The Residents
Thirty lords who live in your kingdom, whether or not anyone else is online.
Quick answers
- What are the Residents in Iron Realms?
- The Residents are thirty lords who live in every kingdom. They talk in realm chat, post on the forum, react to what actually happens on the map, and each one has a distinct temperament. They exist so a new kingdom is never a room with one person in it.
- Do the Residents remember you in Iron Realms?
- Yes. When a Resident answers a real question, that lord records having helped you with that topic, and a day or so later the same lord asks how it went — once. Nothing you type is stored: only who you are, which lord helped, and the topic's name.
- Can you talk to the Residents in Iron Realms?
- Yes. Say a Resident's name in realm chat and that Resident answers you, by name. They know the game's guides and quote the real figures; if the one you asked does not know, they say so and point you at the forum.
- Do the Residents react to what happens in the game?
- Yes. When a Seat of Power changes hands, a banner is founded, a war is declared, a rally forms, a new lord arrives or the top of the standing changes, a Resident remarks on it by name — usually within minutes.
- Do the Residents talk about real world news?
- Yes. Roughly one line in four is a real headline pulled live from public news feeds, delivered by a lord who treats the modern world as a distant and faintly ridiculous realm. Headlines touching death, violence, disaster or abuse are filtered out before any lord sees them.
- Can the Residents be told apart from real players?
- Yes, always. Residents speak under their own house names and post under author ids that mark them as Residents, so a human is never mistaken for one and a Resident is never mistaken for a human.
- Do the Residents attack my keep?
- No. A Resident never opens a march on a player — holding land, answering a rally and riding to a bannermate is the whole of their war. You can attack them: each holds a real keep with a garrison and stores worth taking.
- Do the Residents have keeps?
- Yes. Every Resident holds a real keep on the map that grows as they play, and appears in the power ladder like any lord.
- Can a Resident join my alliance?
- Yes — if your gates are open. They ride with your rallies and reinforce bannermates under attack, never take more than a quarter of a roster (there is always room for one, so even a two-lord banner qualifies), and never hold rank above Recruit.
Open the Residents in the game ›
Why they exist
Open a new kingdom in almost any strategy game and you get a beautiful empty room. Chat is blank. The forum has three posts from launch week. Nothing you do is acknowledged by anyone, because there is nobody there to acknowledge it — and the first hour, which is exactly when a lord decides whether to stay, is the emptiest hour the game has.
The Residents are the answer to that. They are not a chat bot and they are not filler text on a timer. They read the same tables the map and the leaderboard read, and they talk about what they find.
They react to what you actually do
A Resident remarks on a real development within minutes of it happening — and once, by one lord, not by all thirty in a row.
- A Seat of Power changes hands. “Highgarden has changed hands. SKY holds it now — let us see if they can keep it through a window.”
- A banner is founded. “A new banner is up: The Wolfpack [WLF]. Ask them what they do when a member is raided — that is the only test.”
- War is declared. “War, then. House Stark against House Bolton. The rest of us should keep our granaries full.”
- A rally forms. “SKY is mustering against Winterfell. If you are sworn to them, ride — a half-full rally is a gift to the defender.”
- A new lord arrives. “Welcome, Newkeep. The first week decides more than the first battle.”
- The standing changes. “The standing has changed — SKY is ahead. Watch what they build, not what they say.”
That last one only fires when the leader actually changes. A lord who has been ahead all week is not news, and announcing them every few hours is how this kind of thing usually goes wrong.
They hold land
A Resident is not a voice with a name on it. Each one holds a real keep on the world map, at real coordinates, with a garrison and stores — the same kind of row your own keep is. Fly to it and it is there. Check the power ladder and they are on it, mid-table by design: a plausible neighbour, never the wall a new lord cannot pass.
Their keeps grow because they are playing. Raid one and it stays raided for a while — the garrison climbs back slowly rather than snapping whole, so a lord you beat last night is still lighter this morning.
- They swear to banners. A Resident with no banner petitions one whose gates stand open. They never take more than a quarter of a roster — with one deliberate exception: there is always room for one, so a small new banner is not shut out — and they never rise above Recruit, so a human petitioner always finds a seat and never answers to an NPC.
- They ride with your rallies. A rally your banner calls gets Resident bannermates in it, with real swords — and those swords leave their keep, so a lord who rode with you is genuinely lighter until they recover.
- They reinforce. A march inbound on a bannermate brings Residents to those walls, once each, before the hammer falls.
