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Knotcast Presents - Heathen City
In this episode of KnotCast Presents, Fuzz is joined by four members of the creative team behind Heathen City volume 2. Writer Alex Vance and artists Blue Panther, Krahnos and Vahn Fox discuss the creative process involved with a team of international artists with very different styles.
Heathen City 2 will debut at Anthrocon and will be available at the FurPlanet tables in the dealers room. Stop by, buy a copy, have Krahnos and Vahn sign it and meet some KnotCast cast members.
Links:
www.HeathenCity.com
http://HeathenCity.FurPlanet.com
http://www.furaffinity.net/user/osfer
http://www.furaffinity.net/user/krahnos
http://www.furaffinity.net/user/bluepanther
http://www.furaffinity.net/user/vahnfox
Knotcast Presents - Heathen City
Categories: Podcasts
Episode 91--AC, RCFM and other stuff - Woyro talks a little more about RCFM, spotlights news on AC and interviews the guys from PA Pets.
Woyro talks a little more about RCFM, spotlights news on AC and interviews the guys from PA Pets.
Episode 91--AC, RCFM and other stuff - Woyro talks a little more about RCFM, spotlights news on AC and interviews the guys from PA Pets.
Categories: Podcasts
AD 006 - The Perfect Totem - Totemism and spirit animals meet the modern world in this wonderful story from Sofawolf Press' New Fables. "The Perfect Totem" by M. C. A. Hogarth (www.stardancer.org) Read by Peter Katt (www.peterkattvoice.com) Information
Totemism and spirit animals meet the modern world in this
wonderful story from Sofawolf Press' New Fables.
"The Perfect Totem" by M. C. A. Hogarth (www.stardancer.org)
Read by Peter Katt (www.peterkattvoice.com) Information about "New Fables" can be found at www.sofawolf.com
Music by Infinity Squared (http://www.furaffinity.net/user/infinitysquared)
AD 006 - The Perfect Totem - Totemism and spirit animals meet the modern world in this
wonderful story from Sofawolf Press' New Fables.
"The Perfect Totem" by M. C. A. Hogarth (www.stardancer.org)
Read by Peter Katt (www.peterkattvoice.com) Information about...
Categories: Podcasts
Episode 56 - Ask Us Anything
This week on KnotCast, Savrin, Fuzz, Zap, Istanbul, and Bucktown tackle an open topic week!
We get plenty of followups, lots of random questions, and hear some messed up stories.
Also, Fuzz talks about a lot of new stuff coming out at AC, and Zap talks about his new great idea!
All this and lots of knots on episode 56 of KnotCast!
Episode 56 - Ask Us Anything
Categories: Podcasts
AD 005 - The Satisfied Mind - "Each one goes together alone, with a mind that's satisfied..." -- Devo, "The Satisfied Mind" "The Satisfied Mind" by Will A. Sanborn (www.was1.net) Read by Matthew Ebel (www.matthewebel.com) Music by...
"Each one goes together alone, with a mind that's satisfied..."
-- Devo, "The Satisfied Mind"
"The Satisfied Mind" by Will A. Sanborn (www.was1.net)
Read by Matthew Ebel (www.matthewebel.com)
Music by Infinity Squared
(www.furaffinity.net/user/infinitysquared)
AD 005 - The Satisfied Mind - "Each one goes together alone, with a mind that's satisfied..."
-- Devo, "The Satisfied Mind"
"The Satisfied Mind" by Will A. Sanborn (www.was1.net)
Read by Matthew Ebel (www.matthewebel.com)
Music by...
Categories: Podcasts
Episode 55 - Furcon Fantasia
This week on the uber long episode of KnotCast, Savrin, Fuzz, and Istanbul are all about the conventions.
We read emails asking us about medical issues regarding dongs, how to not be an ass to an ex, and get an email that was stuck in the tubes about MUCKs.
In the topical portion of the show, we get a lot of emails with other peoples impressions of conventions, we do a lot of silly plugging, and have a very nice long conversation about cons ourself. It's a very long and very relaxed episode this week on KnotCast!
