For immediate release · Major update
The First Crossing
A gathering party can now sail east from a harbour of your own, though no eastern seat can be taken yet. The Free Cities trade, the Crown Council votes and every paramount sets a charter. Reinforce spends into real walls, a breach no longer hands a seat to the lord who lost, and a Keep at 40 is told, correctly, that it is not finished.
THE SEVEN KINGDOMS, 2 September 2026 — Twenty-three releases in the five days since the last dispatch, and the one to lead with is the one that dispatch said was a release away: something has crossed the water. What follows is what a lord will actually notice.
The harbour, and the first thing to cross the water
The harbour is the twenty-first plot in the city and the only one that is not about the city: it opens at Keep 10, and every level puts 800 berths on the water. The crossing is a gathering party that sails, and it is the first thing a lord has ever sent east.
The refusal, when it comes, names which of the two you are short of — a harbour to raise or hulls to lay down — rather than blaming the same one every time. The card that invites the march and the launch that declines it read one check, so the one can never promise what the other refuses.
What waits on the far shore is a continent's worth of work. Four eastern deep workings join the four western ones, and an eastern vein holds twelve million where a western one holds six. Six eastern creatures stand on a board of 120 camps, taking the map from 400 camps to 520. The feral skim stays western, because Essos is not your neighbourhood and no lord will be raided for neglecting a continent they cannot yet reach.
The party is sized to the task. A gather used to commit your whole home army, which could drag millions of troops to a vein for a fraction of a per cent more haul; it is now sized to the Training Yard's march cap, the rest of the army stays home, and gathers share one march-slot pool with field marches instead of two ceilings that disagreed. The crossing is checked against the party that sails, not the army at home, and the gathering guide now says so.
Twelve more eastern seats stand on the map, and none of them is a Free City: three walled Volantene river towns and five Rhoynar ruins along the Rhoyne, three Sarnori holds in the northern grass, and one marker where the Forest of Qohor gives out and the Dothraki sea begins. Slaver's Bay, Qarth, Valyria and Asshai do not fit on this map and are absent deliberately. The realm's ledger now carries 142 western seats, nine Free Cities and twelve on the river and the grass, and every eastern seat is worth no throne points, for the reason given last time.
What is not open, said plainly: you cannot take an eastern seat. The east is on the map, lit, named and gathered from, and it stays uncontestable, so 142 contestable holds is still the honest count — and a check now fails the build the hour that stops being true, so the site cannot understate the game by twenty-one holds without anybody noticing. No date is promised for the rest.
Trade with the Free Cities, and lose it the day somebody sacks the city
Each of the nine Free Cities now trades with the lord who holds its pact. A pact is an exchange rate rather than a percentage: send what a city wants and receive what it has. Qohor, at the edge of the greatest forest in the world with almost no farmland, pays timber for food; Braavos, with no quarries, pays the stone its bankers import for iron; every one of the four goods is bought somewhere and sold somewhere, so no realm is locked out.
The pact belongs to whoever has invested the most in the city, ever. A rival takes it by out-investing once, the ledger never decays, and a tie goes to the incumbent, so taking a pact always costs strictly more than holding one. Nobody has to be awake at any particular minute.
A caravan carries at least 1,000 goods, and the first payment waits two hours for it to arrive, because a pact that pays the instant you press the button makes the distance to Essos mean nothing.
The rule is already written for the day the east can be taken: a sacked city trades with nobody, permanently. That is what gives a lord a standing reason to keep somebody else's city intact, and to defend it from the lords who will not.
The Residents trade in character, from the same temperament table they vote and charter by, so the Free Cities are contested on a quiet shard.
The Crown votes, and every paramount sets a charter
The King could do one thing before this: a decree, pressed alone, that nobody could be against. There are now seven crown policies, each raising one of seven stats and charging another, and the seven form a closed cycle over the seven stats — so no stat is anybody's dump stat, and no policy is the best one for every realm.
