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.
A complete guide to the server systems, commands, and rules that shape KingdomTopia.
/kingdom, war or plot.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.
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.
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.
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.
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.
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.
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.
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.
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.
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 do | Notes |
|---|---|
| Claim land | Kingdom territory is the base of the server. |
| Build towns or castles | Use kingdom land for your culture and roleplay. |
| Invite players | Only trusted ranks should handle invites. |
| Make alliances | Friends can support each other in diplomacy and war. |
| Declare wars | War is a server system, not random chaos. |
| Attack or defend | Kingdoms 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>.
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.
| Rank | Role |
|---|---|
| Leader | Owner of the kingdom. Can invite, kick, claim, unclaim, promote, transfer leadership, declare wars and manage alliances. |
| Commander | Trusted helper. Can usually invite, kick normal members, claim land and assist with wars. |
| Member | Normal player. Can build, chat, fight and support kingdom projects, but not manage the whole kingdom. |
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.
| Command | Action |
|---|---|
/kingdom claim | Claims the chunk you are standing in. |
/kingdom unclaim | Removes the claim from the current chunk. |
/kingdom map | Shows nearby claims and territory. |
Claims are used for towns, castles, farms, roads, walls, bases, territory and war targets.
A plot is a personal area inside kingdom land. The kingdom owns the territory, while a player can own a plot inside that kingdom.
| Command | Action |
|---|---|
/plot claim | Claims the chunk as your personal plot. |
/plot unclaim | Removes your ownership from the plot. |
/plot info | Shows information about the current plot. |
/plot list | Lists plots inside your kingdom. |
Plots are useful for player houses, private storage, personal farms, shops and roleplay homes.
Plot permissions let the owner control what outsiders, residents and allies can do on a plot.
| Group | Meaning |
|---|---|
| Outsider | A player outside your kingdom. |
| Resident | A player inside your kingdom. |
| Ally | A 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.
An alliance is a friendly relationship between two kingdoms. Allies can help defend each other, trade, and plan together instead of fighting.
| Command | Action |
|---|---|
/ally add <kingdom> | Sends or accepts an alliance request. |
/ally deny <kingdom> | Denies an alliance request. |
/ally remove <kingdom> | Removes an existing alliance. |
/ally list | Lists your allies. |
/ally info <kingdom> | Shows alliance information. |
War is a conflict between kingdoms. It creates real political tension, territory battles, revenge, alliances and server history.
| Command | Action |
|---|---|
/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. |
/warstatus | Shows currently active wars. |
Declaring war does not automatically start a siege. A siege begins when a war flag is placed correctly in enemy land.
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.
In a siege there are two sides: attackers and defenders. The war is not won by kill count alone. The flag decides the battle.
| Side | Goal |
|---|---|
| Attackers | Protect the war flag until the timer ends. |
| Defenders | Break 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 depends on location and war state. Neutral land is dangerous, claimed land is protected, and war creates active battle zones.
KingdomTopia uses carried gold as the main currency. There is no bank system. Your money is your personal balance.
| Command | Action |
|---|---|
/gold, /money, /balance | Check 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.
The sell system lets players sell items for gold and is one of the main ways to earn money on the server.
| Command | Action |
|---|---|
/sell | Opens the sell menu or sells based on config. |
/sell menu | Opens the sell menu. |
/sell chest | Uses a chest-based sell flow. |
/sell hand | Sells the item in your hand. |
/sell hand all | Sells all of that item in your hand. |
/sell all | Sells all sellable items in your inventory. |
/sell price <item> | Checks the price of an item. |
/sell list | Shows the full sell price list. |
KingdomLimiter is a protection system that keeps the server stable and lag-free by limiting heavy blocks or entities inside a chunk.
This section explains kingdom chat, private messages, offline mail and personal mute.
| Command | Action |
|---|---|
/kingdom chat or /kc | Sends a message to your kingdom. |
/chattoggle or /ct | Toggles your chat mode. |
/msg, /tell, /pm | Sends a private message. |
/reply or /r | Replies to the last private message. |
/mail send, /mail read, /mail clear | Offline mail commands. |
/mute, /unmute, /mutelist | Personal mute commands. |
| Category | Key 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 |
The Wandering Merchant is a rare daily event. A special merchant spawns in a random unclaimed location and buys selected items for boosted prices.
| Feature | Details |
|---|---|
| Spawn | Once every 24 hours at a random time between 14:00 and 24:00 server time. |
| Price boost | Default is 10x the normal sell price. |
| Claim protection | The merchant chunk and nearby area can be protected from claims while active. |
| PvP | The area can become a conflict point when players compete for the merchant. |
| Admin control | Admins can spawn, despawn, reroll, reload and broadcast coordinates. |