Episode 55 - Furcon Fantasia
Categories: Podcasts
Dream-Carver: an Ironclaw novel
Dream-Carver: an Ironclaw novel
by Erin van Hiel
Sanguine Productions, 2007
208 pp., ISBN 1-932592-01-6
Dream-Carver is a fantasy adventure novel that takes place in the world of the Ironclaw role-playing game, roughly equivalent to the 17th century but with magic. Does one need to know anything about the game to understand the story? No. As a reader who has never played Ironclaw, I had no problems following the book.
What became immediately apparent about the setting were the houses of nobility in fierce competition, each house based around a different species. At first I was worried that I would have to write side-notes to keep track of various characters, groups and alliances. (Blame Guy Gavriel Kay's novels, and my terrible memory for names.) But as soon as I was a few chapters into the book, I found my fears were unfounded. The number of major characters is modestly small, and because much of the story takes place at sea, political plot complications are greatly reduced.
The narrative switches its point of view between characters fairly frequently, but the central character is Annarisse, a horse priestess and a disfavoured but proud daughter of nobility. The start of the story finds her abruptly reassigned from an orphanage to be the spiritual guardian for Baron Treeden MacDuncan, a young wolf nobleman.
Treeden is a well-written, unlikeable character. Self-interested and lacking in empathy, most of all he seeks to escape from his mother's powerful connections that keep him on a short leash. Annarisse's presence being the latest manifestation of her distant control, he bares the priestess no kindness.
Having come into possession of information about a lost pirate treasure, Treeden hopes to gain enough wealth to afford himself a certain amount of independence. To achieve this, he employs the boat and crew of Captain Salvatore, a gruff, older fox whose expertise as a sailor is overshadowed by a drinking problem, the result of years of regrets.
The dynamics between these characters are at the core of the book, and although there are additional antagonists (a rival fox admiral also seeking the treasure, and a mysterious underwater entity), the three of them generate a good deal of conflict just by being on the same ship together. In all their interactions, Annarisse, Treeden and Salvatore are constantly aware of how their actions might effect their well-being, their short-term power struggles against one another, and their long-term relationships with the noble houses.
Annarisse quickly discovers that she can no longer work for Treeden's family in good conscience, making her presence on board somewhat superfluous were it not for her spellcasting and healing abilities. (This was one part of the book that felt stereotypically RPG-ish.) On the other hand, her newfound resolve allows her to act as a free agent, whereupon she allies herself with Captain Salvatore. While the two of them disagree about the Captain's ethics and lifestyle, they unite under a mutual distrust of Treeden.
Annarisse is very pious and proud; she takes her calling seriously and wants to help others achieve a sense of goodness and piety - although recognizing that not all spiritual battles can be won, goodness will do. Dedicated without being fanatical, she questions her own decisions and frequently regrets that her more petty emotions sometimes hold sway in the heat of the moment. This fallibility, at ends with her desire to uphold her greater beliefs, and her awareness of her personal weaknesses and sacrifices, made her an extremely believable character for me.
Turning now to discuss the story-telling, although it was an entertaining read that made me want to know what happened next, I had little sense of where the plot was actually going at any given time. The characters were very much caught up "in the moment". Their present circumstances kept changing, causing them to constantly readjust their immediate goals so that their long-term interests might eventually bear fruit. Events conspired against them - being suddenly attacked at sea, stops at ports and distant islands, storms - even the nature of the treasure hunt changed.
Other curious features of the story involved a weasel thief who seemed too clueless of the severity of her situation, a wolf spy who was added and removed from the plot without really accomplishing anything, and how Treeden's presence as an antagonist suddenly ceased to be a factor two-thirds of the way through the book. Finally, the confrontation against the ultimate enemy for the treasure was rather quick and somewhat underwhelming.
As it turns out, the reason the story was structured this way was that it was inspired by an actual Ironclaw RPG campaign that the author had played. I didn't realize this until I had read the acknowledgements at the end of the book, although had I been more observant I could have also found out from the book's jacket. In retrospect this explained much of the above; the campaign had certainly made its characters jump through a lot of hoops.