The council is the nine paramount seats: whoever holds Winterfell, Pyke, Riverrun, the Eyrie, Casterly Rock, King's Landing, Highgarden, Storm's End and Sunspear this week. A king cannot pack it, and taking a paramount seat is taking its voice. Five voices carry a policy and five kill it; a debate stands for a day, a carried policy for two, and there are eight hours before the next proposal. A vote cast whenever a lord next logs in counts the same as one cast a minute after the proposal, because a realm where most lords are offline most of the time cannot run its politics on who is awake.
A paramount was a holder of one seat among many with a combat bonus only they felt. Each now sets one standing charter for their region, chosen from seven — a granary, a levy ground, a masons' guild, watchfires, war horns, post roads or a library — and every lord whose keep stands in that region gets six to ten per cent on the stat it names. Every charter is a gift and none is a tax, and that is structural rather than a rule: a charter has no cost field to fill. A charter holds for a day before it can be changed, and which region your keep stands in is decided by the nearest great seat rather than the nearest label on the map.
The Residents hold paramount seats, so they vote and charter in character: each backs what raises the stat their temperament cares about, refuses what lowers it, and stays silent otherwise, which is what keeps a bench of Residents from being a rubber stamp either way.
The seat war keeps its promises
The Reinforce button on a seat you hold spent real troops, stone and iron into a number nothing read. Since the war moved to the server, the panel's garrison bar had been the browser's own fiction, and the real walls could sit at zero under a healthy green bar. Both Reinforce buttons — the seat drawer's and the map popover's one-tap — now repair the walls a rival's storm actually meets, and if the realm cannot say what the walls are, the popover refuses rather than guessing.
A breach is no longer a licence. An attacker who breached, watched the holder rush a garrison back, threw one takeover blow and lost still walked in. The seat now belongs to the lord who cleared it, which is what the guide had said all along; the server was the outlier.
And a retraction. Three guide pages promised that a neglected seat would be lost to a deadline, and no such clock has ever fired. They now say what is true — nothing takes a seat but a Takeover blow — and say out loud that the older rule was stronger than the code.
Sixteen seats were printed wrong in every Heralds line and war report — Rook's Rest as "Rooks Rest", Torrhen's Square as "Torrhens Square", Driftmark (High Tide) with its brackets gone — because the name was rebuilt from the slug instead of read from the catalogue. The catalogue is asked first now, for every apostrophe, hyphen and bracket in the realm.
Leader, Co-Leader, and one word for the rally
The lord at the head of an alliance is the Leader, not the Warden. Every other Warden in the realm — the prestige tier, the forum rank, the Warden's Charter — keeps its name. Roster chips now say 👑 Leader and ⭐ Co-Leader beside the names, and the House-pledge, gates and rename controls are gated to exactly the ranks the server allows, where one had been wrongly narrower.
A Leader who hands the banner away by mistake may take it straight back within 60 minutes, with no consent needed from whoever holds it now. The incoming Leader is told the seat is not unconditionally theirs yet, and the roster carries a Reclaim banner for the length of the window. The gates toggle in the header, which had never actually reached the server, does now.
Muster and rally were one mechanic under two names, and it is rally on every button, toast, refusal and Resident answer. "Muster" survives only as the proper noun of three things that were never the confusion — The Muster battleground, the weekly Wall Muster and the war's own muster phase — and the glossary now names all three. The Residents gained a guide entry for The Muster itself, so asking how it works no longer returns rally advice. The 🤝 Rally buttons on a build, a training run and a study were never rallies at all; they are 🤝 Help.
Keep 40 is not the end, and the Residents come into money
A lord at Keep 40 was told "The Keep is at its maximum level," with an unspent Ascension on the same screen. The ceiling is 45: one Ascension, once, and there it stays. The upgrade button now names the way through and says "maximum" only at the real summit, the growth strip shows Ascension as a milestone standing on the ceiling rather than one level ahead of it, a level-40 barracks no longer asks for a Keep 41 the rules forbid, and a tutorial fires the first time Ascension becomes possible — because the coach ends in the first hour and a lord reaches 40 in month three. The Long Road gains five chapters about the decision.
