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A funny and charming NEW young fiction series from Philip Ardagh, bestselling author of The Gruntsseries andEddie Dickensadventures, and illustrated by Rob Biddulph, award-winning creator of Draw With Rob! Puuurfect for fans of Alex T. Smith, Pamela Butchart and Laura James. Meet Furry Purry Beancat – one EXTRAORDINARY cat with nine EXTRAORDINARY lives! Just like every other cat, Furry Purry Beancat loves a catnap. But unlike other cats, when Beancat wakes she ?nds herself about to embark on a whole new adventure! In this first book, join our furry (and purry!) heroine as she sets sail aboard a pirate ship, helping her captain and his shipmates fight a rival crew in an epic battle at sea! Can Furry Purry Beancat help save the day? 'Exciting and comic, these are purr-fect first adventures' - LoveReading4Kids LOOK OUT for more Furry Purry adventures: The Railway Cat, The Library Cat and The Witch's Cat!
Furry fandom--an adult social group interested in anthropomorphic animals in art, literature and culture--has grown since the 1980s to include an estimated 50,000 "furries." Their largest annual convention drew more than 6,000 attendees in 2015, including 1,000 dressed in "fur suits" or mascot-type animal costumes. Conventions typically include awards, organizations, art, literature and movies, encompassing a wide range of creative pursuits beyond animal costuming. This study of the furry subculture presents a history of the oft-misunderstood group and lists all conventions around the world from 1989 through 2015, including organizers, guests of honor and donations to charity.
This study examines roleplaying games (RPGs) as both a literary and cultural phenomenon, in which the text’s producers take the role of an authorial multiplicity. --- ABSTRACT: Authorship has undergone drastic revision in the twentieth century. A fundamental transformation in literature, wherein the author has become a multiplicity of voices, is evinced by the development of roleplaying games as both literary and cultural texts. The literary roots of roleplaying games are self-evident, as they draw on writers such as H. P. Lovecraft and J. R. R. Tolkien. However, a consequence of the development of the roleplaying game has been a subsequent departure from these authorial beginnings; roleplaying games have irrevocably transformed the role of the writers who inspired them, altering the authorial position to become a border-blurring multiplicity. Not only do roleplaying game designers reinterpret literary texts as literary games, often borrowing rules material from other designers in the process, in modifying the function of the author from a single creative entity to an empowered storytelling among groups roleplaying games further complicate previous distinctions between author and audience. Players create a fictional world as a group endeavor, authoring a complex structure of fantasy that addresses Freudian concepts of dreams and wish fulfillment. In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology. By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.
An adventurous archaeologist and an expat American seaplane pilot evade air pirates and other colorful island characters while hunting for treasure in the war-torn South Pacific after WWII.
When an end-of-term field trip goes horribly wrong and not all the students return, the teacher loses the plot. One student hatches a plan and together with the school bus driver, they attempt their own rescue mission. The lost children enter a new world through a subterranean portal and things take a twist when the group get split up. Umbadinga is full of mystery and intrigue. Their pursuit for self-preservation leads them into encounters with weird and wonderful creatures, but not all of them are friendly. Become part of the adventure in Umbadinga, be a fly on the wall during the battle and mind-boggling escapes. But the big problem is, can they get back home again? That's for you to find out!
How to Create Anthropomorphic and Fantasy Animal What do you get when you cross a human with a horse (or a hamster, or a hummingbird)? You get any one of a number of fun anthropomorphic animals, also known as "furries" to their friends. From facial expressions to creative coloring, this book contains all the know-how you need to create anthropomorphic cat, dog, horse, rodent and bird characters. Step by step, you'll learn how to: • Draw species-appropriate tails, eyes, wings and other fun details • Give your characters clothes, poses and personalities • Create the perfect backgrounds for your furry antics—with two start-to-finish demonstrations showing how Packed with tons of inspiration—from teeny-bopper bunnies and yorky glamour queens to Ninja squirrels and lion kings—Draw Furries will help you create a world of crazy, cool characters just waiting to burst out of your imagination.
Mighty Morlis, the great hammer of the Green Dragon King Highborn, has been stolen, while he and his coven sleep in mourning. Crows from the north have spied the hammer in the keep of the Giant King, Nifling, at the top of the world, and bring word to the Sun Elf King, Fullmane. Five Elven heroes will be chosen to seek out and reclaim Morlis the Massive, as the hammer is called. Along the way they will encounter many a creature and endure many hardships. Battles, they will fight and their travels will take them thousands of leagues. Histories will be revealed along the way as well as travel games and weapons designs. Though the “Fold” does not know it, they are being followed by an Elfling who will unwittingly change the whole of the Vale World, on this adventure that he has placed himself in.
In Bad Pirate, unlikely buccaneer Augusta Garrick that integrity pays off, even when it means running against the pack. In Good Pirate, the sea pup is still under pressure to fit in, this time by abandoning her love for fancy things. After all, says her father the captain, a good pirate must be rotten, sneaky, and brainy. But is there really any reason a pirate can’t be sneaky, brainy, and fancy? When the rest of the crew is captured by Captain Fishmonger’s mangy pirate cats, Augusta gets the chance to show just what a well-dressed, sweet-smelling, clever pup can do. With swashbuckling energy and satisfying pirate dialogue, Kari-Lynn Winters has written a sequel worthy of Bad Pirate’s popular and critical success. Dean Griffiths brings personality to every crewmember, telling stories within stories through his richly detailed illustrations. A treasure for any landlubber who knows you can’t judge a mind by its cover.