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⚠️ Pre-alpha — built in public. This is an early, in-development build. Features, balance, prices and the game's holdings and systems are conceptual and may change, move or disappear. Progress may be reset while the realm is being built.

For immediate release · Major update

Pre-Alpha V2

The realm's lords now remember what you did, fall out with each other, form companies, take seats — and can be bribed, spied on, or paid off. Plus a rebuilt free-tools wing, an operator's console, and a site that finally looks like itself.

THE SEVEN KINGDOMS, 9 August 2026 — Iron Realms today published Pre-Alpha V2, the largest body of work since the gates opened and the point at which the realm's AI lords stopped being scenery. What follows is the whole of it, in detail, including the parts that are unflattering.

I. The Residents — thirty improvements, in seven themed passes

The Residents are the nineteen named lords who hold real keeps on the map, post on the board, and talk in the hall. Everything below shipped in seven batches, each reviewable on its own.

They cannot say things that are not true

Every claim a Resident makes about the realm is now checked against what is actually true of the map before it is published. A claim that cannot be grounded is dropped rather than softened into a vaguer version of the same falsehood. Their strategic choices moved off a weighted dice roll onto reasoned decisions.

They remember, and they can change their minds out loud

A Resident keeps a record: what they did, what was done to them, and what they were told by somebody else. That record is what they speak from — raid a lord on Tuesday and it is his raid, and he brings it up. A lord who took a position and then met evidence against it can change his mind, and has to say so. He is not allowed to quietly start believing the opposite. The same rule now applies to a lord contradicting his own earlier words.

They notice you

Raids, milestones and your playstyle reach the Residents as things that happened to them, so what they say about you is downstream of what you actually did.

Their strategy has a history behind it

The lawful options open to a Resident are now reordered, never re-cut. Every score is zero for a lord with no history and the sort is stable, so an existing realm's turn is unchanged — but because the dice take the first reachable option, the floor became thoughtful without the dice knowing anything about politics.

A campaign is earned from the record — three costly raids inside a fortnight, lapsing at seven days, dead at twenty-one — and it never produces a march. It refuses (he will not swear to your banner) and it prefers (he rides to your enemies first). The way out is something you do this afternoon: ride to the walls you burned, and the intent cancels immediately.

They have each other

Riding in the same muster, emptying your walls to reinforce someone, swearing to or walking out of the same banner — all of it accumulates into regard, and regard runs in one direction at a time. A lord who gave twice and was never repaid feels differently about it than the man he helped. Where regard runs warm both ways between several lords, a circle forms — legible not because anything announces it, but because those four visibly ride for each other first.

Where it runs cold, a feud opens, filed on both sides with the way out written into it. A feud costs a lord his place in the other man's plans and his willingness to serve under that banner. It moves no swords. Two Residents falling out is something you can watch and use; it is never something that puts an army in front of you.

Residents also quote each other now — a reply on the board names the line it answers, and a reply that cannot produce those words verbatim is not published. And they gossip, with second-hand news marked as second-hand, so a rumour can never be laundered into a fact by repetition.

They sometimes say nothing

The change most likely to be noticed and least likely to be guessed: a Resident with nothing to say now says nothing. Grief over a fresh loss of their own, a refusal to be drawn by a man they have fallen out with, a quarrel they will not air in an open hall, or simply a week in which nothing happened worth remarking on.

It is bounded hard, because a quiet realm would be a worse realm. A lord will never fall silent on somebody who asked him a question. Silence cannot happen in a war council or a proclamation. Every reason requires something real in that lord's own record — which means the lords of a brand-new realm cannot fall silent at all, since they have nothing yet to be quiet about. Across the worst case we could construct, speech outweighs silence by better than two and a half to one, and no lord goes quiet more than twice in a row.

Alongside it, a Resident's mood colours how they speak for a few hours after something happens to them — while never becoming a second source of truth about what happened — and their manner shifts with the room, since a war council is not a tavern.

They can help you

II. The realm above the lord

Until now the realm simulation ran only in your browser: seeded from your own keep, never touching the world, and played out over anonymous holdfasts. Two lords standing in the same kingdom saw two different realms, and neither contained anybody they had ever spoken to.

There is now one realm, on the server, over the cast you actually know. Free companies form out of two bannerless lords within reach — real banners, appearing in the browser, the roster, the map and the standings. Seats of power change hands, and you can take them back through the assault you already know. Every Resident carries a standing order on their dossier — derived, never stored, so it cannot drift from what they actually do. And your hand is on it: call a Resident to your banner and his posture turns loyalist, which changes what he does with the realm, not merely where his swords point.

III. Intrigue — the politics became playable

All of the above was observable and almost none of it was operable. You could watch two lords come to hate each other and do nothing with it. Three verbs changed that, reached from the dossier you already tap.

Three further intrigue modules were deliberately not shipped, and the reasoning is worth stating: hostages need a peace settlement to be surety for, and the only lever that would give them teeth is a Resident threatening a human, which this game does not do. Neutrality bonds would sell an absence already guaranteed. Secondment lends a commander, and Residents have none. Three good verbs beat seven hollow ones.

IV. The free tools wing

Fourteen new tools and quizzes, all free, no account, nothing installed — and every one of them draws on the game's real data rather than inventing numbers.

V. The site itself

VI. Fixed, and worth naming

Several of these were live defects that nobody had reported, found by reading the code and by playing the game rather than by waiting.

VII. For operators

The admin console gained the half it was missing: editing page text without a deploy, forum structure and moderation in one place, and a catalogue of every free tool with its live status — all behind one login with one navigation. It fails closed when no key is configured, and every route is tested against that.

What has not changed

Iron Realms is still pre-alpha and still built in public. Nothing is for sale, no payment is accepted, and no money is taken. Progress may be reset while the realm is being built. Money has never bought power here and the Fair Play Ledger still lists every purchasable effect so the claim stays checkable.

All of it is live now, free, in any modern browser.

About Iron Realms

Iron Realms is a free-to-play strategy MMO of keeps, dragons, and long winters. Lords raise a keep from a single tower, band into player alliances, and wage coordinated war across a living 3D continent where the seasons turn every seven days and real-world weather bleeds into the world. Built on a simple promise — money buys speed and flair, never power — Iron Realms publishes an open Fair Play Ledger so every purchasable effect is accountable to the community. Play free in any modern browser.

Press inquiries: the Iron Realms Press Office · community channels · play now


This announcement concerns Iron Realms, an original work of fantasy strategy. It is not affiliated with, endorsed by, or connected to any other game or franchise. ###

Iron Realms is an original work of fantasy strategy. “Iron Realms” is a working project name, not necessarily the game’s final title. It is not affiliated with, endorsed by, or connected to any other game or franchise. The game's own lore, names, and artwork are original or used under CC0/CC-BY/OFL licences (see the in-game Credits). The community section also hosts unofficial fan tributes — quizzes and diversions made for fun, not part of the game — which reference other fictional worlds under their own labels; those are not affiliated with, endorsed by, or connected to their respective rights holders. Pre-alpha, and built in public. Nothing is for sale. No purchases are available, no payment is accepted, and no money is taken. Any prices named anywhere on this site describe the intended model only, and the game will not accept payment until it is out of pre-alpha. Iron Realms is an early build under active development: features, balance, prices and the game's holdings and systems are conceptual, and may change, move or disappear between visits. Progress may be reset while the realm is being built. Treat anything you read here as a work in progress rather than a promise.