The Fantastic Art of the Great and Wonderful Dax

The imagery, the folk, and the worlds of the Great and Wonderful Dax and his pals!

10/26/2022

I’m comin back… But this time it’s not about me. It’s not just about you either. This time it’s about us…

Being different too much to handle lately? Feel like the more you act like an individual, the more the crowd followers treat you like garbage? Don’t know how to tell those closest to you that they’re hurting your feelings? Seeking enlightenment in a selfish society? Feel alone even when you’re with a group?Just trying to be a good person seem to be the single most contributive factor to your difficult times? No one to watch XFiles with?

Not everyone is lucky enough to be around others like themselves. That doesn’t mean they aren’t out there. Moreover, and believe it or not, in just trying to be unique, you are like many others…

Sticking out in societies that promote following the crowds and the ads can not only be difficult, it can compound into a weight too much for a person to bear alone. So let’s stream…together. Maybe we can offer some support, some differing perspective, and some things that have helped us out to each other. And let’s start it tomorrow at 8PM Central. Daxula on Twitch!

At its base even the biggest number is comprised of individuals.

08/09/2022

Look what someone’s been leeeaaaarning…

08/03/2022

Excited to announce a focus on TTRPGs!

Lurking in the shadows for decades, TTRPGs started in the 1970s with the famous…aaaaand infamous Dungeons and Dragons! Now thanks to bold celebrities, a little show called Stranger Things and a community that simply doesn’t care about social pressures anymore, they’re comin’ outta the game closet!

Looking for a Game Master with scope, commitment and creativity to spare? Looking for a little help with an already existing group or character? Interested but no clue where to start or what to do? Don’t have a damned clue about what these things are?!

Message the Phoenix and setup some time to see what you need!

Photos from The Fantastic Art of the Great and Wonderful Dax's post 08/02/2022

Aaaand some concept line Art for Ignition Core Games!

https://www.ignitioncoregames.com/?fs=e&s=cl

Photos from The Fantastic Art of the Great and Wonderful Dax's post 08/02/2022

It occurred to me while speaking with a potential client that I’ve been so sunk into learning Procreate the last couple years, that I haven’t posted much of my main passion; Line Art!

07/28/2022

Two down

07/19/2022
Sign the Petition 06/03/2022

https://www.change.org/p/replace-amber-heard-with-bruce-campbell-in-aquaman-2

Sign the Petition Replace Amber Heard with Bruce Campbell in Aquaman 2

05/14/2022

Playtest tomorrow!

Daxula - Twitch 05/10/2022

Pickin the stream back up tonight at 9 Central!

…provided the internet can stay on. 🙄

https://www.twitch.tv/daxula

Daxula - Twitch Artist, Single Dad, Best Bud, Th'Under Thief, General Bad@$$

05/08/2022

It’s getting closer!

05/05/2022

So close!

04/12/2022

Tonight’s Twitch stream will be a first! We’re gonna let YOU pick what we sketch and color! Get prepared! Below you’ll find a breakdown of the land of Ferral’s most prominent races! Read up and we’ll pick one request to do live! 9PM Central!

https://www.twitch.tv/daxula

Humans –Humans are not native to Roq. Rather they are not indigenous to Roq. They began randomly appearing in Roq millennia ago at random times in random areas from random Earth times and areas. Due to the fact that some Humans brought with them advanced technological know-how, their appearance has advanced Roq’s technology in areas; if not directly introduced specific technologies centuries ahead of their natural discovery. Being the only race that has no inner magic, Humans are forced to resort to scrolls, books, components and rituals to perform magic. They, however, show the capacity to be as powerful as some of the most powerful mages on Roq; limited only by their shorter life spans. Humans break down into many racial offshoots, but also to two distinctions; Roqborn and Earthborn.The mentioned offshoots are nearly entirely made up of those of similar heritage or belief and even go so far as seeking out environments that their ancestors hail from. There are some Humans who choose to dig in and prove their stubbornness and adaptability but the vast majority have felt a seemingly uncontrollable urge to seek out the familiar. What this means is that many great, nomadic offshoots gathered together and undertook an exodus (out of Ferral in most cases) to find their place in this world. Easily the most well rounded of the races of Roq, Humans excel in diversity. They have a near unfathomable need to know, accomplish or conquer anything and everything, but even more so, have an unquenchable lust for excess. This fact and their detestable amount of procreation, leads to great disdain from the other races who already held a fair amount of uneasiness in sharing their world with these small eared aliens…That said, Humankind has potential that is personified extremely rarely. While the race is bent towards extreme selfishness, every once in a great while an individual is born with a heart so burdened for empathy that their love spreads like wildfire for decades…before inevitably being snuffed out by others and their selfish agendas.