In terms of furriness, despite the setting and the occasional references to ears, claws, etc., I didn't find the first half of the novel to be particularly furry, but this changed as I got deeper into the book and more exotic anthropomorphic races were encountered - bats, a tiger, and undersea creatures.
The author's writing style is very direct, focusing on the situation at hand and keeping a clear understanding of the characters' motivations. If anything, I think the book could have benefited from a stronger, more evocative sense of atmosphere and emotion in places where it was mostly physically descriptive, but overall I liked it. I was able to picture the surroundings and was never confused as to what was happening.
What interested me the most in the book was not the adventure nor the treasure-hunt, but the story of the growing understanding and respect between Annarisse and Salvatore as characters. Ultimately, this was the real tale being told. And there are many other plot details I've deliberately left out of this review to avoid spoilers, lots of things that added both depth and flavour to the story. The end of the book is a positive one, achieving closure while at the same time leaving open the possibility for a sequel. In short, if you don't mind that this sea adventure has an RPG feel to it, Dream-Carver is an enjoyable read that I would recommend.
by Erin van Hiel
Sanguine Productions, 2007
208 pp., ISBN 1-932592-01-6
Dream-Carver is a fantasy adventure novel that takes place in the world of the Ironclaw role-playing game, roughly equivalent to the 17th century but with magic. Does one need to know anything about the game to understand the story? No. As a reader who has never played Ironclaw, I had no problems following the book.
What became immediately apparent about the setting were the houses of nobility in fierce competition, each house based around a different species. At first I was worried that I would have to write side-notes to keep track of various characters, groups and alliances. (Blame Guy Gavriel Kay's novels, and my terrible memory for names.) But as soon as I was a few chapters into the book, I found my fears were unfounded. The number of major characters is modestly small, and because much of the story takes place at sea, political plot complications are greatly reduced.
The narrative switches its point of view between characters fairly frequently, but the central character is Annarisse, a horse priestess and a disfavoured but proud daughter of nobility. The start of the story finds her abruptly reassigned from an orphanage to be the spiritual guardian for Baron Treeden MacDuncan, a young wolf nobleman.
Treeden is a well-written, unlikeable character. Self-interested and lacking in empathy, most of all he seeks to escape from his mother's powerful connections that keep him on a short leash. Annarisse's presence being the latest manifestation of her distant control, he bares the priestess no kindness.
Having come into possession of information about a lost pirate treasure, Treeden hopes to gain enough wealth to afford himself a certain amount of independence. To achieve this, he employs the boat and crew of Captain Salvatore, a gruff, older fox whose expertise as a sailor is overshadowed by a drinking problem, the result of years of regrets.
The dynamics between these characters are at the core of the book, and although there are additional antagonists (a rival fox admiral also seeking the treasure, and a mysterious underwater entity), the three of them generate a good deal of conflict just by being on the same ship together. In all their interactions, Annarisse, Treeden and Salvatore are constantly aware of how their actions might effect their well-being, their short-term power struggles against one another, and their long-term relationships with the noble houses.
Annarisse quickly discovers that she can no longer work for Treeden's family in good conscience, making her presence on board somewhat superfluous were it not for her spellcasting and healing abilities. (This was one part of the book that felt stereotypically RPG-ish.) On the other hand, her newfound resolve allows her to act as a free agent, whereupon she allies herself with Captain Salvatore. While the two of them disagree about the Captain's ethics and lifestyle, they unite under a mutual distrust of Treeden.
Annarisse is very pious and proud; she takes her calling seriously and wants to help others achieve a sense of goodness and piety - although recognizing that not all spiritual battles can be won, goodness will do. Dedicated without being fanatical, she questions her own decisions and frequently regrets that her more petty emotions sometimes hold sway in the heat of the moment. This fallibility, at ends with her desire to uphold her greater beliefs, and her awareness of her personal weaknesses and sacrifices, made her an extremely believable character for me.
Turning now to discuss the story-telling, although it was an entertaining read that made me want to know what happened next, I had little sense of where the plot was actually going at any given time. The characters were very much caught up "in the moment". Their present circumstances kept changing, causing them to constantly readjust their immediate goals so that their long-term interests might eventually bear fruit. Events conspired against them - being suddenly attacked at sea, stops at ports and distant islands, storms - even the nature of the treasure hunt changed.