The Residents are endowed. Each receives 125,000 of every resource, 5 diamonds and one teleport a day, folded into the same growth curve their keeps already run on, so a mature Resident keep now stands at 105,000 power where the old ceiling was 45,000 — a visibly bigger and more credible neighbour, still the same order of magnitude, still takeable by a committed lord. The teleports are banked rather than spent: no Resident's keep has moved.
They type differently now. Twenty-seven Residents had been sharing nine fallback voices, and five lords typed to the same rules; there are thirty, each a mechanic rather than a mood — answers in lists and stops without a conclusion, exactly two sentences never three, capitalises a Word mid-sentence like an older letter-writer — and each lord is dealt their own. The thinnest guide banks, twenty-four topics with two or three answers apiece, gained forty-eight new lines, each carrying a trade-off rather than a restatement, and whichever line a lord draws still carries the figure it is pinned to.
Fixes
The Keep & Market button did nothing. The drawer threw on every open, on every device, and the recovery card it showed read as a button with nothing behind it. One unstable selector was the cause, and a guard now refuses the whole class of it. It opens.
A refusal is an answer, not a crash. When the realm declined an action — "The granary holds 2,490 — a road level costs 4,000." — the sentence was filed as a crash, the player saw nothing and tapped again. Worse, a refused stationing at a fort took the swords out of your army and never gave them back, and a refused fort donation kept the stores. The realm's own words reach the screen now across forty-four calls at once, and both refunds are made.
Your own banner. After swearing to an alliance, every keep on the map showed your new banner except your own, which named no banner at all. It flies the oath within a poll now, and stops flying it within a poll of breaking one, which is the direction that matters more.
Four things the speed dial never reached. Maester expeditions, troop upkeep and dragon-egg warming had been left at the old pace while everything around them ran three times faster. The egg warms in 16 hours instead of 48, the expedition's wait is divided by three with its haul deliberately untouched, and upkeep bites at its intended weight again. The game database had been publishing pre-speed build times — "2d 11h" for a level that takes 19h 42m — and its pages are regenerated.
Deep workings keep pace. Tripling production had quietly made a day at a vein worth a third of the buildings you did not upgrade. A western vein now holds six million where it held two and the cart train grew with it, so the day at the vein is the same length and only the pay moved.
The site
The Fan Zone's front door carried three of its six wings. It carries all six, each card names what is actually inside its wing, and each wing's rights-holder notice travels with its card. The splash screen has a door to it, marked as the one that leads away from the game.
Two wings — the Fringe and The Big Bang Theory corners — were built, linked and invisible to every crawler: twenty-two pages in all were missing from the sitemap. A check now derives what must be listed from the pages themselves rather than from a list somebody forgets to update.
A guild banner maker composes a crest from four shapes, nine field divisions and sixteen charges, letters the guild's name and tag beneath it, and hands back an SVG or a PNG you may use commercially without credit, because every charge was drawn for this page. The whole design rides in the link, so a shortlist opens the same banner for everyone in the group chat.
Also since the last dispatch
- Your keep layout survives the harbour. Adding a plot to the city would have reset every rearranged keep to the factory layout with no notice; a grown slot list is a migration now, not a corruption.
- A Resident cannot announce the fall of a seat the realm has not seen fall. The check had known sixteen names; it knows every western seat.
- Every door opens onto a room. All forty-five drawers in the game's menu system are walked by a check, the way the site's links have long been.
- Every eastern seat has its own livery: the three river towns quieter than the capital that governs them, and every ruin in dead stone rather than metal, so a ruin reads as ruined by colour and never by size.
- The guides moved with the code: gathering no longer "commits your whole home army", the three guides that taught muster and rally as synonyms teach one word, and the expedition table, the farm-output example and the upkeep figures are paced.
Iron Realms is free to play in any browser, with no download and no account required. Nothing purchasable raises a power ceiling, and a charter audit fails the build if anything ever would.