Oranges
Part 1
With Viktoria and Serafina.
Both belong to @mayaminamoto

#dc comics#dc#batman#bruce wayne#dc fanart#dick grayson#tim drake#batfam#batfamily




seen from Germany
seen from Germany
seen from China
seen from United States
seen from China
seen from China

seen from Germany

seen from Germany
seen from China
seen from United States
seen from South Korea
seen from China
seen from China
seen from United States

seen from Israel
seen from Spain

seen from Germany
seen from Oman
seen from Türkiye
seen from United States
Oranges
Part 1
With Viktoria and Serafina.
Both belong to @mayaminamoto
Ok so I just discovered what solarpunk is and OMG WHY AREN'T MORE PEOPLE TALKING ABOUT THIS!!! Like seriously it has got to be one of the best depictions of a utopian future I've ever seen and I am 100% using the aesthetic for the major city of my D&D world
Concepts for cities in your dnd world:
Korant’s Grave
•A town of necromancers and artificers built within the reanimated corpse of a dragon.
-Dragon still moving due to a mix of necromancy and mechanical components
-Harvesting fluid(?) from gland that produces the dragon’s breath weapon.
-Large library in the dragon’s brain, filled with the towns most powerful spells and blueprints.
Wasa’du
•A small kingdom built on a beach that is populated by frat boys and beach bums that wanted to never leave the beach so they made a kingdom.
-a sacred punch bowl filled with a mixture of all the leftover drinks of every citywide party/festival the kingdom has ever had. A mix of alcohol, punch, lemonade, etc.
-Throw wicked ragers
-Very skilled with stained glass
-sunburn tattoos (purposefully masking, tanning, and sunburning areas of skin to make designs then applying a magical aloe, taking away the pain of the burns)
The Golden Caravan
•An accumulation of traveling merchant’s carts that travel across the lands in a caravan the size of a city.
-The closer to the center you get, the more important and old the carts get.
-Any cart can join and leave at anytime as long as there’s enough space to get your cart out.
-There isn’t really a king or mayor, but the closest thing to a voted leader is the leader of the caravan who has a grand cart at the very front of the city and controls where it goes.
Vargstad - the Wolf City
There's a city run by werewolves, for werewolves. Everyone outside the city claims its a safe haven for those afflicted. It's safety for werewolfs and for everyone else. Keep all the bad seeds in one place and they won't spoil the bunch. But to everyone inside Vargstad, it's not quite as simple.
It's a home of debauchery. Non-werewolves travel here to indulge in carnal desire. Prostitution, high-stakes gambling, murder, and all manner of perversion. For the right amount of coin you can find anything you want. There are no laws in the city. There is no government and no region claims ownership of the land.
Roll a d12 to see what's going on around you right now 1-4. Too much drinking, 50% of a street fight starting 5-6. Public orgy 7-8. Show of domination 9-10. Public feash 11. Bonfire in street 12. Public assassination
The city itself is made of tall, leaning, brick buildings, with large, wrought iron fences wrapped around them for protection. It's tightly packed and claustrophobic. It's always too hot and there's never enough shade. There's no pets, no animals of any kind, and it's quiet the majority of the day. Don't meet anyone's eye while walking down the street. Don't answer any leeding questions at the tavern. And DO NOT comment on anyone's smell, not even your own.
Werewolves come in one shape and size. Monsterous wolfman and large. But how they see themselves and how they choose to interact with the world around them is the true personality of a lycanthrope. And in the secluded city of wolves, there are several different personalities that lend to the politics.
Beowulf
Shortened to Wulf. This is the name for any werewolf in the city. The new, the old, the scared, and the proud.
Most people in Vargstad do not come willingly. Parents send their children, soldiers send bitten comrades, monster hunters capture wild ones and drag them here for coin. The ones that do come willingly hear the same stories as everyone else. "This is a safe place for you. You will be cured and be able to leave whenever you're feeling better".
Wulfs are met with a much harsher reality. It's a city based on pure instinct The two biggest factors are Fear and Sex. Everyone wants to mate, and eat, and sleep. There are fights in the streets. People travel in packs, never alone. An argument will end in bloodshed. Food is served raw and on the floor. There is a watering hole in town that everyone drinks from and bathes in. There is no sewer system, and there is no need. Everyone does a wolf would do.