Other curious features of the story involved a weasel thief who seemed too clueless of the severity of her situation, a wolf spy who was added and removed from the plot without really accomplishing anything, and how Treeden's presence as an antagonist suddenly ceased to be a factor two-thirds of the way through the book. Finally, the confrontation against the ultimate enemy for the treasure was rather quick and somewhat underwhelming.
As it turns out, the reason the story was structured this way was that it was inspired by an actual Ironclaw RPG campaign that the author had played. I didn't realize this until I had read the acknowledgements at the end of the book, although had I been more observant I could have also found out from the book's jacket. In retrospect this explained much of the above; the campaign had certainly made its characters jump through a lot of hoops.
In terms of furriness, despite the setting and the occasional references to ears, claws, etc., I didn't find the first half of the novel to be particularly furry, but this changed as I got deeper into the book and more exotic anthropomorphic races were encountered - bats, a tiger, and undersea creatures.
The author's writing style is very direct, focusing on the situation at hand and keeping a clear understanding of the characters' motivations. If anything, I think the book could have benefited from a stronger, more evocative sense of atmosphere and emotion in places where it was mostly physically descriptive, but overall I liked it. I was able to picture the surroundings and was never confused as to what was happening.
What interested me the most in the book was not the adventure nor the treasure-hunt, but the story of the growing understanding and respect between Annarisse and Salvatore as characters. Ultimately, this was the real tale being told. And there are many other plot details I've deliberately left out of this review to avoid spoilers, lots of things that added both depth and flavour to the story. The end of the book is a positive one, achieving closure while at the same time leaving open the possibility for a sequel. In short, if you don't mind that this sea adventure has an RPG feel to it, Dream-Carver is an enjoyable read that I would recommend.
Dream-Carver: an Ironclaw novel
Dream-Carver: an Ironclaw novel
by Erin van Hiel
Sanguine Productions, 2007
208 pp., ISBN 1-932592-01-6
Dream-Carver is a fantasy adventure novel that takes place in the world of the Ironclaw role-playing game, roughly equivalent to the 17th century but with magic. Does one need to know anything about the game to understand the story? No. As a reader who has never played Ironclaw, I had no problems following the book.
What became immediately apparent about the setting were the houses of nobility in fierce competition, each house based around a different species. At first I was worried that I would have to write side-notes to keep track of various characters, groups and alliances. (Blame Guy Gavriel Kay's novels, and my terrible memory for names.) But as soon as I was a few chapters into the book, I found my fears were unfounded. The number of major characters is modestly small, and because much of the story takes place at sea, political plot complications are greatly reduced.
The narrative switches its point of view between characters fairly frequently, but the central character is Annarisse, a horse priestess and a disfavoured but proud daughter of nobility. The start of the story finds her abruptly reassigned from an orphanage to be the spiritual guardian for Baron Treeden MacDuncan, a young wolf nobleman.
Treeden is a well-written, unlikeable character. Self-interested and lacking in empathy, most of all he seeks to escape from his mother's powerful connections that keep him on a short leash. Annarisse's presence being the latest manifestation of her distant control, he bares the priestess no kindness.
Having come into possession of information about a lost pirate treasure, Treeden hopes to gain enough wealth to afford himself a certain amount of independence. To achieve this, he employs the boat and crew of Captain Salvatore, a gruff, older fox whose expertise as a sailor is overshadowed by a drinking problem, the result of years of regrets.
The dynamics between these characters are at the core of the book, and although there are additional antagonists (a rival fox admiral also seeking the treasure, and a mysterious underwater entity), the three of them generate a good deal of conflict just by being on the same ship together. In all their interactions, Annarisse, Treeden and Salvatore are constantly aware of how their actions might effect their well-being, their short-term power struggles against one another, and their long-term relationships with the noble houses.
