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Topic: Ahriman


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  Angra Mainyu - Wikipedia, the free encyclopedia
Angra Mainyu or Ahriman was the "evil spirit" in the dualistic strain of Zoroastrianism.
Ahriman is held by many to be the source of the Judeo-Christian belief in Satan as being the chief agent of evil.
Ahriman resembles a winged eyeball, and its signature attack involves inflicting a variety of status ailments (most commonly petrification) on its opponents.
en.wikipedia.org /wiki/Ahriman   (608 words)

  
 JewishEncyclopedia.com - AHRIMAN   (Site not responding. Last check: 2007-09-18)
Ahriman's might, too, is very terrible in the eyes of the faithful believer of the Mazdian faith; for he possesses a whole kingdom of evil beings, who are obedient tools in his hands for annihilating the creations of Ahuramazda and for bringing men to violent destruction.
But it is certain that Ahriman, too, according to the testimony of the Mazdian religion in its earliest epoch, is surrounded by an army of evil beings like-minded with himself.
The older view of the defeat of Ahriman may be learned from the sculptural presentations of Darius and Xerxes, in which there is the image of Ahuramazda stabbing a monstrous animal called, as a rule, the Ahrimanian beast, but which is, in point of fact, Ahriman himself.
www.jewishencyclopedia.com /view.jsp?artid=1003&letter=A   (2132 words)

  
 [No title]
Ahriman is the inspirer of materialistic science and commercialism, and permeates modern culture with deadening forces.
Ahriman wishes to be the first to so harden the ethereal body so that it becomes the vehicle of automatic, intellectual thinking-devoid-of-will, and thus to make it possible to keep human ethereal bodies permanently in the region of the earth.
Some powerful, Ahrimanic secret societies, linked to the Lodges, in Britain and the USA strive to keep their version of this third truth (of the spirituality of matter) as their own secret and to ensure that the wider public knows only a crude atheistic-mechanistic scientism, in which spirit and soul have no place.
www.geocities.com /Athens/Sparta/1105/ahriman.htm   (18069 words)

  
 Ahriman (Persian God)   (Site not responding. Last check: 2007-09-18)
Ahriman (or Ahrimanes) is the name given to the Chief of the Cacodaemons (Fallen Angels) by the Persians and Chaldeans.
Ahriman and his followers finally took up their abode in all the space between the earth and the fixed stars, and there established their domain, called "Ahriman-abad." As Ahriman was the spirit of evil his counterpart in Persian dualism was Ahura Mazda (also Ormazd, Ormizd, or Hormizd), the creative and benevolent being.
The story of Ahriman's revolt against his twin brother, the Heavenly Father (Ahura Mazda), of their war in heaven,and of the daevas' fall to the underworld, gave western Europe its basic myth of the fall of Lucifer (Satan), and its dualistic division of the univese between forces of good and evil.
home.att.net /~wiccanhistorian/histories/ahriman.html   (364 words)

  
 Angra Mainyu
Ahriman introduced the frost in winter, heat in summer, all manner of diseases and other ills, to thwart Ahura Mazda, and he also created the dragon Azi Dahaka, who brought ruin to the Earth.
There was a female counterpart of Ahriman, called Az, and it is said that when Ahriman saw the righteous man he swooned, and lay in a faint for three thousand years, until the 'accursed whore', Jeh, awoke him and defiled men with her destructive spirit, introducing fear, jealousy, lust and greed into man.
Ahriman lives in darkness, in a place where all those who do evil go to after their demise (Hell) and his symbol is the snake.
www.pantheon.org /articles/a/angra_mainyu.html   (314 words)

  
 Ahriman
Ahriman, the principle of evil in Persian mythology, was personified as Angra Mainya, "the destructive spirit," who introduced death into the world.
Ahriman, who was said to have lived in a dark place beneath the earth, is thought by some to be the predecessor of the devil, or Satan.
Ahriman was the result of Zurvan's doubting, while Ohrmazd generated from the merits of Zurvan's sacrifices.
www.themystica.com /mythical-folk/articles/ahriman.html   (872 words)