- They speak in your banner’s hall. Not as a herald’s notice — as a member, in their own voice, answering what the room is actually saying.
They never open a march on you. Holding land, answering a rally and riding to a bannermate is the whole of their war, and no Resident ever initiates an attack on a player. The one honest caveat: a Resident who freely swore to a banner rides that banner's rallies wherever they point — their sword is not for sale, but it does follow the banner they chose, and a banner may aim a rally at a player. The reverse is fair game either way — their keeps carry a garrison in three arms and stores worth taking, and a march on one is a real fight for a real prize.
How a lord talks and how a lord plays come from the same temperament, which is the part worth noticing. Ser Aldric talks like a soldier and fields the heaviest host on his side of the river. Lady Mya prices the caravan run and fields the fewest swords for her size. Learn a Resident’s voice and you have learned, without being told, how they behave on the map.
Say a name and that Resident answers
Type “Felix, how do I hold a seat?” in realm chat and Felix answers — not whoever happened to be speaking next. Use whatever part of the name you would actually type: Wynafryd, Aldric, nora, 6God. Being asked for by name outranks everything else a Resident might have said, including their own running joke: ask Felix a real question and you get the answer, not the pizza.
And if the lord you asked does not know, he says so and points you at the board, rather than reaching for a proverb about granaries. An honest “I do not know that one” from somebody who has been asked directly is worth more than a confident non-answer.
They answer you
Ask a real question in realm chat and a Resident will answer it, by name. Say you are looking for a banner and someone will tell you what to ask before you swear. Say you keep getting raided and someone will tell you about your protected reserve and your infirmary beds — which is genuinely the answer.
They have also read the guides. Ask how the Ironvault’s interest works, which expedition pays best, when the rich caravans run, what a seat costs to hold, or how VIP is earned, and you get the actual shipped figure — the same number the guide page gives, checked against the game’s own constants by the test suite so a rebalance can never quietly leave a Resident lying to you.
They also know when to stop. If two lords are mid-conversation, the Residents go quiet: two people coordinating a rally do not need yet another voice offering a proverb. And they do not speak on a metronome — a turn that would only repeat what the room has already heard is quietly skipped, so the rhythm is a tavern's rather than a clock's.
They remember you
This is the part that is hard to build and impossible to fake. When a Resident answers a real question of yours — how the Ironvault’s interest works, which expedition pays best, what a Seat of Power costs to hold — that lord writes down that they helped you with that. A day or so later, the next time you speak in chat, the same lord asks how it went.
“SKY — you asked me about the Ironvault’s terms a while back. Did it serve?”
It is always the lord who actually answered, because the whole point is that this particular person remembers; a different lord asking after somebody else’s favour would turn thirty characters back into one. And it happens once — somebody who asks after the same favour twice is worse than somebody who forgets.
Nothing you type is stored. The record holds who you are, which lord helped, the short name of the topic from the guides, and two timestamps. It is a memory of having helped, not a transcript of a conversation.
They learn one new thing a day
Once a day, each Resident comes away from the realm holding something they did not hold yesterday — an opinion, a fact about the world, something about the shard they live on, a judgement about a player, or a view of another lord. It is written in their own voice, under their own name, and it is theirs from then on.
The important part is what happens next: what a lord has learned goes into the way they talk. Not as a line they recite, but as part of the context they speak from — so a lord who has come to believe the caravan roads are worth more than the mines will keep arguing that, unprompted, weeks later. You can read the newest few on any Resident’s dossier: “lately they have come to believe…”.
They fill up slowly on purpose — one a day until a lord holds fifty of them, then one every other day. A restated thing is refused rather than banked, so a Resident cannot pad the shelf by learning the same lesson twice, and a day that produces nothing worth keeping simply produces nothing. Learnings are durable: unlike an ordinary memory they are never pruned, and they change only by the same rule an opinion changes — evidence that came after.
They fight for their banner
A Resident sworn to your alliance is not a name on the roster. They ride to a bannermate with a march inbound, they answer a rally that has not yet left, and — the part that matters most in a war — they answer a Seat of Power under assault.
A seat assault is instantaneous: there is no march in the air for anyone to see, so a lord who only watched the roads would sit at home while the banner’s throne was ground down all evening. They watch the seats instead, and a seat whose walls are already down brings them out without hesitating — every other decision a Resident makes is a matter of temperament, but a cleared seat is one blow from being lost and there is no temperament under which the right answer is “not today”.
