Garou Chronicles - Ironwood world illustration - Supernatural theme
Supernatural

Garou Chronicles - Ironwood

S
Shinrai

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)
Played32 times
Cloned11 times
Created
154 days ago
Last Updated
13 days ago
VisibilityPublic
Medic
Melee

Medic

Medics are skilled humans trained in medicine and surgery, relying on their extensive knowledge, keen instincts, and medical tools to treat wounds, analyze mental states, and provide emergency care without the use of magic.

Enforcer
Melee

Enforcer

Enforcers are law enforcement officers trained to uphold order in urban environments, skilled in combat, investigation, and interrogation, often confronting both mundane crime and hidden supernatural threats. They balance strict adherence to law with the moral complexities of facing inhuman dangers, sometimes collaborating with or opposing supernatural forces. They can be members of Ironwood PD or The Hound. They are not magical and have to rely on weapons, physical fitness & discipline.

Stargazer
d10
Spellcaster

Stargazer

Stargazers are a reclusive tribe devoted to inner balance, wisdom, and spiritual enlightenment. Most departed after the Apocalypse, but some nomads stayed.They seek inner clarity and cosmic harmony, often acting as neutral observers. Deeply attuned to the Umbra, they value personal insight over politics or war. Guided by ancient meditations and esoteric rites, Stargazers strive to heal Gaia’s fractured spirit, believing true strength lies not in Rage, but in understanding the greater existence.

Silent Strider
d10
Spellcaster

Silent Strider

Silent Striders are master travelers and messengers among the Garou, often seen as harbingers of important news or change. Cursed with a death curse by Seth, a vampire antediluvian, they navigate the world with wisdom and stealth, forging connections across cultures while bearing the weight of their reputation for bringing bad news. With Owl as their patron spirit, they excel in infiltration and escape, embodying the role of diplomats and peace brokers in a fractured world.

Hart Warden
d12
Spellcaster

Hart Warden

Hart Wardens are the stewards of nature, dedicated to nurturing and protecting the land and its spirits. They blend ancient traditions with modern practices, cultivating caerns and reclaiming spaces from exploitation, all while celebrating their history and loyalty to Gaia and their patron spirit Stag. With a focus on hospitality, they fiercely defend their domains and those under their care, ensuring that nature thrives and is respected.

Black Fury
d12
Spellcaster

Black Fury

Black Furies embody the spirit of justice and retribution, focusing on dismantling barriers and punishing those in positions of power who exploit the disadvantaged. With a fierce commitment to righting wrongs, they excel in combat and social manipulation, often resorting to extreme measures to achieve their goals. Their patron spirit, Gorgon, empowers them to confront injustices head-on, while they approach activism and combat in very diverse ways ( music, politics, shapeshifting).

Galestalker
d10
Spellcaster

Galestalker

Galestalkers are tireless hunters and trackers, adept at pursuing their prey across various terrains, whether in the physical world or the Spirit Wilds. They are known for their unwavering commitment to their hunts, relying on their keen senses and pack relationships to bring down their quarry. With the North Wind as their patron spirit, they embody endurance and honor, but must partake in fresh kills to maintain their strength and willpower.

Ghost Council
d8
Spellcaster

Ghost Council

The Ghost Council is driven by a thirst for knowledge and the secrets of the world. They are adept at uncovering hidden truths, subverting enemies' tools, and navigating the spiritual and physical realms with a focus on the journey itself. Known as 'Ghosts,' they often engage in morally ambiguous actions to achieve their goals, believing that the ends justify the means. Their patron spirit, Horned Serpent, embodies wisdom, being curious and encourages them to explore all angles of a situation.

Silver Fang
d12
Spellcaster

Silver Fang

The Silver Fangs are a noble lineage among the Garou, embodying leadership, responsibility, and the burden of their aristocratic heritage. They inspire their pack to greatness, navigating the complexities of their legacy while battling the Wyrm and seeking to uphold the honor of Gaia, all while grappling with the weight of their past and the expectations of their tribe. Younger Garou question their special standing though and in recent years the tribe suffered in their standing as well as image.

Red Talon
d12
Spellcaster

Red Talon

The Red Talons are a fierce and radical tribe of Garou who embody the spirit of the wolf and act as guardians of Gaia. They channel their anger against human encroachment and environmental destruction into decisive action, advocating for the voiceless and reclaiming lost territories through brutal means if necessary. With a patron spirit of Griffin, they are relentless fighters who simplify their relationships with the world. They see the Weaver as their true enemy, not the Wyrm and reject tech.

Glass Walker
d8
Spellcaster

Glass Walker

The Glass Walkers are werewolves who blend their primal instincts with advanced technology and engineering. They excel in problem-solving, utilizing their skills to manipulate the spirits of machines and technology, allowing them to build, repair, and innovate in ways that other tribes cannot. With a deep connection to urban spirits and a patronage from Spider, they navigate the complexities of modern life while maintaining their ties to Gaia, often walking the fine line between nature and tech.

Children of Gaia
d8
Spellcaster

Children of Gaia

The Children of Gaia are spiritual guardians and healers who seek to understand the mysteries of nature and the Umbra. They embody the conscience of the Garou, channeling their rage into constructive actions and healing, while exploring the deeper questions of existence and the interconnectedness of all beings. With a patron spirit of Unicorn, they are driven by wisdom and the pursuit of truth, often acting as mediators between the physical and spiritual realms.

Bone Gnawer
d10
Spellcaster

Bone Gnawer

Bone Gnawers are cunning infiltrators and information gatherers who thrive in the shadows of society. They excel at uncovering secrets and navigating the underbelly of urban life, often blending in with the marginalized and overlooked. With a patron spirit of Rat, they are driven by a sense of honor to use their knowledge for the greater good, while their skills in stealth and subterfuge make them invaluable allies in the fight against corruption and injustice. They also turn trash into food.

Shadow Lord
d12
Spellcaster

Shadow Lord

Shadow Lords embody power and cunning, specializing in strategic planning and manipulation. They excel in exploiting the weaknesses of their enemies, whether through intimidation, subterfuge, or direct confrontation. With patron spirit Thunder, they harness fear and glory to dominate their foes, while representing unique approaches to achieving their goals. Both oppressive and inspirational, thriving on merit and accomplishment, and are known for their ruthless pragmatism in conflict.

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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