  
 Ahriman
Ahriman was shackled and confined indefinitely to a dark dungeon as punishment for his sins.
Ahriman is also the architect of the East and West armies, commanded by Nikostratos and Agrona.
Ahriman’s power to summons fire is unparalleled and one of his deadliest assets.
www.killerpumpkins.com /disciples/disciples-003Ahriman.html   (506 words)

  
 Ahriman - Demons, Demonology, and Evil of the Eastern and Asian Cultures
Ahriman is thought to be the first personification of "the Devil" because Zoroastrians believed in a completely dualistic form of religion.
Ahriman was represented as evil and limited by time because he knew eventually Ahura Mazda would defeat him, and he was also limited by space.
Ahriman himself then 'rushed forth from the regions of the North to lure away the Prophet from the path of righteousness,' but the prophet resisted the temptation and affirmed that he would never do the bidding of Ahriman.
www.deliriumsrealm.com /delirium/mythology/ahriman.asp   (815 words)

  
 EAWC Anthology: The Selections of Zadspram
Ahriman relied upon it, and Ohrmazd perceived that, though it is not possible to have Ahriman sent down, ever when he wants he goes back to his own requisite, which is darkness; and from the poison which is much diffused endless strife arises.
Immediately, Ahriman endeavors that he may go back to his own complete darkness, but he found no passage; and he recapitulated, with seeming misgiving, his fears of the worthiness which is to arise at the appearance of the renovation of the universe at the end of the nine thousand years.
And as he (Ahriman) came secondly to the water, together with him rushed in, on the horse Cancer, he who is the most watery Tishtar; the equally watery one, that is called Avrak, gave forth a cloud and went down in the day; that is declared as the movement of the first-comers of the creatures.
eawc.evansville.edu /anthology/zadspram.htm   (9019 words)

  
 Ahriman The Computer   (Site not responding. Last check: 2007-09-18)
Ahriman seeks to pervert these faculties, and to divert humanity and the earth from their destined paths in the Gods' evolutionary plan.
Ahriman wishes to be the first to so harden the ethereal body so that it becomes the vehicle of automatic, intellectual thinking-devoid- of-will, and thus to make it possible to keep human ethereal bodies permanently in the region of the earth.
The battle against Ahriman in the West will require greater inner force than elsewhere (as indicated, because the "spiritual geography" of the American continent favors the Doppelgänger and Ahrimanic spirits generally), therefore the gain from the eventual victory can be all the greater.
www.bethedream.net /Landry_files/computer_dude.htm   (16445 words)

  
 Screenplay synopsis for Ahriman   (Site not responding. Last check: 2007-09-18)
Ahriman is quickly taken away for study, and ends up escaping.
The movie ends with Ahriman using an incomplete VR computer simulation of his home planet, not as good as the one displayed in the beginning as the computer has been damaged and no one wants to take a chance at reinitiating the link.
AHRIMAN: The evil spirit in Zoroastrianism, understood by some as the arch rival of Ormazd.
www.journaled.com /Members/GHayes/Prose/A_synop.html   (1036 words)

  
 A Who's Who of World Mythology : Ahriman   (Site not responding. Last check: 2007-09-18)
In Zoroastrian myth, Ahriman (formerly Anra Mainyu or Angra Mainyu) or Arimanius (Roman) is the leader of the powers of evil.
The Deavas, the followers of Ahriman, may have originally been the culture heroes and gods of the early Persians before the influx of Indo-European invaders.
In the Zoroastrian myth of Mithra, Ahriman tried to persuade his attendant animals, the scorpion, ant, and snake, to drink the blood of the bull slain by Mithra.
www.angelfire.com /de/poetry/Whoswho/Ahriman.html   (410 words)

  
 Ahriman
Ahriman or Angra Mainyu is the ancient persian spirit or demon of Darkness.
Ahriman was granted rule for 9000 years, from which indicated by will against his father granted the spark which
Ahriman still was an isolate and independent existence.
www.freewebs.com /lefthandpath/ahriman.htm   (668 words)

