Garou Chronicles - Ironwood world illustration - Werewolf theme
Werewolf

Garou Chronicles - Ironwood

S
Shinrai

"Survive as a werewolf in an eerie, urban city steeped in supernatural myths and occult intrigue." - A world inspired by the Pen and Paper Werewolf the Apocalypse 5th Edition. WIP.


Author's Note: ##THIS IS NOT A D&D 5e WORLD. NO D&D CLASSES, RACES OR SPELLS ARE INTEGRATED HERE. STARTING A CAMPAIGN WITH D&D CHARACTERS CAUSES PROBLEMS## #Still a work in Progress# Highly experimental lose translation of the Pen & Paper setting and core rules of "Werewolf the Apocalypse 5th Edition" (& "WtA - Revised edition" mixed in), which is part of the "World of Darkness"-Universe, into the F&F Framework (does not mean that everything will be set in stone yet.). Lots of Homebrew here as well, to fit the freamework. Ironwood is a completely fictional world. Originally used in my own personal campaign which I played for several months, I decided to make it usable for everyone - with a tad bit more depth to it though. Ironwood concentrates solely on the Garou. Vampires, Mages etc. are not integrated. This world solely revolves around the werewolf side of World of Darkness. A lot of WtA-Mechanics can not be integrated into the F&F Framework, for example how Dice-Mechanics work or tracking Harano and Hauglosk. Known issues: Rage-Tracker is managed to Custom Instructions in the Settings-Menu of the Campaign. You can enable/disable it on your own disgression, but it behaved really wonky when I tested it. Sometimes it was fine, sometimes all over the place. Franz often introduces random stuff to get the Rage up, often very very fast.You can ramp up the numbers from 1-5 to 1-10 or whatever you think feels good if you want to use it but not at the fast pace. Atm Franz always will track your Rage when the CI is enabled, regardless of you being a Garou or not. "I can not start a campaign with my own character": This is a non-D&D-World. If you want to play with a character that has a race, class etc. which is not represented in Ironwood (or not integrated), clone Ironwood and add your character in the workshop tab to the existing character roster. The same you do with the class you want to play and the spells your class uses. Same for items. Start your campaign from your workshop. Atm everything is so op: you are a werewolf, you are not a human in this world. So you are way more resilient and strong overall. You rip and tear. Easily. Through everything. I also noticed in the Discord that most people really ramp up their numbers up into the sky. I probably will turn down the damage numbers in later updates. For the time being enjoy going ham. But it might feel like enemies are pretty weak. Why so many homebrew-spells? Because with the few provided by the core rulebook the turn based combat becomes stale and repetetive pretty fast otherwise. I tried to give all classes fitting ones, maybe I rework some of them down the line. Future plans: -adding some Hound Members, some Pentex Employees etc. -adding all missing official items and all missing patron spirits -finding a way to better integrate Rage built up an loss as well as Frenzy
Played10 times
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86 days ago
Last Updated
1 days ago
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Ashgrove Park

Ashgrove Park

Once a manicured city park, Ashgrove Park has been reclaimed by wild flora, featuring a diverse array of trees such as Black Alder, Rowan, Hawthorn, and Wild Apple Trees. This area serves as a Caern of Hidden Roots, where the Guardians of Gaia conduct rites and communions, though it has been officially closed due to a local water scandal. The park is overgrown, with rusted fencing and vague 'biohazard' signs, deterring citizens of Ironwood who whisper of being watched by unseen eyes and hearing unsettling sounds in the fog.

Blood Root Valley

Blood Root Valley

Blood Root Valley is a mysterious and eerie forested area in the north western part of Ironwood, characterized by its red-tinted plants and hidden pathways. It serves as a spiritual refuge filled with ancient ruins and an entrance to abandoned underground subway tunnels, steeped in spiritual energy and secrets of a once-thriving city. Now overseen, maintained and guarded by the Shadow Claw Pack.

Briarbrook Area

Briarbrook Area

Briarbrook Area is a serene rural district nestled on the edge of Ironwood, celebrated for its lush organic farms and vibrant weekend markets. However, beneath its rustic charm lies a dark secret tied to an old dairy plant, where sinister activities masquerade as 'biodefense research' with the backing of Ironwood’s agro-industrial committee.

Halycon Park

Halycon Park

Halycon Park is a wealthy enclave characterized by manicured lawns, private security, and luxury amenities, concealing a dark secret beneath its pristine surface. The Pentex Regional HQ, known as 'The Halcyon Core', presents itself as an eco-conscious think tank, but inside, it is a Wyrm-blighted node of spiritual rot, thriving on corruption and deception.

