The Leigh Brackett Solar System—often termed the classic "Planetary Romance" setting—blends hard-boiled noir, colonial exploitation, decadent alien antiquities, and melancholic space opera.
Campaign Pillars & Tone
Elegiac Melancholy & Vanishing Antiquity: Alien races (Martians, Venusian tribes, Sun-folk) are ancient, decadent, and fading.
Earth/Terran civilization is young, aggressive, commercial, and often predatory. Hard-Boiled Planetary Noir: Protagonists are mercenaries, disgraced pilots, smugglers, relic hunters, and outlaws operating in gin joints, canal ports, and frontier outposts.
Pulp Science-Fantasy: Rayguns, heat-lance pistols, and space freighters exist alongside telepathic curses, ancient Martian sorcery-science, lost cities, and pre-human relics.
Colonial Tension: Earth Corporations (the Terran Trade Authority, Mining Consortia) exploit planetary resources and native populations, sparking rebellion and cultural clashes.
Key Worlds of the Brackett Solar System
1. Sun-Scorched Mercury
Environment: A world of brutal extremes—tidally locked between twilight regions, blinding solar desert, and frozen dark-side glaciers.
Inhabitants: The aboriginal Sun-folk (pale, fiery-eyed nomads adapted to high radiation and heat) and desperate human penal colonies/mining camps.
Campaign Focus: Brutal survival, prison breaks, mining uprisings, and ancient radiation-resistant ruins buried in the twilight zone.
2. Jungle-Choked Venus
Environment: A hot, humid swamp planet covered in vaporous mist, toxic ocean-seas, overgrown jungles, and winding canals.
Inhabitants: Wild lizard-men, matriarchal river tribes, mysterious siren-women, and ruthless Earth rubber/timber monopolies.
Campaign Focus: Jungle expeditions, canal-runner shootouts, ancient sunken temples, and native insurgencies against Earth trading posts.
3. Red Mars (The Drylands & Lost Cities)
Environment: A dying, arid world of dusty sea beds, ancient dry canals, cold violet skies, and silent, ruined stone megacities.
Inhabitants: Aristocratic Martian clans clinging to dead splendor, barbarian desert reavers, cold-eyed Earth artifact dealers, and half-human mutants.
Campaign Focus: Tomb raiding in forbidden catacombs (Sinharat or Shandakor), ancient alien talismans, and clan feuds.
4. The Asteroids & Outer Moons
Environment: Lawless mining rocks, pirate havens (e.g., Sark), and ice moons orbiting Jupiter and Saturn holding frozen, pre-human cosmic entities.
Campaign Focus: Space piracy, smuggling illicit Martian dream-drugs, salvage missions on ghost freighters, and cosmic horror anomalies.
Main Factions & Power Brokers
| Faction | Agenda | Key Assets / Threats |
| Terran Trade Authority (TTA) | Commercial hegemony, resource extraction, enforcement of Earth corporate law. | Gunships, armored colonial police, mercenary contracts. |
| The Martian Clan-Council | Preservation of ancient Martian nobility, secrecy of ancestral weapons and catacombs. | Psionic relics, ancestral assassin guilds, knowledge of dead cities. |
| Venusian Sea-Kings & River Cults | Driving Terran traders off Venusian waterways; protecting sacred swamp sanctuaries. | Amphibious war-barges, beast-mastery, poisoned weaponry. |
| Free-Trader Union / Smugglers | Profit through black-market trade (Martian relics, Venusian dream-lotus, illicit weapons). | Fast blockade-runner freighters, back-alley safehouses. |
Core Campaign Arc: The Tomb of the Sun-King
An epic 4-act campaign designed to take a party of rogues, mercenaries, and disgraced scholars across the Solar System.
Act I: The Port of Dead Water (Venus)
Premise: The party is hired in a smoky canal-side tavern in Jukhar, Venus, by a disgraced Terran archivist. The goal: retrieve a carved obsidian cylinder stolen from a Martian tomb before a rival TTA mercenary unit recovers it.
