Friday, January 30, 2015

Strange Stars in Print!


Now the future can be in your hands. Print copies of Strange Stars are available now on rpgnow and drivethrurpg.

Cover not enough for you? Okay, here's an interior shot:


Join the Galactic Legion! Well, not really, but that was what the Star Frontier ads used to say. Just buy a copy, via the magic of the internet.

Thursday, January 29, 2015

The Fae Moon

The sphere of the Moon is a threshold, the place where travelers from the Earth pass into the more rarified aether of the heavens. Despite its proximity to the Tellurian sphere, the Moon is untainted by Man's fall. It's inhabitants are the faerie of old who have built their strange mansions and gardens in the luminous, silvery wastes, on the banks of viscous seas like liquid obsidian.

The fair folk rule over an insectile people they either found there or fashioned with their arts after their arrival. These are the Selenites. They do not speak to humans so far as is known, but they do have a language of mental emanations they use to speak with their masters.


The Moon faerie trade with the Earth. They sell oneiric wine, rumored to be made from the scintillant, diaphonous gray petals of the night-flowers they cultivate amid the geometric, coral-like, alabaster growths of their gardens. It was also the faerie who provided the King of Albion with his heir, Gloriana, gestated in a great egg in an underground grotto. The egg—round, quivering, and iridescent as a soap bubble and filled with a milky fluid stirred by opalescent swirls and eddies—was brought down to Earth and delivered to the King by a company of fae, their gangling limbs and moths' wings only slightly less luminous than moon itself.

Wednesday, January 28, 2015

Wednesday Comics: My Favorites of the 00s

Ben of Mazirian's Garden asked on Gplus the other day about good superhero comics of the mid-90s through the 2000s. They got me thinking about what my favorite comics were in the first decade of the 2000s, leaving out series/runs that began or ended in another decade. In no particular order, here's what I came up with:

ALL-STAR SUPERMAN by Grant Morrison and Frank Quitley
In a decade where Grant Morrison was a dominate creator, All-Star Superman may well be his best: a clever and at times touching love letter to the Silver Age Superman. A multi-award winner.

DC:THE NEW FRONTIER by Darwyn Cooke
Darwyn Cooke imagines the history of superheroes from the end of World War II, through dark days in the 1950s, to a new age dawning in the early 1960s. Winner of just about every award comics has got to give and well-deservedly so.

THE ULTIMATES 1 & 2 by Mark Millar and Bryan Hitch
Millar and Hitch re-imagine the Avengers for the celebrity-obsessed 21st Century and provide a blueprint and visual inspiration for the Avengers film. There run was followed by Jeph Loeb--and the less said about that, the better. Millar returns for a another run well worth checking out with Ultimate Avengers.

GRANT MORRISON'S BATMAN
With several different artists, Morrison delivers almost everything one could want in a Batman run, while mixing in elements from a lot of older stories--including his son with Talia and the return of the Batmen of All Nations. He continues it in 2009 in Batman and Robin and then into the twenty teens with Batman, Incoporated. The collections are confusing but this one begins it and this one takes it up to Final Crisis.

ULTIMATE FANTASTIC FOUR: GOD WAR by Mike Carey and Pasqual Ferry
Ultimate Fantastic Four was always kind of the alsoran of the Ultimate line. It had a string of good creators, but none of them really seemed to click with it and left after competent, but uninspired runs. Mike Carey game in and gave us a superhero sci-fish take on the Eternals and Thanos that played out their obvious similarity to the New Gods. Carey's whole run is pretty good, but this is the high mark.

JLA/AVENGERS by Kurt Busiek and George Perez
The most "conventional superhero" title on this list, but a damn competent and entertaining one. This crossover is a thing of fanboyish fantasy and the sort of yarn that made us all fall in love with comics as kids.

SEVEN SOLDIERS OF VICTORY (1 and 2) by Grant Morrison and various artists
Morrison's most ambitious project to date, about a team of lesser known or new DC heroes who save the world, but never meet each other. The story unfolds over seven limited series and book ends. It's all collected in two volumes.

Monday, January 26, 2015

The Shifting Setting


Changing elements of continuity or setting through retcon or revision are common in comic books. When we include alternate universes like the Ultimate Universe or DC's multi-Earths, the number of variant characters, organizations, and situations gets even greater.