D'Alfs –The D'Alfs were created by Jett, goddess of Darkness,in her bid to populate Roq with dark, beautiful and ordered people. She placed in them the thirst for perfection in expression, the importance of confidence and a disdain for stereotypes. Millennia of poor treatment, betrayal, and disdain caused by lies, hysteria and paranoia by other races have caused the D'Alfs to be more reclusive and territorial than most of Roq’s races. There are basically three main sub races of D'Alf born only from exploration and since, as Alfs, D'Alfs possess the capacity to absorb their surroundings, their locale directly influences their societies and appearance. These sub races are Merfolk (of which there are also two factions, the squid and the fin), Spiderfolk and Sporefolk. The Spiderfolk trade mostly in the platinum that is frequent in their layers and porcelain; which they also use to great degree in their art and dress. Porcelain masks are a staple to every adult Spiderfolk and one that they take highly seriously. To Sporefolk, trade is composed predominantly of platinum as well, but to a lesser degree as they are exposed to less. They are however, quite practiced in medicines (and poisons) and are thus respected and well sought. Both factions of Merfolk trade mainly in pearls and shell extracts but are also more territorial than even the other Dark offshoots.The Spiderfolk and Sporefolk have the familiar aspects of Alfs with thin forms, large, pointed ears and elegant features. Where they differ is that the Spiderfolk have the smoothness and perfection of the platinum and porcelain that they work with but the Sporefolk have a near Dvarfen roughness and callousness to most of them thanks to hard labor in their fungal farms and exposure to spores in their massive arboretums. The Merfolk retain the race’s lithe forms but their lower extremities are those of marine life. The finfolk have lower torsos of the many fish indigenous to their surroundings while the squidfolk have tentacles and webbing instead legs. All Merfolk have gills and their ears, while still pointed, may seem more fin-like. Clothing is optional in Merfolk society as it typically interferes with their movement, but they have been known to adorn themselves with tightened crustacean shells for armor or shells, sand dollars, coral and the like for accessorizing.Their strong tie to their surroundings gives them a natural lean to elemental magic, but all D'Alfs also tap into Jett’s shadow magic as well as arcane and holy.

Light Alfs –The Light Alfs were created by the goddess Diva, bride of the great god Bain,and it is still a point of contention as to which came first as they are so obviously similar; if not direct mockeries… Light Alfs place a large emphasis on expression as well though with more of a flair for diversity and trying new things. They have a near narcissistic view of hygiene and personal beauty which can even at times get in the way of parental duties. A similar outlook is held on Light Alf society; which causes a certain condescension towards other races though not at all to the point of reclusion like theirDark cousins. Which means that you would likely be welcomed with open arms to a Light Alf town but your opinions or suggestions would just as likely be flat out ignored if not mocked openly. Light Alfs are most known for three sub races like most other races. The Leaf Alfs that live high in Roq’s forest canopies have very avian features. Their hair is absent and in its place is instead feathers or down and their brows and noses arch less obviously. With the site of birds of prey, they make naturally precise marksmen and hunters though taking life is believed to only be acceptable in self defense, justice or starvation. There is also another degree of Leaf Elf in the deepest parts of Ferral’s greenest rainforests...the forests overrun with carnivorous plants the size of buildings. These Leaf Alfs are referred to as Dryads and live nearly as one with Nature. Leaf Alfs Have a shamanistic belief system with Nature and Roq’s pantheon being one, and trade mostly in gems indigenous to their locations, but also in polished rocks as well as furs. Considering the importance they place on life, when a kill is made they are sure to use any part of the body to its utmost. Urban Alfs have a grey pale hue to their skin and are the most stoicof any race, save perhaps Iron Dvarfs. In fact, there is such similarity between the two races that were you to encounter each in the dark, it would be nigh impossible to tell them apart...though this is a fact that neither would ever be inclined to admit to or even take lightly. Waste Alfs are rarely encountered as the sand kingdoms are so far to one of Ferral’s Southern borders and every encounter has been brief. Reports suggest that desert Alfs suffer from a great paranoid fear of other races. From what is gleaned, their history is one of slavery and ill treatment and the manifestation of their ability to adapt is a near reptilian speed and stealth as well as quill-like hairs.Light Alfs also predominantly employ elemental and arcane magic like the D'Alfs but they holdmagic in the highest esteem on Roq, practicing any magics except shadow, death and the forbidden Necromancy…

