In Leigh Brackett’s "Old Solar System," science is indistinguishable from ancient magic, Mars is a dying desert of decaying stone cities and ancient secrets, Venus is a mist-choked swamp of matriarchal cults and sea-monsters, Mercury is a brutal rock of twilight nomads and penal camps, and Earth is a mercenary corporate force plundering the universe. We pick right up from OSR Campaign Setting - Leigh Brackett Solar System Campaign Framework For OSR Rpg Systems
Below is a d100 Table of Artifacts & Treasures for a Leigh Brackett planetary romance campaign, organized by region and lore.
01–25: Martian Antiquities & Dryland Curios
| d100 | Artifact Name | Description & Game Effect |
| 01 | Talisman of Rhiannon | An ancient golden amulet set with a fire-jewel. Allows the wearer to open non-Euclidean passageways into Mars’s prehistoric past. |
| 02 | Singing Glass of Valkis | A chime made of spun Martian volcanic glass that hums low frequencies when blood is spilled near it, causing temporary paralysis. |
| 03 | Cylinder of Sinharat | A carved basalt casing containing preserved brain-patterns of an ancient Ram-King; grants telepathic command over reaver beasts. |
| 04 | Beast-Jewel of Mars | A crimson ruby that slowly mutates its possessor, enhancing physical strength while degrading human empathy into feral instinct. |
| 05 | Low-Canal Chiming Bell | Tiny golden ankle bells worn by Valkis dancers; their chime induces a hypnotic trance in those who listen for more than three minutes. |
| 06 | Dust-God Vial | A stoppered lead vial containing gray powder. When inhaled, it gives glimpses of cosmic history at the cost of severe mental degradation. |
| 07 | Dry-Sea Needle Pistol | A lightweight Martian weapon firing poisoned glass darts that dissolve instantly inside the target's bloodstream. |
| 08 | Crown of Shandakor | A silver circlet set with black moonstones; grants immunity to psionic intrusion but projects terrifying phantom visions of dead cities. |
| 09 | Red-Rider Longblade | A centuries-old blade forged from Martian meteoritic iron, nearly unbreakable and weighted perfectly for desert combat. |
| 10 | Tome of the Sea-Kings | A heavy book bound in dried leviathan skin, written in dead Martian runes detailing forgotten terraforming technology. |
| 11 | Valkis Opium Pipe | A carved bone pipe that produces sweet violet smoke, allowing two smokers to temporarily share a telepathic link. |
| 12 | Lakkdarol Water-Compass | A brass spherical compass containing a suspended droplet of mercury that always points toward the nearest subterranean water source. |
| 13 | Mind-Transfer Collar | Ancient chrome neck-ring used by Martian tyrants to force their consciousness into younger slave bodies. |
| 14 | Phobos Moth-Silk Cloak | A shimmering grey cloak woven from Phobos moth-shrouds; practically weightless, fireproof, and deadens movement sounds. |
| 15 | Obsidian Eye of Phorag | A polished black orb that reveals hidden doors and invisible life-forms when held up to the user's eye. |
| 16 | Martian Fire-Opal Ring | Absorbs ambient heat; when thrown or shattered, it unleashes a blinding burst of searing thermal energy. |
| 17 | Memory-Crystal of Jekkara | A teardrop crystal that plays a recorded hologram of Mars when its oceans were full, provoking deep existential melancholy. |
| 18 | Desert Reaver War-Horn | Carved from a giant sand-burrower horn; its low roar can be heard across ten leagues and terrifies beasts of burden. |
| 19 | Basalt Tablet of the Dead Moons | An inscription detailing the orbital ritual needed to awaken slumbering entities within Phobos and Deimos. |
| 20 | Scorpion-Steel Dueling Foil | Flexible Martian rapier tipped with dried venom that causes immediate, agonizing muscle spasms upon piercing skin. |
| 21 | Resonance Key of Jukhar | A tuning-fork-shaped rod that shatters reinforcement locks and heavy stone seals through harmonic resonance. |
