Showing posts with label Melanda. Show all posts
Showing posts with label Melanda. Show all posts

Friday, April 24, 2015

Secrets of Melanda Part 2: Spirit Contact and Summoning

"I can only tell you what every one has heard, 
I can only tell you what every one knows,
I can only tell you what every one has seen. 
For secrets are the unborn children of Melanda."
- Cadrac the Master summoner, Anda Kai highest.

Roleplaying with Spirit Contact and Summoning in Melanda

As roleplayer my instincts are to use spirit contact and summoning for everything from cooking an egg, to having a spirit companion for a camping trip. But the truth is,
Melanda is a unusually poetic world, so using a spirit as a companion is not as simple as a DND levitate spell, and it is infinitely dangerous.

Its not just summoning, what you are really doing is pulling a being from the ether plain (spirit plane), who can easily affect the prime material plane and in most cases aggravate it beyond belief.  If you want to contact a spirit there’s a nice 3 to 5 hour ceremony which you should outline in game play. Dramatize is a better word, because flavor is rewarded in Melanda. 

A spirit cannot tell you a secret that only one person knows. A spirit can not tell you a secret that has gone to the grave with someone. This makes it a little harder to abuse.

Spirit Contact and Summoning
This excerpt is taken from Melanda (c) 1981 John Corradin and Lee McCormick. These rules don’t have a Fantasy Hero (tm) equivalent. You will need to look through these rules and the Rune Science rules and come up with a Fantasy hero equivalent.


Anda Kai
Herein lies the secrets of the closely guarded science of contacts with spirits. It is divided into two sections: Contact with Andashi (spirits of the Living) and Contact with the Daneshi (spirits of the dead).

The system is basically the same for both although the runes and methods of dealing with the spirits once contacted differ. Firstly, it is imperative that you master a little vocabulary and understanding of the intent of the science before learning technique.

Andashi - This refers to the part of the Essence (which men call the Ether) in all living things. This part of any living thing carries the creature or plants personality, memory, etc. It is for these reasons that one might contact them, so as to learn what the creature or plant has seen, experienced, etc. (also to learn of proper ways of dealing with these creatures/plants in the flesh -- so to speak).

Daneshi - This refers to the part of the Essence (which men call the Nether) in all living things. Depending on the strength of character, life span, etc. of the thing in question, this Nether can often contain lingering aspects of the personality and memory of the no longer living entity. Also summon or contacted for reasons of data gathering, these spirits take many forms differing in appearance, strength,
purpose, etc.

Priwedur - The first born of each and every species was blessed by the immediacy of contact with the Essence. Each species then has a guardian spirit as well as the spirits of once-living brethren dwelling on the Netherworld.

Anda Kai - Means literally Essence summoning or contact. It is necessary, in order for the practicing *scientist* to communicate with the spirit, that this select portion of essence be summoned to his/her location.

Instruction
The first portion of this training involves at least one year of schooling in Rune Science, for one must learn to understand the concept behind runes and how they affect the world before learning the employment of such Runes in Anda Kai.

Apprentice
The second portion of training in Anda Kai takes in 2 phases: 1) Learning the truth behind the terminology above; 2) Learning how to combine Runes with special glyphs (picture symbols) in order to protect one’s self, as well as properly attract the various members of the spirit kingdom. During this portion, the student will learn the species names for some lesser beings and their Runes (The Priwedur may only be summoned if the individual spirit's real name is obtained. He may choose to show himself at his discretion)

Disciple
Reaching the third portion of instruction the disciple is trained in the proper names of many specific species (for example: at second stage one may have learned to contact tree spirits or cat spirits; Now, one can learn with birch or oak spirits and or lion or leopard spirits) depending on the relationships between tutor and disciple, specific Runes may be offered which the tutor has learned for creatures in specific locations.

The final stage of education is to assume tutelage once self which involved dedicating one’s life to protection of the secrets of spirit communion and the seeking out of means to destroy spirit bane – The Detana... The Unholy... The Devil Spirit

The Process
Once the Glyphs and runes are learned, it's simple.

1) Inscribe on the earth or stone, the Circle of life which stands for the never ending cycle of beginnings, endings, and new beginnings which comprise the immortal nature of Melandians

2)Inside this circle, touching only where it comes to its three points, is the Triangle of Spirit Planes. This divides the circle into thirds.

3)Along the outer edge of the circle section facing the Ether Glyph, goes the rune for "summon" or "Contact". (Apprentices should use Contact if interested in their own safety.)

4)Along the edge of the circle section facing the Nether glyph, goes the rune for "Protection". (Great care is advised in the making of this rune, for the spell could go awry.... and then?)

5) At this point the spell caster should put the Rune for himself(usually one of the first know) into the center of the triangle and step inside.

6) Along the remaining edge goes the rune(s) for the species or spirit with whom contact is being sought.

