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Forgotten Kingdoms

Forgotten Kingdoms

 
4.7 (2)
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Connection Info:

forgottenkingdoms.org (51.15.52.87) port 4000

Forgotten Kingdoms is an RPI (Role-Play Intensive) game which is set in the Forgotten Realms multiverse. The game has more than 400 unique areas and is still growing rapidly, thanks to a large team of builders who continuously update existing areas as well as adding new areas and challenges. 

New characters can choose from a huge range of races and subraces, including shield dwarves, moon elves, mountain orcs and even planetouched characters such as genasi, aasimar or tieflings. Once you have selected your characters race, you must choose a base class of Warrior, Wizard, Rogue or Priest, each of which offers a different roleplay experience, and can be further customised by joining one of almost 50 guilds. The last major decision to be made by any new character is to decide where they grew up - possibilities include several famous Forgotten Realms locations, including Waterdeep, Zhentil Keep, Menzoberranzan and Mithril Hall. 

Additional key or unique features of Forgotten Kingdoms include: 

1. A large range of feat trees and meta-magic feats, ranging from 'celestial bloodline' to 'crippling strike' through to 'spell-casting prodigy'. 

2. A unique 'spell memorisation' system based on system used in Dungeons and Dragons. This means no mana! 

3. Well over 300 spells to choose from. 

4. Many avenues for character development, including joining up with factions such as the Black Network or the Grey Hands, joining the inner circle or even becoming the high priest of one of 30 
faiths...the possibilities are myriad! 

5. Close, but not slavish reproduction of Forgotten Realms lore - as a result of various wide-ranging plots and the actions of our players, our world has taken a different path to a different present... 

Forgotten Kingdom's greatest strength is its large population of superb role-players, who ensure that there are always several ongoing plots to be a part of. 

Come join our online community, we promise you an excellent role-playing experience! 

 

MUDs

Codebase
Codebase Details
Runs DnD 3.5 rules
Created Date
August 01, 1999
Average Online
MultiPlaying Allowed?
No
Player Killing Allowed?
Yes, Restricted
Multiclassing?
No
Level-less System?
No
Class-less System?
No
Equipment Saved?
Yes
Quests Available?
  • Scripted Quests
  • Staff-Run
Character Approval Required?
No
ANSI Color?
Yes
Role Play Model
Role Play Enforced (RPI)
Character Progression System
  • Based on Character's Level
  • Based on Character's Skill
Equipment System
  • Level
  • Skill
Clans Offered?
Yes
Pay to Play?
100% Free
Hiring?
Is Your MUD Hiring?
Crafting System?
Custom
Player Run Cities?
Yes
Screen Reader Friendly?
Partially
World Originality
All Original
Number of Rooms in Open Zones
15000

Photos

Forgotten Kingdoms

User reviews

2 reviews

Overall rating 
 
4.7
 
4.8  (2)
 
5.0  (2)
 
4.8  (2)
 
4.5  (2)
 
4.8  (2)
 
4.5  (2)
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Overall rating 
 
4.4
Game Mechanics 
 
4.5
Feature Set 
 
5.0
Game World 
 
4.5
Community 
 
4.0
Staff 
 
4.5
Role Play 
 
4.0

Hey, I'm number 2!

After 15 years, I can truly say that MUDing is likely a habit I will continue all of my life. However, in all that time, only one MUD has remained constant for me: Forgotten Kingdoms. My experience can be seen on other sites in more detail, but to summarize, I started playing FK in 2001 on and off again and not really knowing what I was doing. By 2002, I would consider myself a novice--understanding most commands, but little of mechanics. Like any 13 year old, I was a huge jerk, and that landed me in some hot water with the staff of the MUD. After a probationary period I was given a second chance, and for this compassion and willingness to aid I am thankful to this day--and I have, in some small way, a mission. There are several like-minded FK players to me, both now and through the years, who see the MUD as a place with a unique culture, where interest in a healthy game and the ability to contribute to it IC and OOC are as much privilege as responsibility. For that community and that message, I will likely always strive to love, protect and nourish this game.

Sappiness aside, FK has a fantastic way of tying mechanic to motive, lending real weight to the power and choices of the players. I give the mechanics 4.5 out of 5 due only to the fact that it can always be dialed in, but even now this game's core kicks the pants off of any I've ever played. There are several viable builds for each class (and there are numerous, but not too many, there) and they are typically straight-forward and understandable, especially if the player has prior knowledge of 3.5 D&D. If you want your character to do something, and well, there's a way to make it work. The world is perhaps the strongest draw of the game, however, being expansive and colorfully detailed. Many builders have contributed to the game over the years, and each construction--whether simple or grand in scope--is a labor of love that adds to the whole.

My final comments are that the staff are driven, often understanding, and fairly active. They are volunteers, and a few have come and gone--those left are truly talented, and very fair. The community is diverse, although it can be prone to self-policing that limits new ideas and truly unconventional/difficult roleplay. That being said, the greatest moments of roleplay I have ever been involved in or witnessed all came out of this MUD despite a fairly thorough pedigree of RP in other venues.

At the end of the day, this game gets my highest recommendation. It has been worth every logged hour in the last 15 years, and will likely be worth every one in the next.

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Overall rating 
 
5.0
Game Mechanics 
 
5.0
Feature Set 
 
5.0
Game World 
 
5.0
Community 
 
5.0
Staff 
 
5.0
Role Play 
 
5.0

The MUD that keeps bringing me back

I played several MUDs back when I was younger, puttering away on a 26k modem. A few years ago, some of my friends told me one of our old favorite muds was revitalized. I started up again and remembered the way they made me feel. I still tell people that MUDs are the reason I can spell as well as I can. My thirst for the return to the old days caused me to search out MORE to play. And so I stumbled onto Forgotten Kingdoms. I'd never gotten into a roleplay MUD before, but I've played D&D a lot and really enjoyed doing it there. And so I delved into the deep rabbit hole of my new obsession. I have literally put thousands of hours of my life into this game. (3,618 hours at the time of writing this review). Replay value isn't usually something you can use to describe a MUD, but it exists here. The community base is incredible. You can spend hours playing and fleshing out your character, developing deep friendships with characters, only to realize you wish you had a better way to connect. And so you make a character of a different faith, and begin again. Maybe this time your character will become important enough to take over an entire faith as the Faith Manager and be a role model to lead future characters.

The combat system is excellent and easy to understand. Anyone who has played D&D will fit right in and have little difficulty understanding the mechanics. The staff are quick to help and are quite understanding of your needs. The more you dedicate to the game, the more they will be dedicated to you.

The world is massive. I could not even begin to try to list every zone I've played through, and the quest system leaves you wanting to hunt out another place to adventure and delve into.

I cannot begin to stress how deeply connected I feel to this game and the community. I would consider several of the other players I have met to be close friends of mine, though we have never met. I highly recommend this to anyone that wants an involved gaming experience.

And finally, I should admit no game is without faults. Some religions are less attractive to others. Many faiths simply do not have an in-game Faith Manager, and you'll be hard pressed to even run into another member of your faith. As such, many evil characters find themselves at a disadvantage, and starting out with an evil PC is very challenging. The learning curve can be steep, and the game is often very difficult to play if you don't make enough friends to help you out when you die. This is not the sort of mud you can play without help. Many quests will elude you without someone else's help or insight.

tl;dr Can be a little rough starting out, but once you've put in time, Forgotten Kingdoms is a tremendously entertaining and rewarding game.

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