| 22 | Sark-Gold Doubloon | An illegal coin minted in pirate outposts, stamped with ancient symbols and accepted only in black-market spaceports. |
| 23 | Sand-Skiff Sail-Silk | Uncut bolt of ancient woven fabric that catches even the faintest Martian wind with zero risk of tearing. |
| 24 | Dry-Silt Filter Mask | A leather-and-copper breather that filters toxic dust storms and grants 6 hours of breathable air in low-atmosphere zones. |
| 25 | Martian Shadow-Lantern | Projects a field of absolute optical darkness in a 15-foot radius instead of light when fueled by refined canal-oil. |
26–50: Venusian Swamp & Sea-King Relics
| d100 | Artifact Name | Description & Game Effect |
| 26 | Lorelei Pearl | A pale, glowing pearl harvested from the Red Sea of Venus; grants water-breathing but attracts predatory sea-beasts. |
| 27 | Enchantress’s Mirror | A hand-mirror carved from Venusian jade; looking into it shows the viewer's greatest desire as an alluring, dangerous illusion. |
| 28 | Vapor-Lotus Essence | A perfume extracted from swamp blooms; grants total immunity to airborne poisons but causes mild, euphoric hallucinations. |
| 29 | Sea-King Trident | An ancient weapon forged from corrosion-resistant bronze-alloy, capable of discharging high-voltage underwater electrical arcs. |
| 30 | Lizard-Man Totem Staff | Carved wood bound with bone; allows the wielder to speak with and command native reptilian beasts of the misty jungles. |
| 31 | Crom Dhu War-Shield | Heavy iron-wood shield bound in brass, capable of deflecting low-yield raygun blasts and projectile weapons. |
| 32 | Ambergris of the Abyss | A waxy substance harvested from Venusian sea-monsters; when burned, it acts as a powerful aphrodisiac and truth serum. |
| 33 | Valkis Canal-Runner Compass | A navigational gyro unaffected by Venusian magnetic storms or thick vapor clouds. |
| 34 | Blood-Orchid Catalyst | A dried parasitic flower that, when ground up and mixed with water, converts stagnant swamp water into a potent healing tonic. |
| 35 | Venusian Siren-Pipe | A flute made of hollow sea-bone; playing it lulls sentient beings into a peaceful, highly suggestible trance. |
| 36 | Mist-Walker Cloak | A greasy leather garment made from swamp-ray skin; renders the wearer virtually invisible inside thick fog or mist. |
| 37 | Corrosive Jungle-Dart Blower | Bamboo blowgun firing darts tipped with acidic sap that burns through leather, cloth, and light armor. |
| 38 | Obsidian Idol of the Deep | A squat statue of an amphibious god; holding it prevents drowning but causes a slow, permanent mutation into an aquatic hybrid. |
| 39 | Red-Mist Breathing Apparatus | Brass helmet with a mechanical filter, allowing Terrans to breathe the heavy, humid atmosphere of lower Venus. |
| 40 | Spun-Glass Webbing Net | A throw-net made of fine, sharp glass threads that slice into any target attempting to struggle free. |
| 41 | Lizard-Skin Cuirass | Light armor harvested from old swamp-drakes, offering high resistance to acid, fire, and blades. |
| 42 | Sea-Demon Tooth Dagger | A serrated knife that inflicts deep wounds that refuse to clot while exposed to humid air. |
| 43 | Fungi-Light Lantern | A glass globe containing bioluminescent swamp fungus that emits a steady, cool green light indefinitely without fuel. |
| 44 | Barge-Master’s Golem Core | A pulsing crystal sphere used to automate and steer ancient Venusian sea-barges without a crew. |
| 45 | Sunken Temple Map-Stone | A slate tablet that reveals coordinates to hidden submerged ruins when immersed in salt water. |
| 46 | Vapor-Proof Goggles | Polarized copper goggles that allow the wearer to see clearly through heavy fog, rain, and swamp mist up to 100 feet. |
| 47 | Serpent-Venom Antidote Kit | A horn box containing three doses of universal antitoxin distilled from native jungle vipers. |