Orqs –The god Voodoo saw the need for strength on Roq and so created the Orqs and the Giants. While the Giants’ purpose would be to personify the raw power of Roq, the Orqs were to symbolize endurance and courage. Their place would be as totems of life and death. To an Orq (as to Voodoo), the two cannot exist without each other. Therefore, no matter the Orq culture, life is the time that spirits have to make an impact on Roq and death is their send-off to be judged by Voodoo himself in how they lived and died. This is the ever-turning cycle of all things. As such, Orqs have a tendency towards tenacity.The Orqish word for “fear” is, in fact, the same as the Orq word for “useless”and every member of a tribe is expected to find an obvious and important purpose.This lends to there being a vast number of Orq “military” and to each being nearly savage when in combat.Orq parents do little for their young other than provide security and coaching. By puberty an Orq is quite simply expected to provide for themselves if not others. Even so there exists Orqs of differing structure and belief. In the humid swamps of Ferral, dwell the brown Orqs in whom Voodoo Trusted the secret of death magic. This is not to say Necromancy, in fact the denial of death is a great affront to Orqs. Instead they possess the abilities to commune with, command and ease spirits. Occasionally a spirit may be led back to fulfill some unfinished purpose on Roq, but in these rare occasions it is usually a great undertaking and often requires a life itself as a balance. BlackOrqs are a vibrant and celebratory people with skin of dark to auburn brown and who love the nighttime, bold colors and loud music. Not too far in contrast, the Green Orq tribes of the beaches and islands of Ferral, also love bold colors and music, but instead love the intensity of the suns(which have bleached their tones to foresty green hues)and are a more primitive people as they place a high emphasis in rawNature. Volcanoes are signs of Roq’s anger, storms a sign of Roq’s cleansing, drought a sign of a displeased Roq and so on and so on. There is a third type of Orq that only the most northern Roqers have dealings with and they are easily the most feared. The Blue Orqs of the frozen lands to the north of Ferral are a brutal people who believe that the strongest carry the most entitlement. This idea leads most of them to be overly militant nomads, if not downright raiders. While Brown Orqs tend to over-dress, Green Orqs prefer little or more natural attire like leaf or fur, no matter the Orq, gaudy accessories like plumage or skulls or large hats are a staple. All Orqs have large bones and can reach heights over seven feet, with Blue Orqs being the largest. They all have strong tusk-like teeth. Green Orq tusks are most pronounced on bottom while Blueand Black Orq teeth resemble large fangs and all Orqs have thick leathery skin and Elf-like ears.Regardless the Orq, life and death magic are mainstays, though they will branch out into holy of course but also elemental in the case of their shamans and witch doctors.In addition,all Orqs have a near messianic love of Dragons.

Giants –As the physical embodiments of Roq’s raw power, Giants (like Alfs) have an adaptive physiology and therefore absorb their surroundings and have a tendency towards elemental magic.So important to them is the land that they only branch out into life and death magic and even so only a rare few become much of a caster...thought the ones that do have such a strong tie to it that it is almost unheard of that their power even matched, much less passed. Instead Giants are quite simply the imposing forces that their name suggests. When Voodoo created them he tasked them with being protectors from the monsters of Roq. The gods had defeated and humbled the monsters, but they were spared as necessary trials and worthy inhabitants of Roq. Such a task, however, brings with it a heavy burden which leads to Giants being the least numbered of the races and also due to the toils of millennia of struggles, a great number of Giant tribes twisted towards evil. Giant tribes are scattered all over Ferral with a diversity that one would be hard pressed to categorize for when a Giant fights a certain foe for so long or is exposed to a specific element for so long, they would inevitably take on traits of those factors. Therefore, Giant tribes typically tend to be associated with a specific totem of element. i.e. Fire Giants or Chimera Giants. That being said, and opposing Voodoo’s other creation, the Orqs, Giants seem to have a natural aversion to Dragons and you will not find Dragon Giants...though occasionally a brave Giant will take up a Dragonslayer mantle.The aspects they all share area longevity matched only (and barely) by Alfs,their immense size compared to the other races (measuring anywhere from 9 feet to 28feet in height and up to 4 tons in weight),and a firm commitment to any endeavor they undertake...including emotions.They trade little with the smaller races but when they do it is usually for monster bone or the titanium that they typically horde and employ, for even Dvarfs have profound difficulty in manipulation of the metal (though legends exist of a society of Titanium Dvarfs with strong Giant relations).