Annarisse quickly discovers that she can no longer work for Treeden's family in good conscience, making her presence on board somewhat superfluous were it not for her spellcasting and healing abilities. (This was one part of the book that felt stereotypically RPG-ish.) On the other hand, her newfound resolve allows her to act as a free agent, whereupon she allies herself with Captain Salvatore. While the two of them disagree about the Captain's ethics and lifestyle, they unite under a mutual distrust of Treeden.
Annarisse is very pious and proud; she takes her calling seriously and wants to help others achieve a sense of goodness and piety - although recognizing that not all spiritual battles can be won, goodness will do. Dedicated without being fanatical, she questions her own decisions and frequently regrets that her more petty emotions sometimes hold sway in the heat of the moment. This fallibility, at ends with her desire to uphold her greater beliefs, and her awareness of her personal weaknesses and sacrifices, made her an extremely believable character for me.
Turning now to discuss the story-telling, although it was an entertaining read that made me want to know what happened next, I had little sense of where the plot was actually going at any given time. The characters were very much caught up "in the moment". Their present circumstances kept changing, causing them to constantly readjust their immediate goals so that their long-term interests might eventually bear fruit. Events conspired against them - being suddenly attacked at sea, stops at ports and distant islands, storms - even the nature of the treasure hunt changed.
Other curious features of the story involved a weasel thief who seemed too clueless of the severity of her situation, a wolf spy who was added and removed from the plot without really accomplishing anything, and how Treeden's presence as an antagonist suddenly ceased to be a factor two-thirds of the way through the book. Finally, the confrontation against the ultimate enemy for the treasure was rather quick and somewhat underwhelming.
As it turns out, the reason the story was structured this way was that it was inspired by an actual Ironclaw RPG campaign that the author had played. I didn't realize this until I had read the acknowledgements at the end of the book, although had I been more observant I could have also found out from the book's jacket. In retrospect this explained much of the above; the campaign had certainly made its characters jump through a lot of hoops.
In terms of furriness, despite the setting and the occasional references to ears, claws, etc., I didn't find the first half of the novel to be particularly furry, but this changed as I got deeper into the book and more exotic anthropomorphic races were encountered - bats, a tiger, and undersea creatures.
The author's writing style is very direct, focusing on the situation at hand and keeping a clear understanding of the characters' motivations. If anything, I think the book could have benefited from a stronger, more evocative sense of atmosphere and emotion in places where it was mostly physically descriptive, but overall I liked it. I was able to picture the surroundings and was never confused as to what was happening.
What interested me the most in the book was not the adventure nor the treasure-hunt, but the story of the growing understanding and respect between Annarisse and Salvatore as characters. Ultimately, this was the real tale being told. And there are many other plot details I've deliberately left out of this review to avoid spoilers, lots of things that added both depth and flavour to the story. The end of the book is a positive one, achieving closure while at the same time leaving open the possibility for a sequel. In short, if you don't mind that this sea adventure has an RPG feel to it, Dream-Carver is an enjoyable read that I would recommend.
by Erin van Hiel
Sanguine Productions, 2007
208 pp., ISBN 1-932592-01-6
Dream-Carver is a fantasy adventure novel that takes place in the world of the Ironclaw role-playing game, roughly equivalent to the 17th century but with magic. Does one need to know anything about the game to understand the story? No. As a reader who has never played Ironclaw, I had no problems following the book.
What became immediately apparent about the setting were the houses of nobility in fierce competition, each house based around a different species. At first I was worried that I would have to write side-notes to keep track of various characters, groups and alliances. (Blame Guy Gavriel Kay's novels, and my terrible memory for names.) But as soon as I was a few chapters into the book, I found my fears were unfounded. The number of major characters is modestly small, and because much of the story takes place at sea, political plot complications are greatly reduced.
The narrative switches its point of view between characters fairly frequently, but the central character is Annarisse, a horse priestess and a disfavoured but proud daughter of nobility. The start of the story finds her abruptly reassigned from an orphanage to be the spiritual guardian for Baron Treeden MacDuncan, a young wolf nobleman.
Treeden is a well-written, unlikeable character. Self-interested and lacking in empathy, most of all he seeks to escape from his mother's powerful connections that keep him on a short leash. Annarisse's presence being the latest manifestation of her distant control, he bares the priestess no kindness.
