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
155 days ago
Last Updated
14 days ago
VisibilityPublic
Abandoned Subway Entrance

Abandoned Subway Entrance

The southern entrance to the old and abandoned subway tunnels of Ironwood, now a shadowy realm controlled by the Shadow Claw Pack. This location serves as training ground for Garou pups, a hideout, a digging ground to find historical treasure or just all kinds of trash from the 80s and early 90s. One of the few locations that remained sturdy even after a local fire in the early 2000s and an earthquake, the only one in the last 100 years. It also houses the caern guarded by the the Shadow Claw Pack, one of very pure energy. The Garou cleanse themselves in the Hidden Spring, but also commune with Gaia and the spirits of the Umbra here.

Apartment of Detective Lia Moreno

Apartment of Detective Lia Moreno

A practical and cozy small single apartment belonging to Detective Lia Moreno, featuring a bath, kitchen, small living room, and bedroom. Italian decor accents and family photos add a personal touch, though plants rarely survive here due to neglect.

Broken Pentex Waterplant

Broken Pentex Waterplant

Once a thriving water treatment facility, the Broken Pentex Waterplant now stands as a haunting reminder of corporate negligence and environmental corruption. Officials and Pentex switched the city’s water source to the Ironwood River without proper treatment around 2014. Corrosive water damaged pipes, leaching lead into the drinking supply. Residents suffered health issues, and trust in government collapsed. Though the water source was later corrected, many pipes remain unsafe or unreplaced, and some residents still distrust the system. Pentex closed the Waterplant over night. Slow infrastructure repairs, political failures, and poverty continue to delay full restoration of safe tap water. The Waterplant is now mostly used by the Garou pups as a hangout spot, training ground, salvage ground or for smoking and drinking here in secret.

Byte Me!

Byte Me!

A small tech repair shop on Ludlow Street, frequented by locals and known for its quirky decor and knowledgeable staff. Owned by a tech engineer named Elias and his family. Janis, a Glass Walker Garou of the Guardians of Gaia pack, works here part-time, hoping her human employer will not find out about her wolfishness someday.

Crescent Haven

Crescent Haven

Crescent Haven is a foreclosed and rustic bar owned by Mira, who inherited it from her grandfather, serving as a local safe house for her Garou (werewolf) Pack, the Guardians of Gaia. The bar is strategically located near the Caern of Hidden Roots in Ashgrove Hollow, where they vigilantly protect the spiritual energies and the Umbra.

Elana’s 70s VW Hippie Bus

Elana’s 70s VW Hippie Bus

Elana’s 70s VW Hippie Bus is a rolling patchwork of peace and personality—a sun-faded, pastel riot of swirling flowers, rainbow spirals, and classic peace signs layered over chipped teal paint. Beads dangle from the rearview mirror, and dreamcatchers flutter near the windows. Inside, it’s a charming chaos: incense smoke clings to woven curtains, mismatched pillows pile over a fold-out bed that transforms into a cozy dining nook with two cushioned benches. Shelves are crammed with herbal jars, books, and tinkered gear, while a tiny kitchen hums with life, complete with a mini-fridge, hotplate, and a cleverly installed compost toilet and compact shower. It’s messy, magical, and utterly Elana.

Garou Compound

Garou Compound

A secure compound for Garou captured by the Hound, featuring sterile living cells converted into living rooms with basic amenities and surveillance.

Harper Quinn's Apartment

Harper Quinn's Apartment

A chaotic yet cozy and colorful single apartment belonging to Detective Harper Quinn, filled with bookcases on history, local urban legends, and occult topics, alongside numerous plants. It includes a kitchen, living room, small bath and laundry area, with a practical and orderly bedroom reflecting Harper's eccentric but methodical nature.

Hidden Roots Caern

Hidden Roots Caern

The Hidden Roots Caern is a sacred grove where the essence of nature is concentrated, protected by the Guardians of Gaia Garou Pack. This mystical site is a sanctuary for those who seek communion with the earth and its spirits, featuring ancient trees, vibrant flora, and a serene atmosphere that resonates with spiritual energy.

Ironwood Police Department HQ

Ironwood Police Department HQ

The Ironwood PD is a fortified, grim building serving as the main base for the city's police force, tasked with combating both mundane crimes and supernatural horrors. It houses a secret special taskforce dedicated to investigating unique murder cases and occult phenomena.

Meditation Rock

Meditation Rock

Meditation Rock is a serene vantage point overlooking the tranquil Spiritglass Lake, where the waters reflect the starlit sky. It serves as a sacred gathering place for the Stargazer Pack, who come to meditate, sommune with Gaia, the Umbra and patron spirits and connect with the cosmos, while nearby, children frolic on the natural beach, creating a joyful atmosphere.

Ocean's Bounty Shipping

Ocean's Bounty Shipping

Ocean's Bounty Shipping is a key player in Ironwood's maritime trade, facilitating the movement of goods both domestically and internationally. However, beneath its legitimate facade, the company is rumored to be a hub for less savory dealings, with many believing it to be a front for smuggling operations and illicit cargo. It's a place where information flows as freely as the tides, and where a gruff foreman named Silas might hold the keys to understanding Marcus Thorne's hidden life.