Dvarfs –The Meiser, being the god of patience and family, realized that Diva and Jett’s rivalry in the creation of the Alfs showed little concern for either and so made a comfortable throne for himself on Roq’s highest altitudes (some say to make up for his smaller stature than the other gods) where he relaxed with his music and became the mountain range known as The Crag, spilling his famous ale which would become gold, copper and zinc. However, he also recognized the importance of those same missing ideals and created the Dvarfs in contrast to the Alfs’ pettiness and glamor. These would be a people of stubborn poise and perfection through community and effort...a people that respected an earned rest and good drink. Even so, there came to be Dvarfen cultures spread abroad with varying degrees of those beliefs and vaguely differing aesthetics...well...with one exception. The Dvarfs love mining the metals and minerals of mountains and caverns and this lifestyle inadvertently led to those aforementioned offshoots. Gold Dvarfs obviously seek out gold to mine, but also copper and tin tend to be the most flexible and laid back of Dvarfs. In their society, both sexes can share any role though most cling to established rhetoric instinctually, as is typical for Dvarfs. These Dvarfs tend to paler skin and larger noses, thanks to the wealth to produce more potent brews and are also the largest of Dvarfs (save the Amazons), rising to nearly 5 feet in height. Iron Dvarfs are known across Ferral for their magnificent skill with the sturdiest of metals; iron, tin,lead,etc. Any item they produce is overly elaborate (including their spicy brews) with a patient and steady attention to detail and flare; which is in contradiction to their physical appearance. Most have tanned, leathery skin, squinty eyes, and charred, calloused arms and hands. Iron Dvarfs are easily the quickest to anger of the Dvarfs and quickest to action. In fact, that aspect led to another society of Dvarf...the Amazons. A Millenniabefore Bain’s sacrifice, the female Iron Dvarfs became intolerant of the Males’ dominance and sexist views of society. The result was an actual skirmish in which the shocked males consented to readdress their views, but ultimately it was too late. The vast majority of the female Iron Dvarfs left the mines and mountains of their people, and headed to the snowy peaks above where they were surprised to find a green valley filled with large, dangerous reptiles. After decades of learning the dangers of this new environment, the females, now calling themselves Amazons, established a home and society and eventually even made a pact with the Iron Dvarfs wherein they would have ceremonial meets for procreation and male progeny would be returned to the Iron Dvarfs but females would be kept to find a place in their society if found worthy at a coming of age trial. In the rare cases where they failed and lived they were sent to their fathers. The Amazons are the tallest and most toned of Dvarfs. These tan fleshed vixens can reach 5 feet in height and are the most cold and impatient of Dwarfs with a near primal society shunning the rigid structure of their origins. Stone Dwaves are simply the best masons in Ferral. Known for their extreme patience, they are the kindest of Dvarfs but also the slowest, lacking belief in a reason to rush for any reason. Their kingdoms are marvels to behold. Entire cities carved in faces or peaks of Ferrals most well known mountains.All Dvarfen societies practice elemental, life and holy magic with a religious respect.

