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3Kingdoms players can enjoy playing any of 16 full featured guilds. Every guild provides a unique line of advancement separate from standard player levels as well as unique combat and non-combat abilities for players to explore.
The Adventurer guild is the guild you are in by default.
You remain in this guild until you choose to join one of
the full guilds. A full guild is one that is supported
by a Guild Master and has a full range of powers, abilities
and a guild hall. You may join a full guild upon reaching
Bards are people who travel the world and see most everything.
They use the knowledge and wisdom to entertain and help others,
as well as themselves. Their songs are magical, and provide
them with some powers, none of which are extremely powerful,
but rather helpful at times.
In the centuries since the fall of Myth Drannor, and the
disappearance of the elves, man has fought on his own
against the armies of the dark mages and the evils of
the realms. Now, a few of those warriors from the past
called Bladesingers have returned to teach a few
dedicated humans the techniques of the old ways.
The Breed are perhaps one of the eldest races of
all time. Returned after aeons of self-imposed exile, they are
armed with perhaps the most potent force of all--the power of
the mind. For it is from within that psi is generated. The
Breed, in general, are a secretive lot, believing that each
person must forge his or her own destiny, unfettered and
untainted by the ideas and opinions of others. Obtaining knowledge
without understanding is a most dangerous thing.
Changelings reopened! Check back for an update.
Elementals are a race of beings who are comprised
solely of material from the elemental planes. Things
like Fire, Earth, Water, and Air. The most powerful of
the elementals are the MegaMentals, they have the ability to
draw their power from any of the four elemental planes.
They are a completely offensive guild, with very little
The Fremen are the desert inhabitants of Arrakis, aka Dune, as written by
Frank Herbert in his classic Dune series. Fremen are fierce warriors, sly
and powerful. Training includes various forms of combat and mental powers
taught by a Bene Gesserit Reverend Mother.
The science of genetics and the complexities of technology meld
into one within Gentech, forming an elite fighting force of
soldier-scientists. Genetically enhanced soldiers from the far
future, Gentech possess complete control over their minds, bodies
and even the very foundation of the universe itself, time.
The Jedi Guild is a sci-fi guild based on the Star Wars
Movie Trilogy and on the Jedi Role Playing Game. This guild
is not one of those theme-less and over-powered guilds, it
is rather a guild intended to offer unique powers to those
players who are fans of Star Wars.
The Juggernaut's guild is mainly a defensively oriented guild
We do not rely so much on the wiz bang effects of offensive
weaponry, but pride ourselves on our ability to avoid being
hit, as well as being able to keep on fighting in dire
situations. The Juggernaut's best ability would be that of
being able to take a whopping amount of damage and being able
to go on.
Members of the Knights Guild are dedicated to upholding their Code of
Honour, and strive to live by it. The Knights have nine different Orders,
each of which has a different combat philosophy and historical background.
The Knights must follow the Code of Honor very carefully. If one cannot
be honorable, one should not join this guild.
Mages are modeled strictly after the AD&D version of the
Magic User. They have a variety of spells at their disposal
(over 100!) and are adept at many different modes of combat.
They suffer in their lack of hit points but more than make up
for it in the variety of defensive spells at their disposal.
Mages are one of the most challenging guilds to play in due
to the complexity of their combat tactics.
The Monk is a born fighter, he needs only his bare hands to fight and requires
no armor (nor can he wear much). Based roughly on Shaolin Monks, they have many
different combat methods such as Dragon, Phoenix, Crane, Tiger and Serpent.
Each form has its own benefits so Monks can specialize their fighting style.
Defensively they focus upon not getting hit with powers such as dodge and
defensive focus, but even if you do land a hit they can focus their chi so
little damage is taken.
What magic lies between the worlds of the living and the dead? If you
could look upon it, would you really want to know? Tales abound of
creatures taking varied forms, from foul frenzied beasts hellbent on
rending the living limb from limb to ethereal forms, barely seen on the
edge of vision before they stop their victim's heart with the chill of
the grave. Frightened witnesses report of beings that charm their victims
before sucking their very lifeblood, while others claim to have seen skeletal
visages of death himself. Perhaps the most frightening are the claims
that some of these death-dealing wraiths look as human as you or I, only
to unleash the powers of death into a crowd, leaving none alive. All
accounts agree on one thing, however: these beings appear to be neither
alive nor dead. The unlucky claim to have seen rites of power performed with
the very remains of the victims, though these tales are generally discounted
because their encounters with the Necromancer has left them quite mad. Do you
dare delve into the secrets and power of the Necromancer?
Devoted followers of the gods are granted extraordinary
powers by their deities. The powers vary from god to
god, and include healing of wounds, inflicting damage
on others, and control over weather, the elements,
and nature itself.
Guilds constantly vary as the environment on 3Kingdoms changes. Powers are added and modified
to continually allow players to expand their characters. From time to time, new guilds are added
to the game to broaden the flavor of the MUD.