Having come into possession of information about a lost pirate treasure, Treeden hopes to gain enough wealth to afford himself a certain amount of independence. To achieve this, he employs the boat and crew of Captain Salvatore, a gruff, older fox whose expertise as a sailor is overshadowed by a drinking problem, the result of years of regrets.
The dynamics between these characters are at the core of the book, and although there are additional antagonists (a rival fox admiral also seeking the treasure, and a mysterious underwater entity), the three of them generate a good deal of conflict just by being on the same ship together. In all their interactions, Annarisse, Treeden and Salvatore are constantly aware of how their actions might effect their well-being, their short-term power struggles against one another, and their long-term relationships with the noble houses.
Annarisse quickly discovers that she can no longer work for Treeden's family in good conscience, making her presence on board somewhat superfluous were it not for her spellcasting and healing abilities. (This was one part of the book that felt stereotypically RPG-ish.) On the other hand, her newfound resolve allows her to act as a free agent, whereupon she allies herself with Captain Salvatore. While the two of them disagree about the Captain's ethics and lifestyle, they unite under a mutual distrust of Treeden.
Annarisse is very pious and proud; she takes her calling seriously and wants to help others achieve a sense of goodness and piety - although recognizing that not all spiritual battles can be won, goodness will do. Dedicated without being fanatical, she questions her own decisions and frequently regrets that her more petty emotions sometimes hold sway in the heat of the moment. This fallibility, at ends with her desire to uphold her greater beliefs, and her awareness of her personal weaknesses and sacrifices, made her an extremely believable character for me.
Turning now to discuss the story-telling, although it was an entertaining read that made me want to know what happened next, I had little sense of where the plot was actually going at any given time. The characters were very much caught up "in the moment". Their present circumstances kept changing, causing them to constantly readjust their immediate goals so that their long-term interests might eventually bear fruit. Events conspired against them - being suddenly attacked at sea, stops at ports and distant islands, storms - even the nature of the treasure hunt changed.
Other curious features of the story involved a weasel thief who seemed too clueless of the severity of her situation, a wolf spy who was added and removed from the plot without really accomplishing anything, and how Treeden's presence as an antagonist suddenly ceased to be a factor two-thirds of the way through the book. Finally, the confrontation against the ultimate enemy for the treasure was rather quick and somewhat underwhelming.
As it turns out, the reason the story was structured this way was that it was inspired by an actual Ironclaw RPG campaign that the author had played. I didn't realize this until I had read the acknowledgements at the end of the book, although had I been more observant I could have also found out from the book's jacket. In retrospect this explained much of the above; the campaign had certainly made its characters jump through a lot of hoops.
In terms of furriness, despite the setting and the occasional references to ears, claws, etc., I didn't find the first half of the novel to be particularly furry, but this changed as I got deeper into the book and more exotic anthropomorphic races were encountered - bats, a tiger, and undersea creatures.
The author's writing style is very direct, focusing on the situation at hand and keeping a clear understanding of the characters' motivations. If anything, I think the book could have benefited from a stronger, more evocative sense of atmosphere and emotion in places where it was mostly physically descriptive, but overall I liked it. I was able to picture the surroundings and was never confused as to what was happening.
What interested me the most in the book was not the adventure nor the treasure-hunt, but the story of the growing understanding and respect between Annarisse and Salvatore as characters. Ultimately, this was the real tale being told. And there are many other plot details I've deliberately left out of this review to avoid spoilers, lots of things that added both depth and flavour to the story. The end of the book is a positive one, achieving closure while at the same time leaving open the possibility for a sequel. In short, if you don't mind that this sea adventure has an RPG feel to it, Dream-Carver is an enjoyable read that I would recommend.
Episode 54 - Worst Firsts
This week on KnotCast, Bucktown is back with us to talk worst firsts!
Savrin, Fuzz, Istanbul, Kyo, and the aformentioned Bucktown Tiger talk worst firsts on a lot of things. Bucktown and Istanbul talk RCFM and Morphicon, while Savrin and Fuzz talk A-Kon 20. It's magical!
