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Alliances & Seats of Power
Quick answers
- How many players can join an alliance in Iron Realms?
- Up to fifty lords ride under one banner. Alliance tags are 2 to 6 letters and must be unique within your kingdom.
- What do alliances do in Iron Realms?
- Alliances hold forts and Seats of Power, declare phased wars, run weekly bounty boards, reinforce each other's walls, and share alliance technology funded by member donations.
- What is a Seat of Power in Iron Realms?
- A Seat of Power is a named holdfast on the world map that a lord captures and holds. There are 142 of them. A seat grants a realm-wide bonus, pays hourly tribute that doubles over the first day you hold it, and counts toward the Iron Throne — but it is lost to neglect if the garrison goes unmanned for 24 hours.
- How do you capture a Seat of Power?
- Grind its garrison durability to zero inside a war window. Both the seat's star rating (+8% defense per star) and its terrain (up to +20%) favour the defender, so a seat falls to a rally of up to eight waves rather than a single march. Bring siege troops — trap losses are permanent.
- Is Iron Realms free to play?
- Yes. Iron Realms is free to play in any browser with no download and no account required. Every building, troop tier and Seat of Power is reachable without spending money — purchases buy speed and cosmetics, never a higher ceiling.

The realm is won together. An alliance — a banner of allied houses — is where the deepest game lives: shared wars, held territory, and a season-long race for dominance.
Founding or joining a banner
From the Alliance menu you can found your own banner (name, tag, sigil, and a Discord link if you like) or join an existing one. Ranks run from recruit to leader, with officer channels for the inner circle and alliance-wide chat for everyone.
Forts & garrisons
- Alliance forts are territory your banner claims on the map. Holding them grants gathering bonuses across the region.
- Garrisons — station real troops in a fort, not just gold, and recall them home when the war shifts. A well-manned fort is far harder to take.
Wars with goals
A declared war runs in phases with a running score. Wars end in spoils paid out to the winning side — and, increasingly, on terms: truces, hostages, and settlements let a war end by agreement instead of pure exhaustion.
The Conquest Season
The grand prize is the Conquest Season — a two-week race where alliances bank points for holding forts, storming rivals, and winning wars. The season leaderboard crowns the realm's dominant banner and pays cosmetic rewards and titles that reset each season, so every season is a fresh contest.
You cannot strike your own banner
Marches, rallies and raids against a keep or a Seat of Power held by your own alliance are refused before anything launches. The map says so before the tap — a bannermate's keep carries a 🤝 on its label and wears your own colours, so a sworn brother never looks like a target.
This is enforced by the realm, not by the interface: the block holds on every path a march can take, including the older fallback routes a stale client might still call.
The Founding — a realm's first fortnight
When a realm is young, a fourteen-day Founding event runs. Its first week banks points to the whole realm — the only week where wanting strangers to play well is correct — and its second week banks to your alliance, so a banner that recruited during the cooperative week compounds. Latecomers are welcomed by weighted catch-up rather than locked out.