| 48 | Venusian Silk Robes | Extremely luxurious, shimmering garments prized by Terran aristocrats; self-cleaning and fire-retardant. |
| 49 | Submersible Engine Schematic | Pre-human technical drawings detailing an engine that runs silently on seawater and pressure differentials. |
| 50 | Sacred Bog-Oak Wand | Channeling focus that allows the user to manipulate swamp plants, causing vines to entangle foes. |
51–75: Sun-Folk Relics & Mercurian Salvage
| d100 | Artifact Name | Description & Game Effect |
| 51 | Demons of Darkside Amulet | A cold iron talisaman that protects against the soul-draining effects of darkside entities on Mercury. |
| 52 | Sun-Folk Heat-Lance | A primitive-looking rifle that projects a narrow, continuous beam of concentrated solar heat capable of melting steel. |
| 53 | Terminator-Zone Suit | Heavy, insulated survival suit designed to withstand the rapid temperature swings between Mercury's bright and dark sides. |
| 54 | Solar-Diamond Focus | A flawless crystal mined on Mercury's day-side; magnifies laser and energy weapon damage by 50%. |
| 55 | Penal Colony Shackle-Key | A master electronic key used by Terran guards to override all magnetic slave collars on Mercury. |
| 56 | Shannach’s Last Core | The lingering core of an ancient Mercurian construct; grants darkvision and immunity to heat, but whispers mad prophecies. |
| 57 | Glacier-Ice Prism | A fragment of perpetual ice from Mercury's dark side that cools any room or container without ever melting. |
| 58 | Rock-Lizard Hide Boots | Extremely tough footwear crafted from Mercurian lizard hide; immune to sharp rocks and scalding ground. |
| 59 | Radiation-Absorbing Salve | A thick silver grease that, when applied to skin, neutralizes harmful cosmic radiation for 12 hours. |
| 60 | Crawler Track-Drive Motor | High-torque engine salvage prized by smugglers for heavy-duty overland vehicles in harsh environments. |
| 61 | Solar Flare Warning Beacon | A handheld scanner that emits a piercing alarm 15 minutes before a deadly solar flare hits the surface. |
| 62 | Sun-Folk Dueling Cloak | A heavy silvered weave designed to reflect directed energy blasts and blinding flashes back at attackers. |
| 63 | Mining Consortium Ore-Scanner | A bulky pistol-grip tool that detects high-density mineral veins and hollow chambers through 50 feet of rock. |
| 64 | Darkside Moss Concentrate | A bitter paste harvested from darkside caves; eliminates the need for sleep for 48 hours, followed by extreme fatigue. |
| 65 | Obsidian Solar-Collector | Portable panel that recharges rayguns and energy cells in under ten minutes when exposed to direct sunlight. |
| 66 | Slave-Master’s Thermal Whip | A whip made of flexible conductive wire that delivers severe thermal burns on contact. |
| 67 | Nomad Water-Still | A compact backpack apparatus that extracts drinkable moisture from soil, sweat, or plant matter. |
| 68 | Mercurian Rock-Mite Drill | A hand-held pneumatic diamond drill capable of cutting clean passages through solid basalt. |
| 69 | Blinding Flash-Grenade | A magnesium canister that releases a blinding, sun-bright flash, blinding everyone without optical protection for several minutes. |
| 70 | Twilight-Zone Map-Cylinder | Ancient star-chart showing safe paths across Mercury’s terminator line that avoid solar radiation pockets. |
| 71 | Heat-Resistant Alloy Bar | Unrefined metal ingot from deep-crust mines; highly valuable to starship armor crafters. |
| 72 | Sun-Folk Burial Mask | Gold foil mask placed on dead nomads; protects the wearer from heat-based mental illusions. |
| 73 | Sonic Excavation Charge | Small explosive charge that shatters rock formations quietly via directed sonic waves rather than heat or fire. |
| 74 | Sub-Zero Condenser Unit | Portable cooling rig capable of freezing small bodies of liquid instantly, even in extreme heat. |
| 75 | Pneumatic Reaver Gauntlet | Heavy armored glove powered by compressed air, doubling unarmed strike force and crushing power. |