Key Events:
Gunfight in the foggy docks against TTA enforcers.
Navigating a treacherous Venusian swamp to reach a hidden smuggler airship.
Translating the cylinder, which reveals coordinates on Mercury’s twilight ridge pointing to the Tomb of the First Sun-King.
Act II: The Sun-Dancer's Prison (Mercury)
Premise: The crew travels to the mining penal colonies of Mercury. To reach the tomb, they must break out a blind Sun-folk elder who knows the secret paths through the radiation desert.
Key Events:
Infiltrating a TTA orbital solar station/penal complex.
A high-speed trek across the blinding Terminator Line on Mercury in tracked crawlers.
Discovering that the "Tomb" is actually a stasis chamber holding a living pre-human warlord.
Act III: The Red Sands of Sinharat (Mars)
Premise: The key to awakening—or destroying—the stasis chamber requires the Talisman of Rhiannon, buried beneath the dry seabed catacombs of Mars.
Key Events:
Crossing the Martian wasteland alongside a band of fierce desert reavers.
Infiltrating a decadent Martian city ball hosted by a corrupt warlord selling ancient relics.
A subterranean dungeon crawl through non-Euclidean Martian catacombs guarded by psionic beasts.
Act IV: The Conjunction at the Asteroid Belt
Premise: The TTA fleet, allied with a renegade Martian cult, converges on an ancient artificial asteroid-station where the Sun-King's superweapon rests.
Key Events:
Boarding actions between smuggler vessels and TTA dreadnoughts.
A final confrontation inside the alien station where the party must decide whether to destroy the ancient power, claim it for themselves, or sell it to the highest bidder.
D20 Leigh Brackett Random Encounter Table
| d20 | Encounter |
| 1 | A battered Terran tramp freighter drifts with scorched engines; inside, the crew is hypnotized by a Martian singing-crystal. |
| 2 | A Venusian canal-runner ambushes the party's barge using trained sea-serpents. |
| 3 | An Earth police inspector offers to wipe the party's bounties in exchange for assassinating a rebel leader. |
| 4 | A dust storm clears on Mars to reveal a towering ancient stone face whose eyes glow with cold purple energy. |
| 5 | A Mercury convict carrying a stolen pouch of raw solar-diamonds begs for passage off-world. |
| 6 | A disgraced Martian nobleman challenges a party member to a duel with ancient dueling-foils over an insult to his dead house. |
| 7 | A fog-shrouded Venusian village worshipping an amphibious cosmic horror demands a trade or tribute. |
| 8 | A barroom brawl breaks out in an Asteroid dive over a loaded game of interplanetary poker. |
| 9 | An alien artifact in the party's cargo begins whispering telepathic promises to whoever holds it. |
| 10 | A rival party of mercenaries tries to sabotage the party's ship fuel tanks before launch. |
| 11 | A solar flare hits Mercury, giving the party 10 minutes to find shelter before radiation roasts their suits. |
| 12 | A veiled Martian dancer in a low-G lounge slips a secret coded key into a player's pocket. |
| 13 | A TTA patrol gunship demands an immediate boarding inspection for contraband Martian artifacts. |
| 14 | An ancient temple door opens only when washed in human blood or high-frequency sonic resonance. |
| 15 | A desert reaver horde on armored riding-beasts surrounds the party's grounded airship on Mars. |
| 16 | A wounded mercenary warns the party about a "woman with golden eyes" who drains men's minds before dying. |
| 17 | An automated alien defense pylon unearths itself from the Venusian mud and targets all mechanical energy sources. |
| 18 | A rival smuggler offers a partnership to raid a TTA supply depot on the Moon. |
| 19 | A mysterious plague strikes a frontier town, turning victim's skin to translucent crystal. |
| 20 | A tear in space-time briefly manifests inside an ancient temple, showing a view of Mars when it was a lush, green ocean world. |