Reading Viriconium by John M. Harrison was the first time I had seen this sort of thing in a fantasy world. Characters often retain the same name and vaguely similar characteristics, but their histories are different, and so is the history of the city they inhabit. Viriconium always seems to have the same streets, the same neighborhoods, even the same shops, but it doesn't always seem to be same place.

I imagine Harrison feels like he does this for different reasons than comic book writers, but ultimately I think what they have in common is a desire not to straitjacketed by the past in the stories they want to tell.

It got me thinking about how rpg settings don't have to be set in stone. Maybe instead of growing into Tekumel with a lot of detail, each campaign can be sort of variations of the same basic setting sketch. It seems like this could have a few advantages: the style of the setting could change--new elements (new rules, new races) could be easily introduced that might have been uneasy fit before. At the same time, a familiarity with basic things like locations and cultures could be maintained.

This would also be away to participative setting development to players that might be a be hesitant. They get a "first pass" where the GM does most of the work, then a "redo" where they reconfigure things as they go.

Sunday, January 25, 2015

Strange Stars Outtakes

There were some things that I wanted to include in the Strange Stars setting book, but had to cut because of the structure we ultimately went with or just plan space considerations. Here are a few of them:

While the zhmun get mentioned in the section on the Zuran Expanse, I had initially intended for one of them to be the character in that section, but decided to co with the cantina picture. While I think showing more of Expanse's inhabitants was the way to go, the loss of the zhmun did make all the featured characters strictly humanoid.

Similar to the zhmun, the Sisterhood gets mentioned in the Zuran Expanse section, but originally this was one of the characters on my list of those to include, I even already had a description/reference page made for the artist. Ultimately, an Amazon got ditched for the zhmun and then the zhmun got ditched.

I had originally wanted a Minga male dressed in an outfit like 70s Cosmic Boy above for this section, but ultimately I went with the Phantasist as the character for the Coreward Reach. The Minga slaves and their subtle manipulations had a bit too complicated a backstory for inclusion in the planet sections, so the poor Minga wind up not getting mentioned at all!

Thursday, January 22, 2015

Random Adventures in the Strange Stars


Mike "Wrathofzombie" Evans had suggest a few months ago that I do some sort of adventure inspiration creator for Strange Stars for the setting book. It didn't make it into that book, but I'm going to refine something of that sort for one of the game system books. Here's what I've got so far:

Setups:
 The Heist
 The Gauntlet
 The Unexpected

The Heist: [A] wants the PCs to steal [B] from [C]
A: 1 A neshekk insurance exec  2 Vokun lord  3 A zhmu collector  4 An eccentric Smaragdine celebrity  5 An Orichalcosan optimate  6 The Pharesmid Syndicate
B1 A proprietary genetic code  2 An Old Earth artifact  3 A work of art  4 a high-grade mind emulation  5 A weapon from the Archaic Oikumene  6 A mysterious box of alien origin
C1 a high security vault station  2 the interior of a Wanderer  3 the isolated asteroid estate of a rival  4 a stateroom safe on a luxury starliner  5 A Zao Pirate stronghold  6 an armored spacehauler

The Guantlet: The PCs must get [A] [B] despite [C]
A1 A Deodand hacker  2 An ibglibdishpan defector  3 A diplomate from the League of Habitats  4 A jook band  5 A group of Minga  6 A Wanderer avatar
B1 across an Interzone favela  2 off a prison asteroid  3 out of Vokun space  4 to an Alliance cruiser  5 home  6 off Deshret
C: 1 irate smugglers  2 a traitor in their midst  3 pursuing bounty hunters  4 a squad of kuath  5 moravec supremacists  6 a deadly outbreak

The Unexpected: When [A], the PCs unexpectedly stumble onto [B]
A1 responding to a distress call  2 exploring a derelict ship  3 on a routine intersystem flight  4 making planetfall for repairs  5 visiting an isolated station for supplies  6 on vacation
B1 a dangerous xenospecies  2 a cache of outlawed bioweapons  3 a hidden ssraad raiding vessel  4 a relic of the Archaic Oikumene  5 a new hyperspace node  6 a cabal of psi cultists

Wednesday, January 21, 2015

Strange Stars Unleashed!


We interrupt our usual Wednesday Comics to report the release of Strange Stars in pdf via drivethrurpg/rpgnow. We regular readers have been hearing about this for sometime (and hopefully, anxious awaiting it).  If you're new (welcome!) you can "preview before you buy" with the index to all the posts I wrote on the setting.

The full-color, premium paper soft cover is coming soon--hopefully in the next couple of weeks. The system books for Fate and old school style gaming (Stars Without Number compatible) will be out later this year.