7) Now concentrate and utter the words of activation. In practices Anda Kai works thusly. The practitioner goes through the process, step by step, as prescribed. The Runes, glyphs, circle and triangle must be meticulously drawn taking time and careful concentration. The choice of spirit must be made based on the Runes know, purpose and power of the summoner.

Next up:
Affinity: A Heroes Quest for Self Enlightenment. 

Please comment me so that I know I am not talking into the void.

Regards
Joel

Thursday, April 23, 2015

Secrets of Melanda Part 1: Runescience

"From my old website Dedicated to turning Melanda into a Herogames type game."

The following is an except from a Role Playing Game called Melanda. It defined a standard of
roleplaying for me and my friends. Ive played it successfully at cons and run it at home over the years.


Exact info: Melanda: land of mystery (c) 1991 John Corradin and Lee McCormic. If you find any info on Melanda on the web, strytelr@home.com, and thanks.


These rules dont have a Fantasy Hero (tm) equivalent. You will need to look through these rules and the Summoning Rules and come up with a Fantasy hero equivalent
 

Magic!

Basic Rune Science


One of the most common science practiced by beginning players is BASIC RUNE SCIENCE.

Rune science is not magic. It is based on the science of the world. In our world we have power, lighting and cars, way too many cars, but in Melanda, the physical science also include Runes.  This is why we don't call it Rune magic. Simple enough

Everything has a rune. Every one is considered to have a rune or two. It's not as secretive as magic, but it does require training.  The rules them selves are pretty common, but they require a special sort of power training to activate. This is why the average person only knows a handful. That person usually only uses his rune in his occupation.  In a story telling heroic style game like Melanda, players are special and as such they can learn to excel at runescience.



Since it is a science, similar to the way biologists classify species and families, Runescience practioners name Runes.   Type name is important, (e.g. "tree".). Specific names enhance the power of such, (e.g."oak tree"). In a nutshell Rune science(RS) is the study of symbols and how combining them thru the power of names can cause the magical effect.



Course of study:

Runescience as with other skills in Melanda, are purchased as years of study.  You have a certain number slots you can fill during your years of study, and those study subjects are cleverly converted to STATS by your Game master  carefully guard behind a screen so as not to give away the secret of stat creation.  I ll get to that later on in the blog.

1st year: During this year of servitude the rune scholar is introduced to the basic precepts of rune magic.  Included is general information regard the systematic use of runes to alter reality. 25% success base. 1-6 runes


2nd year: This year is spend int serious study in which the student concentrates on becoming one with
himelf and the world. This is neccessary in order to tap the aurathat surrounds all and allows its  incorporation into a rune. 35% success base. 2-12 runes.



3rd year: Rune development and use highlight the 3rd and final year of study. It is here that the actual construction of runes is taught. 45% success base. 4 to 24 runes.



Use of Runes:  

Non combat situations

Player should indicate which runes, in what order, for what purpose, length of preparation, and any past successful experiences.


Combat situations

In the intention phase the rune scholar need only declare that he is going to attempt to apply his science and which runes he is going to use. Later, when the magical manifestation phase arrives he must announce the order in which he placed the runes, the intended purpose, the length of preparation and any previous successful experiences.

The character must visually display the runes used and he must concentrate on the runes, thinking about the stated manifestations intended. This must include at least a noun and a verb read from left to right.


CAUTION: The use of more than one verb or some other patterns of arrangement should not be attempted for it may prove disastrous.


Nouns
human  dwarf  elf  forest  elf  water  elf 
animal  plant  flower  tree  spirit  earth  water
future  past  present  liquid  hand  sun  moon
star  life  death  wood  stone  flood  atir
fire  friend  enemy  oil  weapon  pain  disease
disunity  box  book  horse  house  road  apparel
rider  rock  river  mountain  shield  rain  bird
blood  sea fish beast 




Verbs





abort  alter  animate  begin  bind  counter construct
decay  cure  disappear  drop  embody  encircle enchant
enlarge locate forget deter  ignite  cause  open
repel remember release remove strike
summon
 entangle
reduce  transmute  destry  hasten  understand  close  purify
dissipate change disrupt am  have  can(could)  will(would)
shall (should) move run walk diminish know discover
relate 







Modifiers




male  female  hot  cold  hard  soft  sharp
small  tall  short  first  last  black  white
beautiful  hideous  strong  quickly  slowly  here there
back  front  silent  noisy  now  blue  red
yellow  quietly  immediately  large  weak  unknown  dull


Transitional Words




and  above  below  besides  between  up  down
for  from  to  on  at  with  across
before  after  except  in  by  of  also
either  or  neither  nor  *pluralize


Runscience in action

A sea captain with 3 years of runscience study finds his vessel under attack by a vicious viper fish. He
announces his intention to apply his science using the following runs:
REDUCE, LARGE, FISH

His 3 years of study give him a 55% success base plus 15% for 3 years as a practitioner plus 5 pecent for
5% of preparation. The gm awards a 10% bonus because he has used this combination before.

We will cover summoning in the next blog.