  
 FR Portal Forums - The Dragonlords of Ahriman
Ahriman however was but a young god anxious to be worshipped by people of his own.
The bargain Ahriman agreed to with his father was that Ormazd may take the smaller continent for his own.
But the demonqueen was not content with just the slavery she again whispered in her husband, Ahrimans' ear, “My Lord, your father has given his mistakes and failures to you to rule over, he has taken the greatest of creatures, the dragons, for himself.
www.masterao.com /forum/topic.asp?TOPIC_ID=1585   (1457 words)

  
 GameSpy.com - Preview: Kohan: Ahriman's Gift (PC)
TimeGate is now working on Kohan: Ahriman's Gift, a stand-alone prequel that includes all the features that made the original game so popular while adding several new promising additions to the mix.
Along those lines, the preview build of Ahriman's Gift that we played showed off some really nice details, both in how the objectives for each mission are handled and also in how the missions unfold.
Ahriman's Gift keeps the basic tenants of the original game -- such as supply lines and how resources are handled -- intact, but tweaks them a bit.
archive.gamespy.com /previews/october01/agift   (529 words)

  
 Ahriman's Cliff Notes
Ahriman sent in Christian hypocrisy to kick the living crap out of Buddhism in those poor, ahrimanically described slant eyed souls.
Ahriman always hated the fact that not only did the Sumerians have Flood insights, but they had the old karma of Gilgamesh and Enkidu/Alexander and Aristotle, guys that Ahriman just despises.
Ahriman was salivating with lies to get his little oily claws on this hunk of desert.
uncletaz.com /at/janfeb04/ahrimancliffnotes.html   (5280 words)

  
 Kohan: Ahriman's Gift for PC video game review and cheats   (Site not responding. Last check: 2007-09-18)
While there are other zones that can be discussed, these two are the most important ones, and they add a nice layer of influence between your troops, your towns and the enemy.
The graphics in Ahriman's Gift have a lot of similarities with the Shogun series, in that they impress the viewer more with the amount of characters on screen at one time than the overall presentation.
Ahriman's Gift is a baby-step improvement, not a must-have for owners of the first game.
www.gamezilla.com /review.aspx?review=7525   (1214 words)

  
 Lecture III: The Balance in the World and Man, Lucifer and Ahriman
When the Ahrimanic forces gain the upper hand, we have an expression of thinking; when the Luciferic forces are in ascendance, we have an expression of willing; and when they are in mutual conflict one with the other, we have an expression of feeling.
Thus do Luciferic and Ahrimanic forces play into one another in the etheric body of man. We human beings are as it were ourselves the resultant of these forces, we are placed into their midst.
The ideas which are called forth by Ahriman in day consciousness and which he causes to harden and crystallize, are dissolved and made to disappear under the influence of Lucifer; everything becomes pictures when Ahriman is no longer busy fixing them in rigid ideas.
wn.rsarchive.org /Lectures/19141122p01.html   (5058 words)

  
 Lecture II: The Balance in the World and Man, Lucifer and Ahriman
There in the middle is the surface, with Lucifer on the left and Ahriman on the right; and because the left and right halves of the head are so similar in form, Lucifer and Ahriman spring back from one another, and in between them man is able to develop a quiet surface activity.
Ahriman comes only as far as the plane which can be drawn through the spinal column, and Lucifer as far as the plane which can be drawn through the breast bone, where the ribs end and meet.
Ahriman can reach only as far as the diaphragm with his missiles of will, he can come no further with his will, with his essential being; and in between the two planes lies our own field of action.
wn.rsarchive.org /Lectures/19141121p01.html   (5132 words)

  
 "Thoughts on Ormuzd and Ahriman" by H. P. Blavatsky
The Parsis may have lost most of the keys that unlock the true interpretations of their sacred and poetical allegories, but the symbolism of Ormuzd and Ahriman is so self-evident, that even the Orientalists have ended by interpreting it, in its broad features, almost correctly.
Fiends of evil, their presence radiates and fills the world with moral and physical ills: with disease, poverty, envy and pride, with despair, drunkenness, treachery, injustice, and cruelty, with anger and bloody-handed murder.
Under the advice of Ahriman, man from the first made his fellowman to weep and suffer.
www.theosociety.org /pasadena/sunrise/20-70-71/mi-hpb.htm   (1701 words)

