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  • Ironclaw
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  • Ironclaw was a brown Kentra who encountered a group of Rebels. He was astounded that the Rebels spoke Bas'c, the language of the holy prophet Tandre. He took the Rebels to see the Kentra King Jerius. He was 2.2 meters tall and very muscular with a slow growl to his voice. He was a reserved individual and a Kentra of few words, yet he was warm-hearted and a brave warrior. It was said that he had traveled to all Kentra cities on Orellon II.
  • Ironclaw is a Werewolf-like Bakugan and is Xander's Guardian Bakugan in Bakugan: Tin Warriors.
  • Ironclaw is a Unique Item dropped by Chkkr Ironclaw in Mourning Veil Falls.
  • Ironclaw is a Tabletop RPG of Anthropomorphic Fantasy published by Sanguine Productions. Its first edition came out on 1999, with its second edition released in 2010. The setting is a Low Fantasy setting with the themes of a Medieval European Fantasy experiencing the rise of the flintlock, the musket and the merchant classes as powerful influences. The big difference is that all the races that live in this game are anthropomorphic animals. Ironclaw takes place in the continent of Calabria, the majority of the lands controlled by the Great Noble Houses:
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Era
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Row 4 info
  • 900
Row 1 info
  • Darkus
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Box Title
  • Ironclaw
Attributes
Name
  • Ironclaw
Type
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Height
  • 2.2
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abstract
  • Ironclaw was a brown Kentra who encountered a group of Rebels. He was astounded that the Rebels spoke Bas'c, the language of the holy prophet Tandre. He took the Rebels to see the Kentra King Jerius. He was 2.2 meters tall and very muscular with a slow growl to his voice. He was a reserved individual and a Kentra of few words, yet he was warm-hearted and a brave warrior. It was said that he had traveled to all Kentra cities on Orellon II.
  • Ironclaw is a Werewolf-like Bakugan and is Xander's Guardian Bakugan in Bakugan: Tin Warriors.
  • Ironclaw is a Unique Item dropped by Chkkr Ironclaw in Mourning Veil Falls.
  • Ironclaw is a Tabletop RPG of Anthropomorphic Fantasy published by Sanguine Productions. Its first edition came out on 1999, with its second edition released in 2010. The setting is a Low Fantasy setting with the themes of a Medieval European Fantasy experiencing the rise of the flintlock, the musket and the merchant classes as powerful influences. The big difference is that all the races that live in this game are anthropomorphic animals. Ironclaw takes place in the continent of Calabria, the majority of the lands controlled by the Great Noble Houses: * Avoirdupois: The House of horses, chivalrous and austere, with a history of strong religious convictions. Their army is the strongest in Calabria, though their hesitance to modernize might spell their downfall. * Bisclavret: The House of wolves who cast off their traditional roots to claim the resource-rich woods, giving them control over lumber production (and subsequently, shipbuilding). They are for the moment the House most interested in progress and innovation. * Doloreaux: The House of boars, beset on all sides by rival Houses and with only enough farmland to subsist, is the most aggressive of all Houses. The official religion is the worship of a fertility goddess and, naturally, the clergy is all female. * Rinaldi: Greatest of the Great Noble Houses, the grey foxes count the High King of Calabria as one of their own. They rule from the city of Triskellian, the greatest of all cities and the origin of the continent's biggest religion. Sadly, their titles are hollow and their rule is wavering. The true powers of the city are the Guild Masters. Still, the House basks in their remaining power and plays at still being relevant. Apart from the Great Noble Houses and their vassals, two other forces lay claim to territories in Calabria: * Phelan: These are the wolves who continue to keep their old ways, the five clans continuing to live as their great-grandfathers did. To outsiders, this is a land untouched by civilization and fraught with dangers. They even say that goblins known as the Morrigna live in these dark woods. * Chevernaise: Goat-tribes who inhabit and lay claim to the Rothos Mountains, something that infuriates the Doloreaux to no end. The players take the role of adventurers plucked from the new middle class. They have esoteric skills and abilities above the common unskilled laborers, and have access to expensive equipment. Meanwhile, the nobles of Great Houses fight their petty wars for more power, and are not above using those below them as pawns in their game. The world is waking up to an Age of Reason where technology is slowly catching up to magic and the old ways of government are being questioned.
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