Also this week, we get the best email in a long time, hear some messed up stories about coming out young, get asked about gritty furry graphic novels, and hear a follow up or two.
All this and more on episode 54 of KnotCast
Episode 54 - Worst Firsts
Categories: Podcasts
Episode 90---RCFM, movies and other rants - Woyro recaps his trip to Rocket City Furmeet, the movie THE SINFUL DWARF, a David Byrne concert and rants against idiots.
Woyro recaps his trip to Rocket City Furmeet, the movie THE SINFUL DWARF, a David Byrne concert and rants against idiots.
Episode 90---RCFM, movies and other rants - Woyro recaps his trip to Rocket City Furmeet, the movie THE SINFUL DWARF, a David Byrne concert and rants against idiots.
Categories: Podcasts
Analogues - 004 - May 22, 2009
Analogues - 004 - May 22, 2009Analogues Episode 4 Recorded May 22, 2009It's the End of the World as We Know It (And I Feel Fine) © R.E.M.All other content ©2009 Tanuke Media Analogues - 004 - May 22, 2009
Categories: Podcasts
KnotCast Presents - X
On this episode of KnotCast Presents, Fuzz interviews 5 of his fellow contributors to the new Sofawolf anthology, "X".
For complete details on X, please visit http://www.kyellgold.com/x
KnotCast Presents - X
Categories: Podcasts
AD Extra 001 - Carl - Anthropomorphism isn't just for animal characters. This story looks at an android facing his own obsolescence."Carl" by (www.furaffinity.net/user/slyford) Read by Peter Katt (www.peterkattvoice.com) Music by Infinity Squared...
Anthropomorphism isn't just for animal characters. This
story looks at an android facing his own obsolescence."Carl" by (www.furaffinity.net/user/slyford) Read by Peter Katt (www.peterkattvoice.com)
Music by Infinity Squared (http://www.furaffinity.net/user/infinitysquared)
"Alone in the Dark" may be purchased at:www.amazon.com/Alone-Dark-Anthropomorphic-Tales-Things/dp/144043865X
AD Extra 001 - Carl - Anthropomorphism isn't just for animal characters. This
story looks at an android facing his own obsolescence."Carl" by (www.furaffinity.net/user/slyford) Read by Peter Katt (www.peterkattvoice.com)
Music by Infinity Squared...
Categories: Podcasts
Episode 89---Vacation, Furry Stories and RCFM - Woyro gets ready for his vacation. this includes a trip to Rocket City Furmeet. Also, furry podcast tales.
Woyro gets ready for his vacation. this includes a trip to Rocket City Furmeet. Also, furry podcast tales.
Episode 89---Vacation, Furry Stories and RCFM - Woyro gets ready for his vacation. this includes a trip to Rocket City Furmeet. Also, furry podcast tales.
Categories: Podcasts
Episode 53 - MUCKin About
This week on KnotCast, it's really silly!
A laughalanche of emails decimates the cast this week as Savrin, Istanbul, Zap, and Kyo talk about finding love in the vidya.
This is a shorter episode, but full of delightful tangents. We get several followups this week, a one liner we give a silly answer to, and hear how romantic doing dailies together is. :3
All this and more on episode 53 of KnotCast!
Episode 53 - MUCKin About
Categories: Podcasts
Episode 52 - Widdershins
This week on KnotCast, it's all widdershins up in here! This is an open topic show.
Fuzz, Savrin, Zap, Istanbul, and this weeks token female Bucktown Tiger read your emails on this open topic episode, with plenty of musical extras from Bucktown. He had his keyboard with him. :3
We discuss furry apartments, long distance breakups, furries in disguise, and a couple webcomic shoutouts. Also, Bucktown provides a musical interlude for our break.
-
Bucktown Tiger
http://www.furaffinity.net/user/bucktowntiger/
http://bucktowntiger.livejournal.com/
Episode 52 - Widdershins
Categories: Podcasts
AD Flash 005 - Dust - A vignette with strong emotional tones and gripping drama, this story investigates the effects of one man's choice to join the Lapists and become a rabbit. "Dust" by Austin Crowder (www.furaffinity.net/user/slyford) Read by Chris
A vignette with strong emotional tones and gripping drama, this story investigates the effects of one man's choice to join the Lapists and become a rabbit.