  
 Ahriman, Death, and Stephen King
Ahriman is the alien, to the Hierarcies and to humanity alike.
Ahriman knows death, because he is at one with the Earth and has trodden paths which have brought him into connection with the evolution of the Earth.
About Ahriman and chill: Just like the physical counterpart of the spiritual sun is extreme heat and light, so is the opposotion to this, extreme cold and darkness.
uncletaz.com /at/janfeb04/ahrimandeathking.html   (5137 words)

  
 Kohan: Ahriman's Gift On GameVortex.com
While Kohan: Ahriman's Gift is a real-time strategy, don't let that fool you into thinking that it's like most of the other stuff out on the market, which amounts to complicated grunt-rushing.
Yes, the Map Editor has been tweaked and the like, but for the most part this is the sort of thing you expect in an expansion, not in a full-priced new game.
Once you understand what's going on, it's time to set the difficulty level higher--the AI can give anyone a good beating on the hardest level, which is a pleasant change from most RTSes.
www.gamevortex.com /gamevortex/soft_rev.php/383   (1214 words)

  
 [No title]
Then Ahriman the Evil, when he saw how the Shah's honour was increased, waxed envious, and sought to usurp the diadem of the world.
Then Ahriman bade him slay his father, "for this old man," he said, "cumbereth the ground, and while he liveth thou wilt remain unknown." When Zohak heard this he was filled with grief, and would have broken his oath, but Ahriman suffered him not, but made him set a trap for Mirtas.
But Ahriman was angry that his power was so long broken in Iran, and he sware unto himself that happiness should no longer smile upon the land.
www.sacred-texts.com /neu/shahnama.txt   (23170 words)

  
 The Awakening-Expansion-Ahriman's Gift   (Site not responding. Last check: 2007-09-18)
As the prequel to the highly successful Kohan: Immortal Sovereigns, Ahriman's Gift transports players back before the events that transpired in Immortal Sovereigns when evil begins to threaten the world of Khaldun.
Kohan: Ahriman's Gift will continue to engulf players in the story of the Kohan while providing countless hours of multiplay enjoyment and 30-40 hours of engaging single player campaigns.
Ahriman's Gift will offer players more of the immersive real-time strategy experience and innovative gameplay of Kohan.
www.strategyplanet.com /Kohan/ahrimansgift.htm   (1033 words)

  
 The Influence of Lucifer & Ahriman by Rudolf Steiner   (Site not responding. Last check: 2007-09-18)
Steiner divides the devil into two beings, Lucifer and Ahriman, and shows us how neither is bad per se, each provides gifts to human beings that further our evolution, and that it is us who must learn to balance these gifts in our individual lives.
His recommendation for a solution to the problem of the devil is to transcend the tendency towards either Luciferic frenzy or Ahrimanic tedium by creating a spirit-filled synthesis of the two in our lives from now on.
Steiner says that Lucifer incarnated in a human body during the third millennium before Christ, and that Ahriman will likewise incarnate in the third millennium after Christ, the one we are currently entering.
www.doyletics.com /arj/landarvw.htm   (1117 words)

  
 GameSpy.com - Reviews: Kohan: Ahriman's Gift (PC)
They're referred to Ahriman's Gift as a "standalone expansion" (not only do you not need the original game, but the two products are incompatible in multiplayer games) and a "prequel" (the main campaign takes place before Kohan's original storyline).
Ahriman's Gift adds oracles and Storm Lords, who are essentially more powerful versions of the cleric and wizard.
They also can recruit crossbowmen, who fire powerful missile attacks at a rate much slower than their standard archer units.
archive.gamespy.com /reviews/november01/kohangift   (511 words)

  
 TimeGate Studios - Kohan: Ahriman's Gift Official Website   (Site not responding. Last check: 2007-09-18)
No. Ahriman’s Gift is an entirely new game and does not require the original Immortal Sovereigns to play.
Ahriman's Gift is a prequel to Immortal Sovereigns and opens with the evil Ceyah forces slowly taking over the world of Khaldun.
Roxanna Javidan has been chosen by the forces of the Shadow to be their champion and lead the Shadow into a new age of never-ending darkness.
www.timegate.com /kag/content.php?section=support&cnt=info   (2087 words)

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