on Lurking Fear 3: About 5 years ago
Submission Date: May 6, 2009
TMC Listing: Lurking Fear 3

The following review is the opinion of the review's author [Dragon] and in no way represents the opinions of this website or its staff.

Greetings,
The realm of the Lurking Fear is in essence, a powder keg waiting to
explode. Behind the many conflicts tearing at mortal society a fierce
Jihad rages in the darkness. By night, Tremere and their Gargoyle
creations fight brutal wars against the Tzimisce and their ghoul
servitors. Powerful Ventrue forcefully attempt to bring regions under
their control. Individual Tzimisce voivodes defend their ancestral
holdings from marauding packs of younger Tzimisce and Lupines of the
Silver Fang tribe. Malkavian prophets warn of the coming of Gehenna.
Archane Mages of unknown decent are starting to surface. Even the
noble Gangrel are split between those who support the growth of mortal
cities, and those who wish to see them destroyed. The Brujah rail
against the Western Ventrue, sowing the seeds that will eventually
lead to great peasant revolts. Assamites lurk in the shadows ready to
strike against those who would bring the Crusades to their lands. The
Camarilla sect wages war on the Sabbat as Lupine forces look on. It is
no wonder peasants lock their doors at night, huddling together in
fear at the terrible sounds just outside their windows.

In the mortal world, the clash between East and West goes on. On one
side are Western nobility, the Roman Catholic Church, nomad merchants,
and the Western overlords. On the other, Eastern and Ofcol serfs, New
Thalos and New Enoch peasants, pagans, and the Eastern Orthodox
Church. Of course, these conflicts are not as black-and-white as they
seem. Within each faction are many individuals with often conflicting
goals.

If you like vampires, werewolves (garou) or mages this is a good
place to be. It incorporates roleplay and playerkill. There are
vampire sects, several different vampire clans and disciplines, as
well as wolf tribes and packs, and mage traditions.

The game has gone through several phases over the past few years,
adding in new areas, some new code etc. There's still a good bit of
stock areas, but there has been additions of pairs, rome, london etc.
Time period: Late 1400s - Early 1500s (late Dark Ages - beginning
Renaissance)

You start out as a mortal, and through rp or your own decisions,
decide to class as vampire, werewolf, or mage. Each has several sub
choices to choose from. It's not a place where you will max out in a
few short weeks or months. We need some fresh blood, so come on over
and give us a try.


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