Monday, January 19, 2015

The Baleful Brothers

Art by Medhi
In the latest session of my 5e Land of Azurth game, the PCs were asked by their patron, Mayor Yrrol Gladhand, to look into the disappearance of the vagrant-ambassador of Lardafa the Beggar City and his pet monkey. Gladhand believes the ambassador is being held captive in the red-light district known as the Floating World, by an a new pair of crime lords: the baleful Burly Brothers.

Gladhand directs them to the queen of the Floating World, the mysterious Calico Bonny in her cabaret ship, Queen Azura. No one meets with Calico Bonny, apparently, but the group converses with Fleur, her poised-almost-to-the-point-of-apathy assistant. She confirms the Brothers' power has been increasing, but she doesn't know where they can be found. She suggests they check with one Saltus Tapper, owner of the flatboat gambling den, The Hazard. He's apparently just entered their employ, but owes Calico Bonny a favor.

Making their way across the Floating Worlds' rickety walkways, the PCs visit Tapper's establishment. He admits to entering the Burly Brothers' employ (not wholly voluntarily) and agrees to tell them more, but he's paranoid he's being watched and asks them to come back at closing. The group agrees.

When they return, Tapper tells them the Brothers have taken over a half-submerged prison hulk. He's about to tell them more when three seemingly drunken thugs in the service of the Brothers show up to get their portion of Saltus's take. Waylon the Frox attempts to buddy up to them and convince them that he and his companions are looking for work. Their leader agrees to let the PCs come along.

Walking out along a narrow plank path along the sandbar into the darkness toward the hulk, Erekose is not surprised when one of the thugs tries to sap him from behind. I fight breaks out, with the PCs ultimately leaving the thugs face down in the muck. They steal the money the thugs were carrying to the Brothers. Having taken damage and used some spells, they decide to rest for the evening and return in the morning.

Waylon stays behind to watch. In the night, he sees to large shapes leave the hulk and step numbly for their size down the planks to the floating world, chortling and snickering as they go. They enter The Hazard and soom their is a scream. Waylon realizes they are the Baleful Burly Brothers and they have killed Saltus Trapper.

Sunday, January 18, 2015

The Floating World


In today's 5e Land of Azurth session, the PCs will likely venture into the ramshackle flotilla red-light district of Rivertown, known as "The Floating World." Without giving too much away, here's a few of the points they may crawl to:

Queen Azura: Probably the only true ship of the Floating World, it is a multiple level cabaret and the palace of the Floating World's mysterious queen, Calico Bonny. She seldoms gives audiences and most of her interactions with the outside world are mediated by a series of lissome, young representatives, all named "Fleur."

The Hazard: A open-decked flatboat (covered with tarps) that serves as a gambling den, offering mostly dice games and roulette. It's owner is a dwarf named Saltus Tapper, widely known as a cheat.

Rat's Alley: A ramshackle houseboat that serves as a dive bar, tucked close on the port side of the Queen Azura. It often goes unnoticed by visitors, which is probably to their benefit. It's proprietor and bartender is a large and misshapen man named Handsome Sclaug (treat as a half-ogre thief), who hides his face behind an ill-fitting, sack mask.

The Green Fairy: An absinthe den, appointed well enough that it's origins as three lashed together lifeboats topped with a wooden platform is hidden. The center-piece of its barroom is a large, gilded bird cage, wherein is kept an angry and abusive green fairy to whom the hollow-eyed and dissipated staff seem strangely deferential.

Bibliophilia: Often called "The Lamia's Library", this is a serpentine, enclosed structure of dark wood built across series of small watercraft, tightly linked. It is home to a lamia (a female vampire) and her book collection, which is said to contain every volume that exists, save one, and a number which do not exist. The trick of the library is finding a particular volume, as the lamia's shelving system is idiosyncratic in the way that only a mercurial, inhuman immortals could be. Then there is the usage fee. The Lamia long ago foreswore blood (too messy), but now subsists on the truest dreams and secret hopes of her patrons.

Hurly-Burly: An old hulk, half submerged in the river muck and only connected by one oft-flooded plank walkway to the rest of the Floating World. it serves as a prison of sorts, holding folk who transgress against Calico Bonny or the council of proprietors. it has been seldom used in recent years.