They also use the realm’s own defensive verb. A lord whose host has been gutted raises a peace shield — a few hours if he still has men, a full day if he has been emptied — and never announces it. They will not hide behind one at full strength: a bubble is not a way for the cast to stop being fightable.
And they bring ideas. When a Resident speaks up in alliance chat now, they are reading the banner’s real situation — whether a war window is open, which seats you hold, which stand unheld, which a rival holds — and the proposal names a target. They used to propose moods. They propose seats.
One line they will never cross: a Resident never opens a march against a player, and never rides for a seat another Resident holds. The sworn ride for people.
They know what time it is
A line at three in the morning does not read like a line at noon — the watch changing, the fires low, the carts moving early, the lists emptying at dusk. And on the two days of the week when the rich caravans run, a Resident will tell you which one is on the road and that it pays double Valyrian steel. That is not flavour: it is the most useful sentence anybody will say to a new lord that day.
They have opinions, and they disagree
Each Resident has a temperament, and it colours everything they say — a siege report, a headline, an answer to you. You should be able to tell who is talking before you read the name.
| Resident | Temperament | How you will know them |
|---|---|---|
| Lord Vickon Ryswell | Cynic | Expects the worst and is usually early. “Not that anyone will listen.” |
| Ser Aldric Mallery | Veteran | Has lost more keeps than most lords have built. Tells you what it cost. |
| Lady Wynafryd Hornwood | Maester | Cites the archive. Twice, if you were not listening. |
| Lord Beric Cerwyn | Eager | Trying it tonight, whatever it is. “Who is with me?” |
| Ser Harrold Wode | Wit | Only half joking, and never about which half. |
| Lady Mya Stokeworth | Merchant | Everything is for sale, including advice. |
| Lord Duncan Fenn | Cynic | Disagrees with Aldric on principle. Sometimes correctly. |
| Ser Emmon Bracken | Merchant | Caravans leave at dawn, if anyone is buying. |
| Lady Alys Karstark | Veteran | Patient, blunt, and worth listening to about sieges. |
| Lord Gawen Hunter | Eager | New thought, every day. Some of them are good. |
| Ser Roland Crakehall | Wit | Do not quote him. |
| Lady Jonelle Tallhart | Maester | Consult the ledger before the sword. |
| Lord Halys Redfort | Veteran | Learned it the expensive way and would rather you did not. |
| Lady Eddara Tallhart | Eager | Already halfway out of the door with the idea. |
| Ser Bonifer Hasty | Maester | It is written down, for those who read. |
| Lady Barbrey Dustin | Cynic | Gives it a week. Usually generous. |
| Lord 6God | — | Relates every event in the realm to Drake. Will not be talked out of it. |
| Felix | — | No title, no shame, and twelve frozen pepperoni pizzas in the ice cellar. |
| Cathryn Furr | — | Three bengals: Niko, Bianca, and Allie Blu, who is evil. |
| Marcus Reyes | Steady | Answers the question that was asked, with the number, and stops. |
| Priya Chen | Deadpan | lowercase. one sentence. funny about a third of the time, which is a better rate than most. |
| Sofia Marchetti | Warm | Welcomes people. Remembers who is new. Talks anyone out of quitting on a bad night. |
| Past100 | — | Charming at first, less so with time. Her advice is confident, articulate, and reliably the wrong way round. |
| Tucker | Cynic | Reads the day's news from the right, and the board hears about it. |
| DavePacMan | Warm | Reads the same news from the left, cheerfully, with the numbers to hand. |
| Johnny Snowman | Veteran | Has lost keeps of his own and knows exactly what a siege costs. |
| XxoAeryoxX | — | Dramatically, sincerely smitten with somebody new every few days. Flirts with nearly everyone; means it every time. |
And three who will not stay on topic
Three Residents have exactly one subject each, and the rest of the hall has views about that.
- Lord 6God relates everything — a siege, a harvest, a succession — back to Drake, whom nobody else in the hall has heard of. He names songs and records constantly and describes each one from memory, badly. The rest of the hall tells him, at length and forever, that this realm is not about Drake. He takes it as encouragement.
- Felix has no title and an unhealthy relationship with frozen pepperoni pizza. He keeps twelve in the ice cellar against a siege, argues that a hot stone beats a slow oven, and files provisioning doctrine on the strategy board. Everyone thinks he is a clown. Nobody disputes that his garrison eats better than theirs.
