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
156 days ago
Last Updated
15 days ago
VisibilityPublic
Awakened Mage
CR 5Medium Humanoid
Awakened Mage
HP Range70 - 90 (Avg: 80)
AC15
XP1800

Description

The Awakened Mage is a powerful being who has tapped into the latent supernatural potential within themselves, allowing them to manipulate reality according to their beliefs. They are often seen as both revered and feared, as their abilities can warp the fabric of existence itself. However, their power comes with a price, as the conflict between their beliefs and the consensus of the world can lead to dangerous Paradox effects.

Details
SizeMedium
TypeHumanoid
CR5
XP1800
LanguagesCommon, Arcane
Defenses
Armor Class15
HP Range70 - 90 (Avg: 80)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Paradox Manifestation

When the Mage's beliefs clash with the consensus, they may inadvertently summon a Paradox effect. This can manifest as a chaotic burst of energy that deals 3d10 force damage to all creatures within a 20-foot radius, or as a random magical effect determined by the DM.

Reality Warp

The Awakened Mage can manipulate reality in a localized area, causing effects such as altering the environment, creating illusions, or changing the properties of objects. This ability can be used to create difficult terrain, obscure vision, or even create temporary barriers.

Spellcasting

The Awakened Mage can cast spells as a 10th-level spellcaster. They have access to spells from the Wizard spell list, focusing on illusion, enchantment, and abjuration spells.

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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