Friday, January 16, 2015

Weird Cosmoses

The Baroque Space setting I've been occasionally posting on of late draws inspiration from a number of different sources. Here are two I've come across recently that are well worth checking out for rpg inspiration:

I got Brass Sun: The Wheel of Worlds for Christmas. Edginton and Culbard bring us a science fantasy (originally appearing in 2000AD) set in a world that's essentially a giant orrery. It's brass sun starts to die and a young girl has to go on a quest across the worlds to find the key to restart it.

Celestial Matters by Richard Garfinkle is an alternate history hard science fiction novel--though the science is the science of Aristotle! A thousand years after Alexander, the super-powers of Greece and the Middle Kingdom of China are in a protracted war. A scientist from the Delian League commands a daring expedition to fly a spacecraft built from a piece of the Moon through the crystal spheres to get the ultimate weapon, a piece of the elemental fire of the Sun, to defeat the Taoists once and for all.

Thursday, January 15, 2015

Famous Pirates of Baroque Space

Here are four aether pirate captains:

Gryff Scurlock of the Picaresque. He boasts (without providing substantiation) of having observed the secret rituals of the Venerian women. He wears a pegleg of Jovian air leviathan tusk since he lost his limb to the poison bolts of the clockwork savages of America Meridionalis.

Horst von Eschenbach, captain of the Black Hart and rogue alchemist. He is said to have once eluded an Angel of Death in the rings of Saturn.

Anya de Winter of the Fata Morgana, said to be the greatest swordswoman of her age. Her eyes are mismatched, one hazel and the other blue like comet ice, though this has not always been so.

Jesus Amarante Zoto, master of La Cazadora, scourge of the Mars-Earth tradeways. He keeps the still-living head of his brother Joaquin in a nutrient vat so he may consult him when needed.

Wednesday, January 14, 2015

Wednesday Comics: Ubermensch!


This post my be cheating a bit on the Wednesday Comics mission statement, but hopefully it will be of interest to the comics crowd.

I've generally found superhero prose lackluster, at best, and superhero themed prose anthologies are even more of a mixed bag that most anthologies. Even the Wild Cards series with its interesting alternate history universe has its share of clunkers. I can't vouch for the whole anthology, but Super Stories of Heroes & Villains includes one of my favorite superhero short-stories: Kim Newman's alternate fictional history story, "Ubermensch!"

As the name might suggest, "Ubermensch!" is the story of a German Superman, a Nazi Superman--and the Jewish Nazi hunter who comes to kill him. Along the way, it drops hints at an alternate history informed by German cinema and pulp fiction where Berlin is a futuristic city called Metropolis, and the Ubermensch's enemies are Graf Orlock, Dr. Mabuse, and Rotwang. There are annotations here--but read the short story first, lest you deprive yourself of the pleasure of discovering the easter eggs on your own.

There is also this award-winning short film based on it, though they remove a lot of the references that enrich the backstory:




Monday, January 12, 2015

Azurthite Bestiary: Moon Goon


Moon Goons get their name from their heads or masks, large, round, and faintly luminous like the Moon, and their vile behavior. The Moon Goons avoid the real moon, only striking when it is new. Their spindly, bone-white limbs are animated with odd gestures and faintly aglow despite the lack of moonlight. They are forever mumbling and conversing, but their lips never move and their speech is unintelligible.

They arrive in balloons--or what look like balloons--but their gondolas are slung from metal spheres with the appearance of lead. The spheres are hollow, and no one knows from where they derive their buoyancy nor what propels them forward. Perhaps the Moon Goons know, but they don't say. Each gondola carries 2-3 moon goons. They arrive in groups of 2-4 balloons.

They prey on small, isolated villages or farms. The items that interest them are often not particularly valuable at all--at least not in the strict monetary sense. Sentimental value seems the be the primary quality evident in the things they steal.

Moon goons try to put the humans they rob to sleep with the silvery metallic rods they carry. The slumber the rods produce is plagued by weird nightmares. Humans that prove resistant to their rods or harm one of the moon goons raiders, may find themselves on sharp end of their scalpel-like knives.

MOON GOON
medium aberration, neutral evil
AC 15 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft.
STR 11(+0) DEX 13(+1) CON 12(+1) INT 13(+1) WIS 12(+1) CHA10(+0)
Skills: Stealth +6
Senses Darkvision 60 ft., passive Perception 11.
Languages Understands any language but don't speak any of them

Magic Resistance. A Moon Goon has an advantage against spells and other magical effect.