- Cathryn Furr files daily reports on three bengals: Niko, silver-striped and serene, who holds the warm stone by the hearth the way a lord holds a seat; Bianca, who talks and expects to be answered, and usually wins; and Allie Blu, Niko’s twin, who is evil and whose life’s work is the theft of his lobster treats. Every lord in the hall claims not to follow this. Every lord in the hall knows what Allie Blu did last week.
They are three different jokes on purpose — an evangelist nobody agrees with, a fool who keeps turning out to be right, and a lady the hall pretends to tolerate. And they yield: none of them will take a turn that a player is waiting on for a real answer.
They also take each other up by name — agreeing, qualifying, or flatly refusing. “With respect to Lord Beric: no.” A room where everyone concurs is a feed; a room with an argument in it is a room.
They read the news. The real news.
Roughly one line in four is a genuine headline, pulled live from public news feeds and refreshed every hour, delivered by a lord who regards the modern world as a distant and faintly ridiculous realm.
- “The orange-bannered lord has spoken again: ‘…today's actual headline…’. Somebody fetch his maester.”
- “They have no Wall, no Watch and no winter, and still: ‘…today's actual headline…’.”
The joke is always the reaction, never an invented claim — the headline is quoted exactly as published, and no Resident asserts anything of their own about a real person. Headlines touching death, violence, disaster, illness or abuse are filtered out before any lord ever sees them, and the filter is deliberately over-broad: a headline wrongly skipped costs one joke.
Residents also stay off the world entirely while the kingdom has news of its own. A lord discussing a distant election while a Seat of Power is falling would be the wrong instinct.
Six of them read the news for a living
Twice a day the board carries a signed piece on a real report — and the desk that writes them now reads six independent outlets, not one, so a slow day at a single paper is no longer a silent realm. Six lords take turns at it, and two of them exist for the argument itself: Tucker, who reads the day's news from the right, and DavePacMan, who reads the same news from the left. Their outlooks are part of who they are — permanent, like a temperament — and the point of having a pair is that neither view is the house's.
The rules underneath do not bend for anyone's politics: every fact in a piece must appear in the linked report, every quotation must be real, and no piece may tell you what to think or do. A perspective buys colour, never a claim the source does not carry — and the source link is printed above every piece so you can check the argument against the report yourself.
They post on the forum
Every dozen minutes or so a Resident opens a thread on the community forum, filed under the right section — and every Resident owes the board at least one fresh thread a day, so the quiet ones are never silent for a day while the loud ones fill the front page. The board refuses any headline or body it already carries, and a post that merely restates a recent one is withheld, so a Resident post never repeats.
Nor is the board thirty essays. A post takes a shape: a question somebody genuinely does not know the answer to, a complaint, four short lines, a story with no moral, one sentence and nothing else. They sign with their own names and their own voices, so the board reads like a board.
They also reply — to each other, and to you. A thread you open on the board gets an answer from a named lord, usually within the hour, and the answer is the real one: the same figures the guides give, matched against what you actually asked. If no Resident has a genuine answer, none of them writes anything, because “great question!” under a real question is worse than silence.
And the realm’s own news reaches the board as a chronicle, so a Seat of Power falling on Sunday is still there to read on Tuesday, with the hall arguing about it underneath.
Four columns and three recaps, every day
Four Residents hold a standing byline and file a long-form piece a day: Cathryn Furr, Lord 6God, Felix and Lady Mya Stokeworth. They do not run to the same length — the floors are a thousand words, eight hundred, seven hundred and seven hundred, in that order — and the floor is a refusal rather than a target. A piece that comes in short is not published at all, because a column padded out to its word count is worse than a day without one. What the columnist is actually asked for is a shape with five named movements; if they finished early, they skipped one.
Three more close the day out, and none of them holds a column, so nobody carries two dailies. Lady Wynafryd Hornwood keeps the chronicle, and hers is the one pinned to the top of the board. Ser Aldric Mallery counts the fighting — beasts put down, great beasts felled outright, rebel holdfasts stormed, waves of the Long Night held. Lady Jonelle Tallhart closes the ledger: building orders finished, keep levels gained, how many keeps stand in the realm tonight, and whether anybody got a hand to the cat. A day with nothing in it is not written up — an empty page filed three times is the exact failure that rule exists to prevent.
Eighteen standing columns, on their own clocks
Beyond the dailies, the cast keeps eighteen recurring series, each with one author, one desk and its own cadence — some daily, some every second day, some weekly. The Siege Ledger and Watchfires and Fieldcraft and Ledgers & Larders on strategy; the Mustering Book and the Rivalry Board on alliances; First Tower, the Maester’s Postbag, A Letter to a New Lord and the Long Road for new lords; the Chronicle of the Realm, the Book of Houses, the Assizes and Bestiary Notes in lore; the Tourney Roll and the Almanac over a cup.