Hearthstone Cottage

Hearthstone Cottage

The Hearthstone Cottage is a warm and inviting space nestled in the woods and one of the 3 cottages owned by the Shadow Claw Pack. It is perfect for gatherings and relaxation. With a spacious kitchen and living room, it features two large oak tables in the dining area, a grand fireplace surrounded by plush leather couches, and a stereo that fills the air with music. A sturdy table for cards or chess invites friendly competition, while a massive bookcase brims with tomes and scrolls for knowledge seekers. The second floor offers cozy bedrooms, partly unused but filled with charm.

Hollowpoint

Hollowpoint

Hollowpoint is a sprawling tech district built over the remnants of an industrial past, where the glow of endless LED lights illuminates the streets. AI systems govern transit and surveillance, creating a cold, alien atmosphere, while spirits are trapped within the data streams, and the dark influence of Pentex looms over the lower sectors. Amidst this technological landscape, Garou packs find refuge in the last vestiges of the Wyld, blessed by Gaia, striving to uphold the will of the earth-mother.

Hound Blacksite

Hound Blacksite

A secret underground facility beneath an old dairy processing plant, used for sinister experiments on Garou. Features a mix of natural surface and hidden horror, with areas for containment, research, and clandestine meetings.

Iron Heights

Iron Heights

Iron Heights is a decayed steelworker district perched precariously along jagged cliffs. The area is haunted by the spirits of labor and loss, with abandoned housing and rusting rail lines that tell tales of a once-thriving community. Garou packs frequent the district for salvage and treasure hunting, making it a prime location for training and pack hunting.

Ironwood

Ironwood

Nestled in the Pacific Northwest, near a wide estuary connecting the inland forests to the Pacific Ocean, Ironwood was once a boomtown of industry and innovation. Its steel mills forged the spine of modern America, while its rich old-growth forests whispered with ancient spirits. Now? It’s a broken giant, choked by gentrification, tech-driven urban sprawl, and rusting industrial ruins. Ironwood is an urban city where the Garou must navigate the shattered remains of their society. Tension simmers between rebellious young Garou and disillusioned elders, as the old ways are challenged in the face of failure. Change dictates everything. Garou are forced to redefine what it means to survive as werewolves and what it means to serve Gaia now. Werewolf hunters stalk the shadows, while Pentex and Black Spiral Dancers manipulate the city's future, infecting its heart with Wyrm-tainted influence, through manipulative politics, corrupted city management and chaos.

Midtown

Midtown

Midtown is a vibrant yet troubled urban district, where aging tenements stand in stark contrast to gleaming skyscrapers. Cultural landmarks dot the landscape, serving as reminders of a rich history, while the streets pulse with the energy of Kinfolk and minor spirits, all navigating the delicate balance between decay and renewal.

Spiritglass Lake

Spiritglass Lake

A moonlit lake near the edge of Greenbelt, known for its unnaturally still waters that reflect faces and secrets. It serves as a spiritual gateway with strong umbral resonance, where legends say Garou can communicate with lost ancestors, though some who wade too deep never return.

Stargazer-Camp

Stargazer-Camp

Stargazer-Camp is a nomadic settlement of the last remaining members of the mostly departed werewolf tribe known as The Stargazers. Located near the serene Spiritglass Lake, the camp is a vibrant collection of caravans, motorbikes, and all-terrain vehicles, embodying a lifestyle of freedom and adaptability. The Stargazers maintain a neutral stance in Garou politics, serving as wise advisors and observers, while fiercely protecting the sacred energies of the lake, believed to be a direct connection to Gaia. Their presence is a reminder of the old ways, and they are respected for their unique perspectives and deep connection to nature.

The Greenbelt

The Greenbelt

The Greenbelt is Ironwood’s last bastion of ancient forest, fiercely protected by eco-activists, spirits, and Garou packs. It is a mystical area where hidden Caerns and umbral rifts lie deep within, surrounded by flora that whispers with ancestral rage, resisting the encroachment of urban development.

Wyrdbark Thicket

Wyrdbark Thicket

The Wyrdbark Thicket is a wild, overgrown area on the outskirts of Iron Heights, where ancient woodland reclaims the remnants of civilization. City planning fades into dense, ancient overgrown woodland. Locals avoid it, calling it “the Deep East”, where the city gives way to something older, darker, and untamed. The Old Watch territory is centered around a long-abandoned hunting lodge—now overrun by moss, roots, and spirit totems. The lodge, camouflaged by nature and warded with glyphs, acts as a spiritual anchor and caern heart. It's where the Old Watch perform rites, commune with spiritss, and maintain their ties to the Wyld and the earthen-mother. Thick with umbral bleed, giving the area an eerie, otherworldly feel. Animals behave strangely, plants grow wild and twisted, and even time feels inconsistent. Locals believe it's haunted, but the truth is far more primal. The Old Watch thrives here, removed from the noise of the city, close to their roots.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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