Actions:
Rod. Ranged Weapon Attack: +4 to hit, one target in a 30 foot range. Hit: On a failed DC 12 Constitution save, the target falls to sleep.
Scalpel-like Knife. Melee Weapon Attack. +4 to hit, 5 ft. reach, one target, Hit: 1d8.

Friday, January 9, 2015

The Planetary Spheres


I posted this on G+ a few days ago, but I thought I should share it here, as well...

There are seven spheres whose aetheric densities allow them to be reached by the technology of Man. With the Earth as our reference point, the planets can grouped thusly:

The Postlapsarian Worlds, thither went the Nephilim and the Atlanteans following the Deluge:

Saturn: Ringed with the petrified and crumbling corpses of titans and monsters. A rebellious demiurge imprisoned in its litharge-colored mists.

Jupiter: The peripatetic court of the most convivial of monarchs in continual celebration. Visitors glide down from the several moons on bat wings to hunt giant beasts in a sea of endless, variegated storm clouds.

Mars: Empires clash, and machine brains compute the scientific perfection of eternal war.

There was once another world between the spheres of Mars and Jupiter, but the iniquity of its people destroyed it.

The Prelapsarian Worlds, closer to the Sun and the Demiurge that dwells within:

Venus: Torrid jungles and vast, shallow oceans. Strange and beautiful plant women.

Mercury: Blazing court of the heliocephalic Emperor, a Philosopher-King.

Luna: The pallid, coralline gardens and laboratories of the Fair Folk. The fae themselves, ashen, luminous, and moth-winged, and their insectoid Selenite servants.

Thursday, January 8, 2015

Have You Seen These Aliens?



I had hoped I wouldn't be doing another Strange Stars update because it would be in your hands by now, but at least I cane report the final round of proofreading is complete, and Lester is making the requisite changes as I write this.

Assuming the submission process to rpgnow goes smooth (and for pdf, at least, it usual does), it is very close.

Here's one last page to whet your appetite.

Wednesday, January 7, 2015

Wednesday Comics: A Bronze Age Alphabet

Back in 2009, I did a series of posts for the blog of my friend Jim Shelley called "A Bronze Age Alphabet." Inspired by articles like "A Secret History Alphabet" by Kenneth Hite, it actually didn't deal with any actual Bronze Age alphabet, but instead an alphabet of the Bronze Age of Comics.

I should warn you that it's still incomplete. One day, maybe.


Part 1: A to G
Part 2: H to L
Part 3: M to P
Part 4: Q to U

Monday, January 5, 2015

Death and Time


Saturn moves in the furthest sphere from the Sun reachable by the starships of Man. Beyond, the Cosmos is more chaotic and the laws of Nature are strange. Saturn and those more distant spheres are remnants of a renegade cosmos that was or perhaps might have been. In that world, Saturn would have been the sun and a source of life instead of a graveyard and place of death.

Unique among the planets are Saturn's great rings made of the petrified remains of titans and monsters and the dust and remain made from their collisions in the void. The greatest of these pre-Creation monsters form the moons of Saturn. Men sometimes find treasure among these cold, sepulchral bodies, but ancient and malefic intelligence still lives in some, and there are tales of the dead becoming animate in their influence.

Some seek riches within Saturn itself, but its sickly yellow vapors streaked with dull gray can only be safely penetrated in thick, lead diving spheres that afford voyagers protection by alchemical affinity from both the crushing pressures and the saturnine radiations. Without them, living things petrify then turn to dust and other metals and materials corrode or decay. Travelers have recounted hearing the voices of souls, and ancient and damned, raging or crying in the dark mists, but whether these things are real, no one can say.

At Saturn's north pole, there hangs a great cube of stone like black onyx. Inside, dwells the Oyarses spirit of Saturn, long-bearded Aratron. He has made a great study of time and death, and is to possess a laboratory where he grows new physical forms for himself that he transfers his intelligence to him the old one succumbs to death. As well as being Aratron's palace, laboratory, and treasure house, the cube is said to be the tomb of the rebellious titan that created this world--or at least what is left of him. Though his giant, apparently-dead form has been accreted with stone, he is still well bound and meant to be for eternity.


Sunday, January 4, 2015

The Sea of Stars and A Free Adventure


Fellow blogger Sean Holland over at Sea of Stars RPG Design Journal has launched a Kickstarter for The Sea of Stars Campaign Sourcebook for Pathfinder. the Design Journal blog is always a good read with spells and magic items that come with interesting and flavorful backstories making them at once integrated into Sean's setting, but also eminently usable in any setting. He also does write-ups of his campaign sessions that always sound like a great time.