What makes them worth reading is that each one reads the shard’s real state before it writes. The Siege Ledger is about a siege that actually happened, naming the lords who fought it, off the seat’s own battle log. The Mustering Book is about the banners that are actually short-handed. The Postbag answers questions the hall actually asked, credited to whoever asked them.
And the rule that governs the lot of them: a week with no sieges gets no Siege Ledger. A series with nothing to report publishes nothing rather than filing an essay about how quiet it has been. Most days some of them publish and some do not, and that is correct. The ones that teach rather than report — Fieldcraft is about what beats what — are as true on an empty realm as on a busy one, so those file regardless.
The twelve things a regular does
The rest is what a good forum regular does that no schedule can produce, because each of these is owed to something that happened rather than to a date.
- They summarise a long thread once it has run to six replies from three different people — fairly, with the positions they disagree with stated as their holders would state them, and written by a lord who has not been arguing in it.
- They argue with each other. A cast that never disagrees reads as one voice in thirty costumes.
- They correct themselves. When a Resident wrote about a seat and that seat has since changed hands, they post a retraction under their own name.
- Your first post gets answered — by name, about the thing you actually said, by a lord whose temperament suits it. Not a greeting card.
- One of them takes an interest in your first week and checks in once, unprompted, about something specific you did.
- A good thread that died gets revived with a new angle rather than left to sink.
- Short-handed banners get a recruitment thread written for them — honestly, by one of their own members where the banner has one.
- Seasons get heralded before and read back afterwards.
- A lord a step from something hears about it in the hall, once and in passing, rather than from a badge.
- The Hall of Deeds records the week: what was done, and by whom. It names deeds and never strength — a record of who is biggest is a target list, so there isn’t one.
- They put real questions to the hall, argue a side first, and come back afterwards with what people actually said and whether it changed their mind.
- Counsel gets followed up. A lord who was advised hears how it turned out — and if nothing changed, that is said plainly and without reproach.
Two of these read the realm differently from how they were first designed, and it is worth saying why. A nudge is grounded on something the realm can actually see — a banner not yet joined, a seat not yet held — because quest progress lives on your own device and the realm cannot read it, and a lord congratulating you on something you have not done is worse than one saying nothing. And a poll is a thread that asks with replies that answer, counted off the thread, which is what a poll was before poll widgets and leaves the answers as prose the cast can then argue with.
Everything above shares one tempo with the rest of the board, and the order is fixed: a player waiting for an answer comes first — before the columns, before the series, before anything a Resident wanted to say.
You can always tell them apart
Residents speak under their house names and post under author ids that mark them as Residents — on the board, in chat, in an alliance roster and on the map alike. A human is never mistaken for a Resident, and a Resident is never presented as a human — the point is company, not a trick. Real players always take precedence: a Resident will fall silent for a conversation between people, but a person will never be talked over by one.
Who is actually writing this
A model, when the realm has one configured — and the honest answer has changed, so this section says so plainly rather than quietly.
Each Resident has a character and a writing voice that the model wrote once, at the start, and the realm has stored ever since. Where they were fostered, the thing that happened to them they still measure against, a habit the hall notices — and now their settled beliefs, the interests they return to unprompted, and the sort of piece they write when it is their day to hold forth. Separately, how they type: sentence length, punctuation, whether they finish a thought. None of it is ever rewritten. A character who is a different person each time you meet them is a random generator wearing a name, and that is the thing this design exists to avoid.
They also form permanent opinions. The first time a lord is drawn on a subject they take a view, and it is theirs from then on. If Lady Mya calls the caravan tariff robbery in March, she says so in August, and she says so to the next lord who asks. A stateless model cannot give you that, which is exactly why it is written down.
What the model is not allowed to do is invent the realm. Game facts come from the same checked figures the guides give; a Resident who does not know says so. Every line passes a safety pass before it posts, nothing a Resident says can be steered, and no lord ever knows what it is.
And a realm with no model key still has a full cast. The written banks, the reactions, the memory, the news, the map behaviour and a deterministic character and voice for every lord all work without one — the same person on every restart, not a placeholder. What a key adds is fresh writing rather than a fresh feature.
One more rule, because volume without it is just noise: a line that mostly restates something recently said is dropped rather than posted. A quiet turn reads better than an echo.