76–100: Terran Imperial Technology & Cosmic Anomalies
| d100 | Artifact Name | Description & Game Effect |
| 76 | TTA Colonial Officer’s Raygun | Sleek chrome sidearm issued to Terran Trade Authority captains; reliable, deadly, and carrying 20 high-yield shots. |
| 77 | Lake of the Gone-Forever Water | A vial of luminescent liquid from an asteroid anomaly; drinking it causes complete amnesia of the last 24 hours. |
| 78 | Pre-Human Star-Chart | A stone globe that projects holographic star maps showing the Solar System ten million years ago. |
| 79 | Smuggler’s Cargo-Disruptor | A hand-held device that scrambles orbital trade scanners, hiding contraband aboard small freighters. |
| 80 | Citadel Age Power-Cell | Ancient Earth technological artifact; provides limitless energy to electrical devices but emits a soft, ominous hum. |
| 81 | Outer Moon Void-Suit | Vacuum suit made of reinforced synthetic mesh, equipped with a thruster pack and 12-hour oxygen supply. |
| 82 | Telepathic Stasis Capsule | Ancient alien casket that keeps a living occupant in suspended animation indefinitely while allowing their mind to project outward. |
| 83 | Anti-Gravity Lifting Harness | Belt system that reduces the effective weight of the wearer and their equipment by 80%. |
| 84 | Terran Bounty-Hunter Scanner | Tracking device tuned to specific genetic markers, locating targets within a 1-mile radius. |
| 85 | Null-Field Generator | Cube-shaped module that creates a 10-foot radius dead zone where electronic devices and rayguns fail completely. |
| 86 | Cosmic Dust Filter-Mask | Respirator designed for deep space EVA operations, protecting against exotic cosmic spores and radiation. |
| 87 | Asteroid Pirate Code-Cipher | Encrypted ledger containing access codes to secret fuel depots and hideouts across the Asteroid Belt. |
| 88 | High-Frequency Sonic Cutter | Handheld tool that slices cleanly through heavy ship hull plating and metal bulkheads with minimal noise. |
| 89 | Eldritch Stargaze Lens | Telescope lens made of polished alien crystal; viewing distant worlds through it reveals extra-dimensional horrors hanging over them. |
| 90 | TTA Special Enforcement Badge | Official credentials granting legal authority to commandeer civilian vessels and arrest suspects across the solar system. |
| 91 | Plasma Torch Welder | Heavy industrial tool that functions as an effective short-range flamethrower or hull cutter in emergencies. |
| 92 | Alien Memory-Injector | Syringe containing liquefied brain tissue; injecting it grants instant proficiency in an ancient language or skill, but risks permanent insanity. |
| 93 | Micro-Fusion Grenade | Compact Terran explosive that releases a localized fusion burst, vaporizing armor and light structures. |
| 94 | Grav-Anchor Mine | Magnetic mine that attaches to starship hulls, multiplying local gravity tenfold to immobilize the vessel. |
| 95 | Pre-Human Neural Translator | Headband that translates any spoken language or telepathic signal in real time into standard Terran English. |
| 96 | Phase-Shift Ring | Ancient device that allows the wielder to become intangible for 5 seconds, passing through solid walls or escaping attacks. |
| 97 | Terran Military Cyber-Eye | Prosthetic ocular replacement providing night vision, thermal imaging, and target tracking overlay. |
| 98 | Void-Monster Pheromone Canister | Aerosol spray that repels deep-space beasts or, if thrown at an enemy, marks them as immediate prey. |
| 99 | Singularity Containment Core | Unstable alien energy cell; if ruptured, it creates a brief gravity well that pulls everything nearby into a crushing center. |
| 100 | The Star-Shatterer Schematics | Incomplete blueprints for an ancient pre-human weapon capable of causing a star to go supernova; coveted and feared by every faction in the Solar System. |
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