"Dust" by Austin Crowder (www.furaffinity.net/user/slyford) Read by Chris Hvidsten (www.furaffinity.net/user/robotechtiger)More information about Phil Geusz's Lapist stories can be found at:
http://furry.wikia.com/wiki/Lapism
http://anthrozine.com/stry/full.immersion.html
Music by Infinity Squared (http://www.furaffinity.net/user/infinitysquared)
AD Flash 005 - Dust - A vignette with strong emotional tones and gripping drama, this story investigates the effects of one man's choice to join the Lapists and become a rabbit.
"Dust" by Austin Crowder (www.furaffinity.net/user/slyford) Read by Chris Hvidsten...
Categories: Podcasts
AD 004 - Faded Celluloid Dreams - Only celluloid heroes never feel any pain... "Faded Celluloid Dreams" by Will A. Sanborn (www.was1.net) Read by Peter Katt (www.peterkattvoice.com) Music by Infinity Squared (www.furaffinity.net/user/infinitysqua
Only celluloid heroes never feel any pain...
"Faded Celluloid Dreams" by Will A. Sanborn (www.was1.net)
Read by Peter Katt (www.peterkattvoice.com)
Music by Infinity Squared (www.furaffinity.net/user/infinitysquared) "Alone in the Dark" may be purchased at:
www.amazon.com/Alone-Dark-Anthropomorphic-Tales-Things/dp/144043865X
AD 004 - Faded Celluloid Dreams - Only celluloid heroes never feel any pain...
"Faded Celluloid Dreams" by Will A. Sanborn (www.was1.net)
Read by Peter Katt (www.peterkattvoice.com)
Music by Infinity Squared (www.furaffinity.net/user/infinitysquared) "Alone in...
Categories: Podcasts
AD Flash 004 - Monster's Revenge - What horrors await the unlucky inhabitants of the mad scientist's lab? Listen in and find out. "Monster's Revenge" by Will A. Sanborn (www.was1.net) Read by Belic Bear (www.furaffinity.net/user/belicbear) "Alone in
What horrors await the unlucky inhabitants of the mad scientist's lab? Listen in and find out.
"Monster's Revenge" by Will A. Sanborn (www.was1.net)
Read by Belic Bear (www.furaffinity.net/user/belicbear) "Alone in the Dark" may be purchased at: www.amazon.com/Alone-Dark-Anthropomorphic-Tales-Things/dp/144043865X
AD Flash 004 - Monster's Revenge - What horrors await the unlucky inhabitants of the mad scientist's lab? Listen in and find out.
"Monster's Revenge" by Will A. Sanborn (www.was1.net)
Read by Belic Bear (www.furaffinity.net/user/belicbear) "Alone in the Dark"...
Categories: Podcasts
AD 003 - March Monster Madness - Episode 003 - March 17, 2009 March Monster Madness brings two tales of wolven beasts, both terrifying and sympathetic. "Waking the Beast" by Renee Carter Hall (www.furaffinity.net/user/poetigress) Read by Belic Be
Episode 003 - March 17, 2009
March Monster Madness brings two tales of wolven beasts, both terrifying and sympathetic.
"Waking the Beast" by Renee Carter Hall
(www.furaffinity.net/user/poetigress)
Read by Belic Bear (www.furaffinity.net/user/belicbear)
"The Maiden and the Wolf" by Chris Goodwin
Read by:Peter Katt (www.peterkattvoice.com) Music by Infinity Squared (www.furaffinity.net/user/infinitysquared)
"Alone in the Dark" may be purchased at:www.amazon.com/Alone-Dark-Anthropomorphic-Tales-Things/dp/144043865X
AD 003 - March Monster Madness - Episode 003 - March 17, 2009
March Monster Madness brings two tales of wolven beasts, both terrifying and sympathetic.
"Waking the Beast" by Renee Carter Hall
(www.furaffinity.net/user/poetigress)
Read by Belic Bear...
Categories: Podcasts