Player Handbook

The KingdomTopia Wiki

A complete guide to the server systems, commands, and rules that shape KingdomTopia.

18 sections available. Tip: click any command to copy it.

Overview

KingdomTopia is a medieval Kingdoms Minecraft server built around kingdoms, roleplay, war, territory and a living economy. This wiki combines the main systems into one clean guide for players and staff.

What this guide covers: kingdoms, ranks, claims, plots, alliances, war, siege flags, PvP rules, economy, chat, commands and the wandering merchant event.

Kingdoms

These are the seven active civilizations across KingdomTopia. Each kingdom has its own identity, color and playstyle, while all of them share the same medieval Kingdoms theme.

Red

Khaganate of Turukia

The land of the Turkic peoples. Turukia thrives across wide steppes, horse roads, frontier camps and growing settled cities. Their core values are justice, calm leadership, loyalty and order. Horses, caravans and steppe trade form the heart of their power.

Plays like: horse stables, caravan markets, steppe camps, trade diplomacy and frontier towns.

Blue

Khaganate of Mongolia

The land of the Mongols, masters of horses, mobility, raids and nomadic warfare. Mongolia is fiercer and more aggressive than Turukia, with a culture built around strength, war leadership, clan loyalty and dominance over the open plains.

Plays like: mobile camps, cavalry raids, war drums, horse archery themes and nomadic conquest.

Purple

Kingdom of Anglia

A forest kingdom of English, German, Dutch and Danish groups united under one crown. Anglia is built around strong castles, stone keeps, guarded villages and defensive construction.

Plays like: castles, stone keeps, defensive walls, builder guilds and fortified forest towns.

Green

Kingdom of Slavia

A forest kingdom inspired by Slavic cultures united under one language and rule. Slavia combines farming, forestry, diplomacy, noble houses and compact cities.

Plays like: forest villages, farms, lumber guilds, noble courts and diplomacy halls.

White

Kingdom of Nords

A northern kingdom of Nordic people shaped by cold forests, tundra, long coasts and harsh winters. Nords are aggressive toward their enemies but loyal and peaceful at home.

Plays like: mead halls, coastal raids, shield-wall events, winter survival and northern villages.

Orange

Kingdom of Sakuraiia

An eastern kingdom named after the sakura tree and inspired by Japanese culture. Sakuraiia values discipline, beauty, order and regional pride.

Plays like: dojos, sakura shrines, gardens, disciplined warriors and elegant eastern towns.

Yellow

Kingdom of Arabia

A desert and oasis kingdom inspired by Arabian culture, caravan trade, scholars, markets and desert cities. Arabia survives through trade routes, water control, diplomacy and wealth.

Plays like: oasis towns, bazaars, caravan roads, desert fortresses, scholars and trade politics.

Kingdom System

A kingdom is your main group on the server. When you join or create one, you become part of a team that can build, claim land, make alliances, trade, defend territory and fight wars.

What a kingdom can doNotes
Claim landKingdom territory is the base of the server.
Build towns or castlesUse kingdom land for your culture and roleplay.
Invite playersOnly trusted ranks should handle invites.
Make alliancesFriends can support each other in diplomacy and war.
Declare warsWar is a server system, not random chaos.
Attack or defendKingdoms can pressure enemy land or protect their own.

Joining a kingdom: use an invite from a kingdom leader or commander, then run /kingdom join <kingdom>.

Creating a kingdom: only possible after admin approval, then use /kingdom create <name>.

Kingdom Ranks

Ranks decide what a player can do inside a kingdom. They keep the kingdom organized and prevent new members from changing critical land or war settings.

RankRole
LeaderOwner of the kingdom. Can invite, kick, claim, unclaim, promote, transfer leadership, declare wars and manage alliances.
CommanderTrusted helper. Can usually invite, kick normal members, claim land and assist with wars.
MemberNormal player. Can build, chat, fight and support kingdom projects, but not manage the whole kingdom.
Simple rule: leader controls the kingdom, commanders help manage it, members support and fight for it.

Claim System

A claim is land owned by a kingdom. Minecraft worlds are divided into chunks, and when a kingdom claims a chunk it becomes protected kingdom territory.

CommandAction
/kingdom claimClaims the chunk you are standing in.
/kingdom unclaimRemoves the claim from the current chunk.
/kingdom mapShows nearby claims and territory.

Claims are used for towns, castles, farms, roads, walls, bases, territory and war targets.

Important: a claim belongs to the kingdom, not to one player. Personal areas inside kingdom land use plots.

Plot System

A plot is a personal area inside kingdom land. The kingdom owns the territory, while a player can own a plot inside that kingdom.

CommandAction
/plot claimClaims the chunk as your personal plot.
/plot unclaimRemoves your ownership from the plot.
/plot infoShows information about the current plot.
/plot listLists plots inside your kingdom.

Plots are useful for player houses, private storage, personal farms, shops and roleplay homes.