Weefolk –When the Meister created the Dvarfs he instinctively created them in his image...meaning they were short of stature. To make up for that fact he loaded them with enough personality to make them effectively more of a presence. Seeing as how he still felt a bit guilty, he then created the Weefolk...and made them even smaller. Which indeed meant that he gave them even MORE personality. Not even five centuries after their creation, the Weefolk had spread all across Ferral. They had an even stronger sense of family than the Dvarfs but their eagerness and sense of adventure was nearly uncontainable and so entire towns would travel until they had had their fill of excitement. This great migration gave birth to the numerous offshoots of Weefolk that we have today. The majority of them are drawn to hilly areas inscaled similarity to their Dvarf predecessors and all tend to a love for simple things and superstitions (even if they are the ones who spread said superstition). A playful, jocular race, Weefolk have a strong tie to arcane magic but also have a natural tendency towards elemental and shadow magic. Those Weefolk that find homes in forest caves are known as Gnomes. This includes mushroom forests and so there are a society of Gnomes that share dwellings with the Sporefolk D'Alfs. Gnomes are generally goodhearted and helpful, however find it hard to overlook the chance for a good prank.They grow to heights of three feet and have thick, contrasting colored hair and pointed or button noses. Weefolk of the deep forests branched into two groups distinguishable firstly by their gender. The males being too boring for the females and the females too fickle for the males became the Brownies and the Fairies. Fairies have the wings of winged insects and Brownies have very thick hair on a great deal of their body. Neither of them reach a foot in height but their tie to the land gave them immense magical talent. In the case of Brownies only a few in any tribe will actually practice magic, however; seeing it as a great responsibility... That and it takes a great amount of focus, which few Brownies have.The most superstitious and carefree of the Weefolk tend to live beneath tree clusters of mountains near other races' sacred grounds like cemeteries and the like. Called Leprechauns, these Weefolk have a near cruel sense of humor. While they have very large hearts, they also have a very strong sense of justice (much like the Puca) and will not hesitate to make any they know have performed a wicked act pay dearly. Like the Fairies and Brownies, the Leprechauns are somewhat smaller, reaching heights of only two feet, but wielding not only fantastic magic but a calculating, superior intellect. They use these facts as well as other races traditions and beliefs to make them quite vexing opponents. There are Weefolk that have grown lax and enjoy peace and comfort. These gravitate towards hills far away from other races as they also have no taste for pranks. These are the Pints, though many names have been given them by other races that they consider cruel, Halfling, Peck, etc. It almost seems that their reclusion has siphoned some of their naturality as these are the tallest of Weefolk, reaching four feet in rare cases. Many Weefolk choose reclusions and therefore do not trade. In fact, you would typically be hard pressed to just see them. Gnomes, however, are overly friendly and love showing and selling off ANY skills they may have. It is their magic that fetches the most prestige. Gnome potions, magic accessories, wands, and the like are respected and coveted in any corner of Ferral. They have also taken a liking to the gadgetry that Humans have brought to Roq and have been quick studies. Pints prefer to be left to their own faculties, but never seem to have that luxury. They are not antisocial necessarily, so when trade is established, it is actual trades that they submit. Pint cooking, tailoring, to***co and even brews hold quite a bit of favor.As far as magic tendencies, they are nearly obvious even upon first contact with any of the offshoots. Gnomes have the most variance, though even they have a small magical pallet, tied only to Arcane, Life and Elemental. Leprechauns are tied to Arcane and Shadow, Fairies and Brownies to Elemental and Life, and the Halflings only to Life and Holy.

Fawn –Diva and Bain had multiple children but none are as loved or well known as Nature. Nor do any love so much as she. Much like her uncle The Meister, Nature stepped away from a place on high and became one with Roq. But before she did, she spent a year amongst those closest to her and then made those who would protect her and keep her, the Fawn. There were inevitably multiple offshoots of Fawn as well with Fawn proper being distinguishable by their goat-like lower half and stubby horns. Fawn would be the most friendly and social of her creations, perhaps even stepping out of their purpose at times due to their strong sense of love. Naturally they practice Life and Elemental magic but also Arcane and Shadow as their primary strength is in misdirection and enchantment. Nature’s stamina would be shown in the branch of Fawn known as the Centaur. With their lower half being the full body of a horse and upper torso of a leathery, well worked Orq, the Centaur actually share many similarities to Orqs. They choose to be obvious with their strengths, be it outright power or with their skills at marksmanship and elemental magic. This does not mean they are so limited in magic. In fact they are quite adept with Death magic as well as Life and Holy. The Puca have the lower legs and ears of a rabbit and typically prefer to not be seen by any who aren’t Fawn themselves. They represent Nature’s wrath and as such come off as bipolar quite often. Wielding Elemental, Arcane and Shadow magic as if they were claws, the Puca can be harbingers of great luck for the kindhearted or executioners for the wayward. There is another type of Fawn that’s existence only comes about by way of curse. Those that find themselves under the cloven curse are turned into hulking brutes with the heads, legs and tail of bulls. Their cognitive abilities diminish into a sharp focus and they feel an often uncontrollable compulsion to find a purpose, a cause to champion or a domain to protect. Minotaur casters(which are rare) have been found to wield any magic except Necromancy, Life and Death.

