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Creating & Managing an Alliance

Quick answers

How many players can join an alliance in Iron Realms?
An alliance opens at fifty lords and its hall grows with the banner's collective might: six tiers raise the cap from 50 to 75, 95, 115, 135 and finally 156 members at the top. 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.
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.
Creating & Managing an Alliance — Iron Realms
Creating & Managing an Alliance in Iron Realms.

An alliance is the heart of the mid-to-late game. Alone you can clear camps and grow; together you hold seats, win wars, and shape a whole realm. This guide takes you from founding or joining a banner all the way to running one.

Join or found?

You can leave and switch banners, but wars, forts, and seat holdings belong to the alliance — think before you jump ship mid-season.

Ranks & roles

An alliance is a small hierarchy. Ranks carry powers, so promote deliberately:

RankWhat they can do
LeaderEverything: promote/demote, kick, set war and battle plans, disband, manage forts and the Discord webhook.
Officers (R4+)Invite and manage members, set the message of the day, run rallies, and speak in the private officer sub-channel.
MembersChat, help timers (1.5% off a build's own duration per help, 20 helps maximum — up to 30% off, and worth most on long upgrades), join rallies, garrison forts, and contribute to alliance tech and the war effort. And the Hall's 🤝 Help the hall press: one tap takes 60 seconds off the longest build of every bannermate, up to thirty of them, then rests four hours.

Two more things a banner does for its own, both server-enforced: seats your alliance holds in the same region shield each other (+5% defence per allied holding beyond the first, to +30%), and a lord may second one commander to a bannermate for an hour, who fights at 80% while the lender cannot field them at all. See Alliances & Seats of Power.

Managing members

Talking to each other

Alliance forts & garrisons

Forts are the alliance's own strongholds on the map. Claim one, then garrison it — members station real troops there (not just gold), and donate resources to level it. A well-held fort projects power across a region and feeds your Conquest score. See Alliances & Seats of Power for the seat side.

War: rallies, declarations & scoring

The Conquest Season & the Bounty Board

A great alliance runs on three habits: press Help constantly, keep the MOTD current, and show up for the muster. Do those and the rest follows.

Related guides

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