Wednesday, November 5, 2025
Wednesday Comics: DC, February 1985 (week 2)
Monday, November 3, 2025
Gardens of the Moon
After a hiatus, our Land of Azurth 5e game continued with the party arriving at the Moon looking to meet with the Bright Goddess and get one of the crystals, supposedly the tears of Azulina.
Whatever they were expecting, it probably wasn't what they found. The structures of the Goddess were contained in a large, walled garden of what marble and coral stone with silver-tinged moon flora. Once they got pass the silver-armored rabbit folk guards at the entrance (who let them pass easily), they found the garden almost eerily empty. The encounters they had were not with rabbit folk, but things stranger.
They had been warned the garden was a faerie place, but that hadn't quite prepared them for the ice cream ooze they had to battle or the annoying rust hornets that degraded Erekose's and Dagmar's armor. The close harmony singing of some living hothouse flowers or the philosophizing of a praying mantis-appearing visitor from the astral plane was also strange but less threatening.
The session ended with the party still no closer to the rabbit parties they are looking for.
Friday, October 31, 2025
On Magitech
I'm going to define magitech for my purposes here as technology (in the sense of items that appear industrial, mechanical, or electronic) that is powered by magic. I tend to like magitech when it is done well, but I find it often isn't done well, in my judgement. I've spent some time thinking about what for me constitutes "doing it well" versus not.
There are, I think, different types of magitech in media, and the one that almost always works for me is what I would call naive. Naive magitech occurs when the portrayal of something mythic, fairytale-like (and I think those are the two most common modes) just happens to feature some trappings of technology. Stories with naive magitech give the impression the technology they feature is just assumed in the same way Medieval or early modern tech is just assumed in traditional fairytales. Baum's Oz includes elements of this, but so do the New Gods related series from Kirby, or other works of later creators working in a Kirby mode.
I revisited the Blackstar (1981) cartoon series not too long ago, and it has a great example in the episode "Lightning City of the Clouds." Crios the Ice-King is trying to stop Spring from coming to the Planet Sagar, keeping the planet in eternal winter. He attempts to steal the key to springtime with his fortress that flies on a cloud and appears to be made of ice. That fortress also has a futuristic-appearing control room (draped with icicles) complete with a video screen where he can talk to his boss, Overlord.
It's a setting that makes no attempt separate science fiction and fantasy. We might well call it science fantasy, though that term also covers works that include things clearly defined diegetically as scientific, but are utterly implausible. What I'm interest in here is fantastic technology that is understood within the story as magical or at least implicitly such.
Other examples of magitech, what is more traditional meant by that term, occur when magic is used to replicate something close to modern or science fictional technology. Unlike the naive magitech, it is often part of a rationalized or systemized portrayal of magic, but not necessarily. It's this sort of magitech that can often go wrong because it ends up with obvious cliches (magic carpet taxis, magic wands for guns) or the Rube Goldbergian devices on Flintstones or Gilligan's Island where it becomes a joke based around, "just how are they gonna build this device?"
I find both of these approaches unsatisfying because not only are they often silly (intentionally or unintentionally) but because they make the fantastic mundane.
I think good magitech ought to aim to do the opposite: make the mundane fantastic.
How does that work? Well, I think magitech should general not be identical to a scientific technical solution to the problem. There ought to be new (and interesting) complications and implications. I'll give a couple of examples: In the comic book series The Outer Darkness, the starship is powered by a captive god who demands sacrifice. This has all sorts of implications for how one might coax more power from the engines or what an engine breakdown looks like. A containment breach becomes a whole different sort of danger.
In my Weird Adventures setting there are radio para-elementals. Their existence suggests something about the physics of the setting, making it more aligned with fantasy, but also brings up interesting complications for radio operation.
There are lots of other examples, but you get the idea. In summary, I guess my pitch is: if you are going to include magitech, think about what it implies about how the world is different from the one we know. That doesn't mean you need a rigorously worked out "magic system." It just means putting though into how technology and the world it exists in are of a piece.
Wednesday, October 29, 2025
Wednesday Comics: DC, February 1985 (week 1)
In the backup by Manak and Klaus Janson, we get a solo Babe story from before he left Egg. He wonders away from Mama briefly and gets involved in a conflict with an alien and the alien's diminutive foes intent on eating him.
Monday, October 27, 2025
Weird Revisited: Alternate Ravenlofts
Wednesday, October 22, 2025
Wednesday Comics: DC, January 1985 (week 4)
Monday, October 20, 2025
Weird Revisited: Down in Troglopolis
Troglopolis is a large city, perhaps not so grand as the Sapphire City of Azurth but hardly unimpressive. Most of its inhabitants are pale, large-eyed humans called Underfolk. They busy themselves with the same sorts of tasks that occupy those on the surface: they cultivate mushrooms and lichens, fish underground lakes, mine metals, raise bats and train them to carry messages, drain goblinic slime pools for public safety, and engage in commerce--some of this with the surface world.
The practice of religion is found amongst them, as well, of course. They know of Azulina and her handmaidens, but they also venerate relics they find in their caves. These anomalous items do not seem to have come from Azurth above--in fact, they sometimes seem of more advanced manufacture. The Troglopolitans view these as gifts from the gods.
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| A page from the Azurth comic, highlighting some dangers of Subazurth |
Humans aren't the only inhabitants of Troglopolis and the civilized regions. There are little folk like in the world above, though there are some varieties not found in Azurth proper. The troglings (or troggles) are furred and tailed humanoids who typically live rather shiftless lives amid ancient ruins of a pre-human civilization.



































