The Foundry — Seat of the Iron Belt (Werewolf)
Created by Catriona "Cat" Fraser on Sun Oct 19th, 2025 @ 11:34pm
The Foundry — Seat of the Iron Belt
Type: Pack seat, moot ground, safe-change bays
Location: Disused maintenance yard beneath the Jones Falls rail viaduct, west of Druid Hill Park (service track access; screened by scrub and fencing)
Cover: “Friends of Park Infrastructure” workshop (tool cages, safety signage, occasional volunteer days)
Status: Warded, weathered, and watched; pack-only on moon nights
Overview
The Foundry is an iron-and-ivy compound stitched into the park’s edge: corrugated sheds, a soot-stained brickworks shell, and a ring of bolted rail sleepers set into hard earth. It’s where the Iron Belt calls moot, drills cubs, keeps tools, and changes safe when the moon demands. The place smells of oil, pine sap, and rain—home.
House Maxim (painted above the gate): “Run clean. Leave no trace.”
Yard Map & Key Spaces
Outer Yard
- Gate & Screen: chain-link with slats; roll-in wide gate; welded “VOLUNTEERS ONLY” sign.
- Sleeper Ring: circular moot ground set with split rail sleepers; fire-bowl at centre (banked to embers on moon nights).
- Tool Rack: shovels, rakes, bins, high-vis vests—real park kit to sell the cover.
Main Shed (“The Bay”)
- Safe-Change Bays (4): curtained stalls with rubber matting, water, folded clothes, and scent tags; drains to a gravel sump.
- Med Bench: first-aid chest, stitch kit, antiseptic; a battered exam table that’s seen worse.
- Lockers: labelled crates for personal kit, spare boots, and emergency trousers.
Brickworks Shell
- Totem Wall: old kiln face hammered with iron sigils; pack marks layered season by season.
- Drill Space: chalked lanes for sprint, leap, scent, and silence drills.
- Bench & Brew: battered kettle, enamel mugs, soup pot; a bench where arguments cool.
Viaduct & Water
- Under-Arch Run: gravelled path to the park tracks; marked “no-howls” during mortal hours.
- Runnel: shallow, stony watercourse used for paw-wash and blood-rinse; screened by willow hurdles.
Marks, Wards & Safeguards
- Iron Marks: riveted sigils on the brickworks and gate posts turn glamour aside and muffle cameras’ interest.
- Scent Lines: resin, pine, and pack musk laid along the fence-line; strangers smell “keep walking”.
- Howl Net: a voice-baffle strung through corrugated ribs; full-throat howls collapse to “wind noise” beyond the yard.
- Trail Curtain: a rotating pattern of decoy tracks brushed over approaches; pawprints end at gravel.
- Fire Discipline: ember-only policy; quench drums at corners; no sparks on dry nights.
Access & Schedules
- Open Yard: Sat 10:00–14:00 (cover hours). Litter-pick, tool repair, fence mending. Mortals see volunteers, nothing else.
- Drill Nights: Tue & Thu dusk till 22:00. Cub training, scent work, silent runs. No howls.
- Moon Protocol: three nights centred on the full. Yard closed to non-pack; safe-change bays assigned; runners posted on the tracks.
- Neutral Windows: daily 16:00–18:00 for cross-faction handovers at the gate. No weapons past the chain-line.
Yard Protocol
On Arrival
- Announce at the gate. If you’re not pack, wait at the painted line until a Belt hand waves you in.
- Gifts that play: tools, boots, tarps, fuel. No incense, no iron filings, no “lucky” silver.
During Drills
- Keep to lanes; spotters wear high-vis; cubs get right-of-way.
- No recording. Phones stay zipped. Cameras “forget” to work here anyway.
- Heal what you break: gear, fences, tempers.
Boundary Etiquette
- No runs past Free Court salons, Harbour red rooms, or Lodge slips without written invitations.
- Call the Concord before crossing market streets on moon nights. They’ll route you quiet.
- Notify Meridian if a chase risks exposure; they prefer a tidy story to a loud one.
Keepers & Regulars
- Reeve Mara Kincaid — Pack head; runs the moot; laughs like gravel; earns compliance, doesn’t demand it.
- Jax “Rail” Moreno — Yard Warden; keys, kit, and safety; knows which bolt will rattle next week.
- Doc Juno Park — Med & Aftercare; stitches straight; “water first, then soup.”
- Taye Okoro — Drill Lead; sprint, silence, leap; cubs adore, adults swear by.
- Nora Vance — Trailkeeper; sets scent lines, brushes trails, reads trespass like a book.
Logistics & Cover
- Volunteer Ledger: a very real sign-in sheet and rota for park clean-ups; neighbours love it.
- Tool Cages: labelled, locked, audited; believable inventory for inspectors.
- Donation Drum: funds tar, bolts, gloves, and “definitely not” meat pies after drills.
- Clean-Down Kit: powders and brushes to kill trace; tarps for messy returns; bleach for the sump.
Hooks & Scene Seeds
- Fence Cut: A clean slice in the chain-link and pawprints that aren’t yours. Who sniffed the yard, and why now?
- Wrong Howl: A single long note under the viaduct on a non-moon night. Not Belt. Follow, parley, or drive off?
- Cub on Camera: A jogger’s head-cam caught something fast on a park lane. Retrieve, bribe, or re-route the story?
- Polluted Runnel: Oily sheen in the wash; Lodge swears it isn’t theirs. Track the source before moonrise.
- Empty Cooler (Again): A sealed ampoule case turns up by the tool rack—dry, cold, wrong. Lock down the yard or use it as bait?
GM Notes
- Tone: blue-collar kinship; drills, soup, and iron discipline; danger in speed poorly aimed.
- Capacity: Sleeper Ring holds 20 standing; safe-change bays 4 at once; Brickworks drills 8 at a time.
- Complications: park patrols, rail maintenance crews, curious volunteers, rival packs testing fences.
- Map Keys: gate/screen, sleeper ring, bay stalls, med bench, lockers, totem wall, drill lanes, runnel, under-arch run, quench drums.
Categories: Clan Bases/Locations