Welcome to the home page of Miridon Hunters.
Miridon Hunters is a tabletop RPG made be me, Thomas Bruestle, based in a world made by my sister Anna. I have played many RPG's both tabletop RPG's and video games, and as such I have tried to implement much of what I find fun in each.
Welcome to the home page of Miridon Hunters.
Miridon Hunters is a Tabletop RPG based in the sci-fi/fantasy world of Miridon.
The world of Miridon is mostly desert with a
little patch of rainforest. It is overrun with ghosts and the few
humans left are all immortal and for the most part cannibals.
Miridon is a world full of adventure, with different areas of the world allowing for different types of adventure.
If
you seek a crime noir adventure in an urban environment, run a campaign
in the empire. The empire is run with strict draconian law where many
crimes are punishable by death. Despite this law, there is a thriving
criminal underground that needs policing. Ghost Hunters are often
recruited as part of the Imperial Order of Ghost Hunters, tracking down
crimes related to ghost possession and drug trades.
If you
seek a wild west adventure, run a campaign in the outer rim. The outer
rim is composed of small towns constantly under the threat of wandering
ghosts and raiders. Ghost Hunters protect these towns from the wandering
ghosts, and they often end up fighting raiders trying to take over the
town and eat the inhabitants.
If you seek a gothic horror
adventure, run a campaign in the towns run by the husks. The husks
represent multiple forms of undead and build societies around their
needs. Classic gothic adventures can be set in these towns.
Many more adventures can be set in the world of Miridon.
Classes:
Grand Devourer: The strongest eat meat. Human meat. But by doing so, they tower over others and crush others beneath their feet.
Skiff Master: The second strongest leads behind the scenes. They convince many to follow them, and lead efficiently...even when others think they are leading. This class has some bard-like qualities as well, as they boost their crew's abilities and help their allies to be stronger.
Ghost Hunter: The fastest and usually the nicest people you'll meet on Miridon. They capture ghosts inside weapons shaped like 3-D mazes. Generally they aren't attacked as much as others by humans due to the Ghost Hunter Union abandoning those who kill one of their own to ghosts.
The Vessel: Most hide from ghosts, but Vessels welcome them. Vessels work to keep their sanity under the tide of voices and feelings. They overpower the other souls and force the ghosts to work for them: moving objects, absorbing damage, and even taking away the atmospheric protection of ghosts to call down the blazing fire of the sun. Yet sometimes Vessels are seen as insane or controlled by ghosts.
Techie: When you lack strength and speed, go for smarts. Techies are many times outcasts of society that hide away from the fighting. They study Mechanical Engineering and off-planet technologies. Armed with this knowledge, they build mechs and traps.
Duelist: Instead of attacking first, some prefer retaliation. Less of a hassle on the moral and legal quandaries... And who's to say you can't goad them into attacking?