It's not all violent. In fact it's quite peaceful most of the time. The basics for survival are handled, so only when something threatens that survival do things become violent. But when it does, it happens fast. Vargstand snaps from dead silent to racous slaughter in no seconds flat. And before you know it, it's back to its peaceful, serene self.
There are a lot of politics in Vargstad that the Wulfs get tangled up in. Everyone is a part of a gang whether they want to be or not. If you live on a certain block, you're under someone's protection. If you eat at a certain pit, you eat there because the people know you. If someone doesn't know your name, that's grounds enough for a fight.
Bonds
Some loan their expertise out to other sides as mercenaries, some are constantly reaching out for a cure, and a few take on a Bond.
Bonds are Songbirds who are accepting of whatever Lycanthropy is and are looking to take a Wulf on adventures. These bonds are sometimes short lived, and some can last a life time. It's the only legitimate way that Wulfs are allowed to leave Vargstad, and only Beowulfs can take on Bonds.
D12 Wulf-for-hire Costs number on the die times 10gp per day Has hp equal to the dice (do 1HD per number on die if in 5e) 1-6. Young Wulf, freshly captured, doesn't want to be your Bond, wants to escape, easily gives into animal ways, quick to grow attachment 7-10. Seasoned Wulf, previously lost Bon, lasting injury, haughty and knows more than you, has weapons and gear 11. Riddare, armored, can attack with claws and teeth 12. Kung, armored, has a class
The Bastille
After some years, a minority of the population of Vargstad was born inside the walls. Born of one or two werewolf parents. These children have the odd experience of growing up as mostly animal in a city that acts as both a cage and a warzone. These kids do not turn out normal by any stretch of the word.
In a recent development, masked Wulfs have been hitting various all-human, and human-accepting residences in Vargstad. They do this in their human form, fighting with makeshift weapons and tactics that illicit terror. They use their wolf-forms to rip humans apart in front of large crowds. At nights they go through human-centric living districts and raid houses, maiming all those they find.
They call themselves the Bastille, and a young girl by the name of Dawnar Bloothe has claimed to be the leader. In a message left on the wall, written in a Lumineer's blood, the Bastille claimed that their goal is to rid the city of human, kill any werewolf that opposes them, and go from village to village eating every human they can.
Dawnar Bloothe
Says Wulfs are better than humans
Doesn't say that all she wants is the power that comes with fear
Actively hides that she was not born in Vargstad
When things get boring in Vargstad, roll a d12 to see what the Bastille do 1-4. Leave a warning in blood on the wall 5-7. Set fire to a house 8-10.Rob a general store at gunpoint 11. Drag a human family from their home and parade their body parts through the street 12. Terrorist attack in public space
The Cursed
Led by the Alchemist Lidande, the Cursed are a sect of Wulfs who worship Suffering. They believe, and Lidande preaches, that Wulfs are a cursed folk. That lycanthropy is a punishment given to them for some past deed, possibly even from a previous life. She says that only through continuous suffering can peace be attained.
These cultists follow the Path of Suffering, an ancient tradition of habitual self-harm and bodily sacrifice meant to appease the Spirit of Suffering.
They are a non-violent group, not retaliating to the attacks of other political groups in Vargstad. Instead they hold large gathering in broad daylight by choosing a building or place in the city, taking it over with their wolf bodies, and holding sermons of agony. Lidande herself holds these sermons personally. Even if there are multiple going on in different parts of the city.
Path of Suffering
To walk the path of suffering, Wulfs must shed their human form and leave it behind. Once this choice has been made, their fur is trimmed by sharpened knife, by their own hand. No one can aid them in this. Then the claws must be clipped down to the finger.
After this they are officially followers of Lidande and must daily give sacrifices of their own body. Roll a d12 to see what method a Cursed takes today.
1-5. Blood letting 6-8. Fasting 9-10. Running the fat from their bodies 11. Removal of a non-essential organ 12. The taking one of one's left eyeball
The most elite members of Lidande's cult with have an eyepatch and be little more than skin and bone.
Lidande
Says she's a paladin of suffering
Doesn't say she's not a werewolf
Actively hides that she uses the sacrifices of her people to make clones of herself
The Lumineers
An Inquisition that has pushed itself on Vargstad with a patient and violent force. They take no prisoners and no excuses. They are the pack considered to be in control at the moment and they hold onto their control with an iron fist. They believe that being a werewolf is wrong, that embracing your animal instincts is vile and against the nature of humanity itself.