Pentex Regional HQ

Pentex Regional HQ

A sleek, minimalist corporate campus called 'The Halcyon Core' that outwardly appears as an eco-conscious think tank but secretly harbors Wyrm-blighted corruption, surveillance, and Umbra-warping energies. In the private wellness retreat beneath the Core lies a subterranean wyrm blighted Black Spiral chapel, where Pentex-affiliated Dancers of the Black Spiral conduct rituals masked as “executive recalibration programs.” Wealthy humans seeking “enlightenment” may be gradually broken and remade into Fomori, cultists, or corporate thralls.

Picnic Nook

Picnic Nook

Picnic Nook is a vibrant gathering spot for the Stargazer pack, nestled in a lush, open field surrounded by towering trees. The area is adorned with colorful blankets, rustic picnic tables, and a central fire pit that crackles with warmth during social rituals, BBQs, and moots. It serves as a hub for celebrations, from birthdays to welcoming new members, and is a place for the community to discuss conflicts and share knowledge under the starlit sky.

The BBQ-Pit

The BBQ-Pit

The BBQ-Pit is a lively gathering spot where Vincent grills mouthwatering meats over an open flame. This cozy location is perfect for campfires, community gatherings, and celebrations, often filled with laughter and the aroma of delicious food. The young Garou, called Pups or Puppies, like to spend their free time here, playing games. They often forget to clean up afterwards.

The Backyard

The Backyard

A restricted outdoor area where Garou are allowed to roam freely but under strict surveillance by Hound Soldiers. Access is tightly controlled, with schedules and groupings dictated by the Hound to prevent interactions.

The Community Garden

The Community Garden

A lush and vibrant garden tended by members of the Shadow Claw pack, filled with an array of vegetables, fruits, and aromatic herbs. The air is thick with the scent of fresh produce, and the gentle hum of Gaias Energy can be felt, providing a calming aura that rejuvenates the weary and recharges the ground Garou who visit. There is also a chicken coop where you can get fresh eggs daily.

The Emerald Shillelagh

The Emerald Shillelagh

The Emerald Shillelagh is a popular watering hole for those seeking a quiet drink and a moment of respite. It's known for its extensive selection of imported whiskeys and its friendly, no-nonsense atmosphere. A good place to gather information or simply unwind after a long night.

The Kitchen

The Kitchen

A cozy and inviting kitchen filled with the aroma of herbs and spices, where the pack gathers to prepare meals. Gleaming countertops and a large stove dominate the space, surrounded by an array of pots and pans. Sunlight streams through the window, illuminating jars of dried herbs on the shelves, creating a warm and welcoming atmosphere.

The Medic Bay

The Medic Bay

A series of soundproof laboratories where Garou are experimented on with various drugs, medicines, and concoctions by scientists.

The Midnight Griddle

The Midnight Griddle

A classic roadside diner that has seen better days, but still serves as a reliable, if unglamorous, spot for a quick meal. It's a place where local gossip is as common as the greasy spoon fare.

The Training Dojo

The Training Dojo

The Training Dojo is a serene Japanese-style training ground nestled in a tranquil forest. It features open fields for martial arts practice, archery ranges, and areas for weapon training, where skilled mentors like Ahote, Thomas, and Ronan guide aspiring fighters in honing their skills.

The Training Facility

The Training Facility

A specialized training ground for soldiers of The Hound. New recruits learn how to fight and shoot monsters, especially werewolves (Garou). They also can test their prowess directly with Garou imprisoned by them. An area in the Training Facility is designed to test Garou physical limits, the effects of silver weapons, and mental resilience.

The War Room

The War Room

The War Room is serving as a strategic hub for the Shadow Claw Pack. Its walls are adorned with maps and tactical diagrams, while the air is thick with the scent of papers and printer's ink, a testament to the planning that takes place within. Often used by Savannah and Ronan, as well as those who are responsible for guarding and protecting the Shadow Claw Pack. There is also an office desk for Savannahs City Council Work and a Hacking/Surveilance Nook, which is used by Dawson mostly for his information brokering, information gathering and surveilance.

The Watchtower

The Watchtower

A massive, modern watchtower used by The Hound to surveil the entire Blacksite, ensuring security and containment.

The old Hunting Lodge

The old Hunting Lodge

The old Hunting Lodge is a hidden Garou sanctuary, shrouded in natural camouflage and protected by ancient glyphs. It serves as a spiritual anchor for the Old Watch Garou pack, where they perform sacred rites, commune with spirits, and strengthen their connection to the Wyld and the earthen-mother. It is also their home and safehouse. Recently their caern energy is waning though and they struggle to figure out what causes this.

Verdant Spire

Verdant Spire

2 colossal native american menhirs, adorned with protective totems, serving as a sacred gathering site for all Garou packs of Ironwood. It is protected by Gaia and the Umbra. No other supernatural beings can enter. Humans can only see and interact with the menhirs, but for them they look very weathered and broken. Verdant Spire is a neutral ground for all Garou packs and septs.

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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