Living Dolls –Shortly after the tragedy of the great god Bain’s sacrifice, a Human spellcaster known only as The Puppet Master rose in notoriousness. Word spread of how he dealt with those that crossed him by implanting their souls in dolls and forced them to serve him, which is a ritual born from Orq witch doctors and priests but obviously taken to an nth degree. Now, truth be told the Puppet Master put more than just his enemies into these dolls. He also placed souls of the tragic dead or dying too soon. He saw this servitude as a penance for the wicked or a prolonged life for those for whom fortune had little favors. Before long he had amassed a small army of dolls and as he became older and older he took it upon himself to help them create a small town for themselves; a symbol of his pleasure with their loyalty. No sooner had the town been built that the doll to whom others looked, Kas, went up to their masters tower only to find he had passed away staring out his window at their town. The dolls buried the Puppet Master and soon met to discuss what they would do without his guidance. Kas and the other eldest dolls decided that they would seek out Samiri, the god of the underworld, and ask him to be their new master as he is master of wayward souls. Kaswas lost on their great adventure, but the few who made it to the Underworld spoke with the mad Samiri who was impressed by their fervor. He therefore made a decree that should two dolls come together to build another and each give a piece of themselves to its creation then he would bless the new doll with a reincarnated soul, thereby giving them a means of procreation. Little did they know that all said souls would be wayward human souls, for he held no obligation to the myriad Human souls he received(being not of Roq). He then sent them on their way but kept the remains of Kas as payment for his deed. Today, the Dolls have a hidden city of tens of thousands and with a well devised government that most would find inspiring; thanks mostly to the lessons that most learned in their second chances with the Puppet Master. Even so...nothing stays hidden on Roq for very long...Don’t be fooled into thinking Living Dolls are fragile. The same magic which gives them life also gives them a living resilience. Broken porcelain mends itself over time like flesh and busted seams can replace themselves. Having been born from magic, they of course practice and hold great importance on it, but only have ties to Arcane and Death. In fact, due to their flammability, rot and the like, they have an innate fear of elemental magic.

Ancients - There are various Ancient races spread throughout Ferral. In the time before the gods they were born from trickery and deceit and were involved in many mass executions. Therefore, today they are a defeated and primitive cluster of peoples which have very little dealings with the other denizens of Ferral…typically. Recent rumors are spreading of vast ruins in the lands of the Leaf Alfs, of an entire kingdom of shadowy, of a race of lizard-like humanoids living in the Dark near the Rock Gnome and D’Alf civilizations, and others.

04/12/2022

Our OnlyFans is up and running!

https://onlyfans.com/u156013915

Photos from The Fantastic Art of the Great and Wonderful Dax's post 04/10/2022

Better pics of The Red Bulls!

Daxula - Twitch 04/10/2022

Spontaneous Twitch Stream….NOW!

https://www.twitch.tv/daxula

Daxula - Twitch Artist, Single Dad, Best Bud, Th'Under Thief, General Bad@$$

04/08/2022

We’re doin a thing!

04/05/2022

Birds do it.
Bees do it.
Even educated trees do it.
Let’s do it.
Let’s stream on Twitch.

https://www.twitch.tv/daxula

9pm Central…just after the birds, bees and trees.

03/29/2022

Aright. Let’s Twitch again. Like we did last summer. Wait. No… Like we did last week.

https://www.twitch.tv/daxula

9PM Central!

How to suck at gaming - daxula on Twitch 03/23/2022

https://www.twitch.tv/videos/1433949939

How to suck at gaming - daxula on Twitch Twitch is the world's leading video platform and community for gamers.

03/23/2022

Let’s
Do
A
Stream!

Let’s do it in 30 minutes! Daxula on Twitch! Thunder brains will join too. We’ll do some art and shoot some $ #\¥!

https://www.twitch.tv/daxula

02/22/2022

100% #2 sketch.

02/21/2022

Concept for Deo’s axe, The Demon Lord’s Concubine.

Photos from The Fantastic Art of the Great and Wonderful Dax's post 02/17/2022

Chaos Dwarves the Red Bulls (named after the Red Bull in The Last Unicorn)
Season 1
Dirty South Blood Bowl League

02/17/2022

Rona, my cruel mistress, put things on hold.

But… the studio is back in full swing! Here you’ll find prices for services. In addition, the stories and images of Roq will be released on the studio’s Patreon! Tune in there for the Legends of the Pride and Deo the Rock Gnome’s ongoing adventures! The children’s book will be an Amazon print release soon! The studio’s more risqué Roq pinups will be hosted on its Onlyfans! And how about a board game based on Roq already in the play test stage?!! Behind the stage development will be released periodically here and Patreon!!

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