They are at war against the Beowulf of Vargstad. Most of them are Wulfs themselves who have abandoned their animal form. Everyone from the scribes to the high ranking inquisitors wear steel collars around their necks so that if they turn, a strong electric shock will neutralize them. At nights they chain themselves like dogs so that the rest of the city is safe.
The Enforcers roam the streets as a vigiliante police force, equipped with strobe-light gauntlets meant to render the Wulfs useless. They protect public spaces, track criminals, and apprehend those suspected of unhuman conduct. After just a week of this, their jails filled up. So they began funneling people out of the prisons single-file. They are led to a judge who asks them their crime and if they are guilty. The judge then either has them step to the left or to the right. To the left is freedom and all information is expunged from their record. To the right is the gallows, or the guilotine, or firing squad. This is done in public. There's always a crowd.
Saint Forlorn is the head of this inquisition. He's a young saint looking to prove himself and has a knack of the dramatic.
Says he wants to bring peace and knowledge to humanity and is using Vargstad as an example
Doesn't say that he thinks all animals/animal-human hybrids are lesser than humans
Actively hides that he has no idea what he's doing and that this whole thing is going out from under him
Spectre Cost is the head Enforcer.
Says he's a servant to the cause
Doesn't say that he enjoys killing
Actively hides that he's a werewolf
If there's Wulf activity, roll a d12 to see the response 1-6. Lumineers attempt to aprehend suspect 7-8. Lumineers round up several suspected Wulfs for trial 9. A Wulf is hung from a tree and beaten like a pinata 10. A Wulf is drawn and quartered in the street 11. Wulfs in cages are paraded down the street to be mocked 12. Public Wulf execution
Humans
Despite the city's purpose, plenty of humans enjoy living in the general populace. The city became what it is today because humans allowed werewolves to stay un-hunted. But as the years went by, things became more complicated as the politics took hold. Now there are humans on all sides of the werewolf idea.
Notable Humans
Dio - Werewolf hunter turned activist. He fights against the punishment and vilification of werewolves. He's always mad at something and always in a hurry. Angus - Leader of a small cult who follow the path of suffering, believing that all people should suffer, not just werewolves. He is attracted to scars. They are a person's true character. Sabbath - Leader of werewolf hunters who wear the pelt of their kill. After they make their kill, they eat the heart of the werewolf and gain bestial strength. They are known for starting fights and being more animal that most Wulfs. Rane - Leader of an extremist group of abstainers that route out werewolves, even if they haven't done anything wrong. She is always front and center at the executions.
The Hunt
I'm a fan of werewolves transformations not linked to the moon. If you prefer the moon transformation (or just like violence) you can use the Hunt.
This is a night where all werewolves transform, willingly or forcibly. For all purposes, it's the Purge. The city turns into the main city in Bloodborne. Lots of danger, violence, and bloodshed. It's a time for the factions and cults to make a mark so that when the sun comes out, maybe they will be in charge.
Why would you come to Vargstad?
Escorting a werewolf in custody to be dropped at the city
One of the party members has been bitten by a werewolf and wants a cure
Same as above but someone is paying you to find a cure
You meet Lumineer Inquisitors who urge you to join the cause
Hunting werewolves is a wealthy proffesion
You want to indulge in your animal desires
Another city I just finished today! This is St. Silas, on the confluence of 2 major rivers. The city was originally built as a fortress, which is why there are only 3 bridges in the entire city, one of which is inside a large cathedral. The city also contains a major military university.
King and Oranges
Monkey King makes a mess in somewhere He shouldn't.
Again.
I'm going to expand it later :)
The city of Emenwald, capital of the Iasian Empire and the seat of the Empress. Drew it up for this weeks adventure, ready for my best friend/PC’s birthday, featuring a Masquerade, the return of her uncle and a visit with the Empress herself.
If you’ve been following this blog for a while, you might recognize this as the final draft of my first ever city! This is Pelos, the largest city on the eastern continent of Zeuiderland. Situated on a peninsula, it is said that everything that enters the east comes through Pelos (including my players!), thus lending the city its nickname, “the gateway to the east.”