If you're not already a fan of the blog--you should probably rectify that by checking it out--but you can also get a taste of what Sean has in store for us in the sourcebook with this handy sheet of introductory facts and this free 1st level adventure.

Check out the Kickstarter page for the artists Sean has lined up. Also, you'll not that stretch goals include companion pieces written by folks like Benjamin Baugh and Brandes Stoddard--and somehow I slipped in there, too.

36 days to go, but don't wait around. Go check it out.

Friday, January 2, 2015

When Noom Comes


There is one holiday in the Land of Azurth that can never be scheduled because it comes when it will. Loonsday, it is called, and on Loonsday, Noom, the shy, hidden face of the Moon, turns toward Azurth. When the light of smiling Noom shines down, many strange things have been known to happen.

Here are ten strange visitations that have occurred on a Loonsday, under Noom's beaming face:

1. Street cobblestones are disturbed as by ripples in a pond.
2. A strange, scintillant mist attaches itself to a person and follows them around for sometime making a soft sobbing sound.
3. People don strange hats and spontaneous start a parade, winding through the streets of the city, as if in some ecstatic trance. At some point, they cease their marching. The participants throw their hats aside and return to their previous business. They profess no memory of the events.
4. Inanimate household objects have come to life and demanded their freedom from enslavement for perhaps an hour before returning to normal.
5. A rat-king and its retinue emerge from the sewers to hold court in a city square. He will answer 3 questions about the future, promising that at least one prediction will not be a lie.
6. Someone finds a kazoo whose sound will banish lesser devils.
7. Shadows take on weight and texture of a thin piece of felt and detach from their owners with a bit of tugging.
8. A rain of frogs occur over an area of the city, but each frog drifts down slowly under a tiny parasol.
9. A swarm of small, translucent portuguese man-of-war fly through like balloons in a strong wind. They strike anyone in their path like thrown boxing gloves.
10. Small groups of people in odd clothes with their heads replaced by glowing orbs are seen in the streets. If accosted or hindered in their obscure tasks, they will search their pockets or purses and produce a few alien coins and give them to the person confronting them. The coins hum and writhe gently in the hand.

Loonsday inserts itself into the more sensible and regular calendar of Azurth without warning. The appearance of Noom in the sky will always signal that it has begun. When Noom has set (and not in the normal way but by simply drifting away like a handful of sand blown on the wind) Loonsday is over and the normal precision of time resumes.

Thursday, January 1, 2015

The Best of 2014


...Otherwise known as a lazy holiday post with no new material. Here's a selection of posts that you guys liked (based loosely on number of comments and G+ pluses) and posts that I liked. Sometimes they coincide; sometimes not. I stirred away mostly from Strange Stars art posts, though, to focus more on the text content. (A Strange Stars note, since I mentioned it: after holiday delays, the book is in the hands of the last proofreaders, with hopes of submitting the pdf very soon.)

So without further ado, here they my picks:

"Strange Stars Covered": 2014 was the year Strange Stars moved forward. Lester B. Portly's retro-cover designs with Eric Quigley's art made this post garner the most pluses of the year.
"Old Soldier": The lives and wars of Hannibal Tecumseh Early in the Strange Stars.
"In the Days of the Archaic Oikumene": Strange days, indeed. One of the "picture and description" posts that I did a lot in the early days with Weird Adventures, but this is the only one this year.

Moving away from Strange Stars, my current  "Oz by way of Dunsany and Smith" 5e setting, The Land of Azurth, got a number of posts:

"Witches of Ix": My most popular Azurth post, and I think one of my best.
"Azurthite Bestiary": Manhounds: This beastie was elevated above the others by Jeremy Duncan's great art.

Sometimes, my best (and most popular) posts are unrelated to my current setting obsession:

"Ruritanian Rogues": suggested picaresque adventure in faux Europe. People liked it. Jeremy Duncan has picked up the ball and really run with it.
"Baroque Space": I've made Spelljammer weird before, but this post gives it an age of sail and filigreed plate armor spacesuit weirdness.. More posts to come in this series, but this was the first.
"The Finer Points of Inner Planar Adventuring": Are the elemental planes boring? Not if you do something interesting with them.
"A Traveller's Life": Inspired by the Dumarest saga by E.C. Tubb, ideas about how you could run an interesting sci-fi game without FTL and limited to relativistic speeds.