Supernatural
Set in a world inspired by the Pen & Paper "Werewolf: The Apocalypse 5th Edition", Ironwood is a modern, urban city steeped in supernatural myth and occult intrigue. As a Garou—a werewolf warrior of Gaia—you must protect the Umbra & the spirits and survive gentrified sprawl, corrupted politics, and ancient rivalries. Elders clash with defiant youth, hunters stalk the shadows, and the Wyrm spreads unseen. Survival is sacred, yet change is inevitable. Fight, love, live. You are a monster - or not?
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 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.
What is in it so far?
- 12 werewolf tribes as classes
- Auspices are more like Sub-Classes here, not the main classes. Why? Because i feel the tribes allow more immersion in that regard on a narrative lvl. The Auspices are still referenced and part of every character brief description. Their respective skills are marked in the spell book for usage.
- all official WtA Items
- all official WtA Spells, rituals etc. (most of them translatef & adjusted to fit "D&D language" but also a whole lot of Homebrew ones)
- a fictional modern american city inspired by supernatural & occult Detroit and Portland meshed together
- custom factions & characters
- official banes & fomori are added as spawnable monsters
Known issues:
I deleted the Rage-Tracker for now. Maybe someday it is possible that on F&F other dice systems/Pen and Paper Systems will be supported. It caused problems especially in Multiplayer so I put it away for now.
"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. You are still a monster. So you are in general more durable, strong and resilient than a normal human being (this is also something deeply ingrained into the Pen and Paper-system). Yet I dialed all damage down, to get it closer to a normal D&D-Experience - well, kind of. You are still pretty sturdy and strong.
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:
- Reworking the world map
- adding some Hound Members, some Pentex Employees etc.
- adding all missing patron spirits
- rebalancing monsters (I still have no clue how)
Played | 32 times |
Cloned | 11 times |
Created | 156 days ago |
Last Updated | 15 days ago |
Visibility | Public |
Blood Root Valley
Area
Details
Size | 3500000 |
Type | Forest |
Description
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.
Appearance
The area is cloaked in darkness, with tall buildings casting long shadows. Occasional flickers of light reveal hidden paths and mystical symbols etched into the ground.