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Bestiary

Quick answers

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.
Does spending money make you stronger in Iron Realms?
No. Nothing purchasable raises your power ceiling. A charter audit runs on every build and fails it if any offer would sell power. During the pre-alpha nothing is for sale at all — better than that, the store gives its goods away: everything in it is free to take, once a day per item, while the realm is being built. When payments do open, spending will compress time only: it clears timers, it never raises the summit.
How long does it take to max a keep in Iron Realms?
Keeps cap at level 45 and troops at tier 13 — the same summit for everyone, and it is a campaign: about seven months of steady play at half an hour a day, counting keep 45 and the nineteen plots that gate it. The Fair Play ledger inside the game reads that figure straight out of the shipped constants, so it is never a month behind the build.
Bestiary — Iron Realms
Bestiary in Iron Realms.

The world between the keeps is full of foes. There are 520 creature camps on the map at any moment — 400 across Westeros and 120 in Essos, plus rebel holdfasts, feral raids and a boss that wanders. Here is what stalks the wilds, what it drops, and what it costs you to take it.

Energy — the only thing that limits your hunting

Attacking a camp costs energy. You hold up to 1,000, and it regenerates at 2 per minute — so a full bar takes eight hours and twenty minutes, and a night's sleep very nearly fills one. This is the game's one soft daily cap, and both halves of it moved together: the deeper bar means a working day no longer wastes your regeneration, and the doubled rate means there is twice as much of it in a day — 2,880 rather than 1,440.

The ladder of foes

Camps are level-banded, and the wilder the country the higher the band. Each creature leans toward a troop type, which is the whole tactical content of hunting — send the counter, not your biggest stack.

LevelFoeLeans
3🧟 Wight Horde — the restless dead, shambling southInfantry
6🐺 Direwolf Pack — great wolves, big as poniesCavalry
10🗿 Free Folk Giant — hurling boulders and uprooted treesRanged
14🦅 Warg Raiders — skinchangers riding the minds of beastsCavalry
20❄️ A cold shadow that flings lances of pale blue iceRanged
30💀 The first of the Others, commanding a dead hostInfantry

Camps respawn ten minutes after they are cleared, so a well-worked stretch of country is a renewable resource rather than a race.

The eastern bestiary

One hundred and twenty of the 520 camps stand in Essos, and none of them is reachable overland. They begin at level 12 — there is no starter camp across the Narrow Sea — and a host only reaches them once a harbour stands, hulls are laid, the fleet is not still out on a raid, and the berths can carry the party. The same beasts, on harder ground, for more:

The energy cost is unchanged, so the east is not a grind tax: it is the same bar spent on richer ground, once you have paid for the road with a harbour and a fleet.

Why the deep camps matter

Level 20 and above is where the named blades come from — twelve of them exist, none can be forged or bought, and felling the great beasts is one of only two ways they enter the world. The deep camps are also the source of the creature gear sets: the Direwolf Ward, the Giant's Warband and the Frozen Legion, each forged from a beast's signature drop and each paying a set bonus at three pieces.

Rebel holdfasts

Keep-shaped enemies with real walls and a garrison lean to counter-pick — the bridge between hunting camps and assaulting a Seat of Power. They drop resource-heavy loot and, sometimes, a blade. Scout before you storm; see the Combat Guide.

The wilds push back

This is the mechanic most lords learn the hard way. Leave a region unhunted and it escalates: one level every 24 hours, to a maximum of six. At escalation 4 the country turns feral and starts sending raids at you, on an eight-hour cycle.

So the wilds are not scenery you may ignore. An unpruned map is an actively hostile one, and the cheapest defence in the game is a lord who spends his energy rather than banking it.

The wilds do fight fair, though — fairer than they used to. A feral raid honours the same two protections as any raider: it never touches a lord still inside the new-lord grace, and it takes only from the surplus above your protected reserve (your power floor plus the Depot's vault), so a keep is never skimmed toward empty. And a peace shield stops it outright.

The migrating world boss

A great beast wanders the map — a rogue wyrm gone feral, a leviathan dragged ashore by a black storm, a raptor bigger than a sept. Rally to it for a heavy shared payout. Beyond the Wall, a separate weekly boss waits for your whole alliance: see North of the Wall.

Iron Realms is an original work of fantasy strategy. It is not affiliated with, endorsed by, or connected to any other game or franchise, and “Iron Realms” is a working project name rather than necessarily the final title. Its 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 name other fictional worlds under their own labels and are likewise not affiliated with, endorsed by, or connected to their rights holders. Pre-alpha, built in public. Nothing is for sale. No payment is accepted, and any price named here describes the intended model only. This is an early build — features, balance and prices are conceptual and may change or disappear between visits, and progress may be reset. Treat anything here as work in progress rather than a promise. Every page here is recorded: a first-party cookie, your IP address, your device and where you came from, and — when you are signed in — your account, are logged for site analytics; see what we record and why.