Plot Permissions

Plot permissions let the owner control what outsiders, residents and allies can do on a plot.

GroupMeaning
OutsiderA player outside your kingdom.
ResidentA player inside your kingdom.
AllyA player from an allied kingdom.

/plot perm <permission> <group> <on/off/reset> changes plot permissions.

Common permissions include build, destroy, switch, containers, doors, interact, redstone and more.

You can also trust a specific player with /plot trust <player> and remove trust with /plot untrust <player>. Plot toggles such as pvp, fire and tnt can be changed with /plot toggle.

Alliance System

An alliance is a friendly relationship between two kingdoms. Allies can help defend each other, trade, and plan together instead of fighting.

CommandAction
/ally add <kingdom>Sends or accepts an alliance request.
/ally deny <kingdom>Denies an alliance request.
/ally remove <kingdom>Removes an existing alliance.
/ally listLists your allies.
/ally info <kingdom>Shows alliance information.

War System

War is a conflict between kingdoms. It creates real political tension, territory battles, revenge, alliances and server history.

CommandAction
/declare war <kingdom>Makes your kingdom and the target kingdom enemies.
/declare peace <kingdom>Sends or accepts peace.
/declare peace deny <kingdom>Denies peace and keeps the war active.
/warstatusShows currently active wars.

Declaring war does not automatically start a siege. A siege begins when a war flag is placed correctly in enemy land.

War Flag

The war flag is a special item used to start a siege battle. It is the main objective of the siege.

Use /warflag to get the flag if you are a leader or commander.

Placement rule: the war flag must be placed in the 2x2 center area of the target chunk. If it is placed outside the correct area, the siege will not start.

Siege Roles

In a siege there are two sides: attackers and defenders. The war is not won by kill count alone. The flag decides the battle.

SideGoal
AttackersProtect the war flag until the timer ends.
DefendersBreak the war flag before the timer ends.

If the flag survives until the timer ends, the attackers win. If the defenders break the flag in time, they win immediately.

PvP Rules

PvP depends on location and war state. Neutral land is dangerous, claimed land is protected, and war creates active battle zones.

  • PvP is allowed in neutral or unclaimed land.
  • Claimed land is protected by kingdom and plot rules.
  • During war, PvP matters because there is a real objective.
  • Death during war weakens your side, but the siege is still decided by the flag.

Economy System

KingdomTopia uses carried gold as the main currency. There is no bank system. Your money is your personal balance.

CommandAction
/gold, /money, /balanceCheck your gold balance.
/money <player>Check another player's gold.
/pay <player> <amount>Pay another player within range.

To pay another player, they must be within 10 blocks of you.

Sell System

The sell system lets players sell items for gold and is one of the main ways to earn money on the server.

CommandAction
/sellOpens the sell menu or sells based on config.
/sell menuOpens the sell menu.
/sell chestUses a chest-based sell flow.
/sell handSells the item in your hand.
/sell hand allSells all of that item in your hand.
/sell allSells all sellable items in your inventory.
/sell price <item>Checks the price of an item.
/sell listShows the full sell price list.

KingdomLimiter

KingdomLimiter is a protection system that keeps the server stable and lag-free by limiting heavy blocks or entities inside a chunk.

  • Stops too many redstone components from stacking in one place.
  • Limits hoppers, repeaters, entities and large machine spam.
  • Helps keep chunks clean, safer and better for performance.

Chat and Messages

This section explains kingdom chat, private messages, offline mail and personal mute.

CommandAction
/kingdom chat or /kcSends a message to your kingdom.
/chattoggle or /ctToggles your chat mode.
/msg, /tell, /pmSends a private message.
/reply or /rReplies to the last private message.
/mail send, /mail read, /mail clearOffline mail commands.
/mute, /unmute, /mutelistPersonal mute commands.

Commands Overview

CategoryKey commands
Kingdom/kingdom, /kingdom create, /kingdom join, /kingdom map, /kingdom chat
Plot/plot claim, /plot unclaim, /plot info, /plot trust, /plot perm
Alliance/ally add, /ally deny, /ally remove, /ally list
War/declare war, /declare peace, /warstatus, /warflag, /warcatapult
Economy/money, /pay, /sell, /sell hand, /sell list
Messages/msg, /reply, /mail send, /mute

Wandering Merchant Event System

The Wandering Merchant is a rare daily event. A special merchant spawns in a random unclaimed location and buys selected items for boosted prices.

FeatureDetails
SpawnOnce every 24 hours at a random time between 14:00 and 24:00 server time.
Price boostDefault is 10x the normal sell price.
Claim protectionThe merchant chunk and nearby area can be protected from claims while active.
PvPThe area can become a conflict point when players compete for the merchant.
Admin controlAdmins can spawn, despawn, reroll, reload and broadcast coordinates.
Simple rule: find the merchant, sell fast, and expect danger nearby.