Various KNOWNS of Kalibruhn
May 4, 2016 10:51:14 GMT -5
Admin Pete, Irish Warrior, and 4 more like this
Post by robkuntz on May 4, 2016 10:51:14 GMT -5
I am transferring what is known of Kalibruhn (i.e., what I've made available at different places on the 'net) to here. I will sub-categorize each entry under this thread. Here's the first:
OD&D/AD&D/ et al to Kalibruhn name changes (with explanations)
Some of you might find this interesting.
I'll add more as I have a lot hand written,
Words that change with Kalibruhn
Avatar. This is an Indian/Eastern conception/word. In Kalibruhn, it is
an "aspect" and is not realized by anyone as anything different from a god appearing.
There is no weakened form for gods, they either appear for reasons, or they don't
Wizard/Sorcerer. AKA, "Touched" (general) "Gray Ones" (Gray Lands and all Frannish)
or, ancient, "Majuk" (Mah-Juck); the term Majuk is sparingly applied to those respected
few who have mastered their profession, or who use or reference ancient magics, or when
referring to a Gray One whose history is fully in the past more than 100 years, though he or
she needn't have died. Necromancers are often referred to as Majuk-De (Dead Mages, or Mages of the Dead).
Thus the piratical Majuk-De, commonly known as the Black Wind, who raided the coasts of
Blackstar during the 6th Zent from their island bases in the Strait of Luuk. The
Necromancers of Ng'Zuul, who were all but exterminated during the battle there during the
14th Zent, were an exception to this rule, as they worshipped Maraduk, the great evil one,
and were thought to wield both priestly and magical powers. Thus their apellative,
"Suum-De" (Masters of the Dead). Also see "Suum" under Priest/Cleric, below.
Priest/Cleric: AKA, "Hand of Light" (general), "The Fulfilled" (Graylands/Frannish) or,
ancient, "Suum"). Hand of Light refers to the guiding emanations which are thought to
derive from the gods as taught by most priesthoods, thus the connotation. The Fulfilled
commonly denotes exemplar status, or having attained "on high" in matters of temporal
leaguing within the priesthood in question. Suum, on the other hand, denoted
"knowledge," and usually mastery thereof, of all things religious and/or spiritual. This
term is currently used when refering to Seers (q.v., thus the great Seer, Whevweir-Suum)
and attaches as a prefix or afix (Arumani & Frannish, respectively) to their names. The
Necromancers of Ng'Zuul also used the Arumani form of this attachment (Suum-De).
Ranger: AKA those groups associated with particular woods & forests; (general)
Foresters, Greenlegs, Runners, Watchers, etc. There is no ancient term for this class.
By example, The Runners of White Wood, is a league of rangers, but the actual word,
"ranger," would be foreign to them, though "runner" wouldn't.
Assassin: AKA by group names and by general popular phrases and words. "Natori,"
"Killers" (general, Graylands), "Offenders of the Faith" (Arumani),
Aspects of Gods/Alignment
The aspects are seen not so much under the DnD understood
alignment principle, but as elemental forces which one gives due to.
There are no evil earthquakes, really, but one could say
God is evil for allowing them, heh? That they kill indiscriminately,
so too do the chaotic apsects of the gods manifest. It is not a wanton
abandonment of their principals which causes their furies to be unleashed,
at least from a philosophical sense of human understoods, but an elemental
interaction which causes them to boil over, affecting anyone in sight.
Remember: WoK inhabitants, for the most part, believe that the major elements
are living beings or gods , and that these manifest for good or ill (not evil perse, but
they accept their lots in life, so, ill). Thus worship is by orientation to an accepted mode, not to
a good or evil aligned type. By DnD terms this would make all clerics and priests neutral,
with whatever tendencies they have as real people (moral character).
There is still evil in the world, people can do evil, and there are even evil spirits
(demons, the byproducts of their furies which have manifested the wholly chaotic spiritual
side of their nature--the continuing progenitor of this demonry is the "First Born"
of the Gods, Mardun, the arch fiend).
***
Exactly! I never adopted the "Know Alignment"
spell in my campaign for that very reason. I make
a case against that, in fact, in the recent interview I did for OJ 14.
There are indeed grey (gray) areas. If no one knows, then they cannot
call someone truly evil, though they might suspect something, totally
different. So in Kalibruhn you are neutral until proving/or proved otherwise.
And this is still a social perception only. True evil comes from demons and such, and perhaps that is where the real emanations of evil derive from.
The current alignment system is fine for a hierarchical arrangement, but is otherwise antiquated. In game terms it works ok, but in reality, there are lots of missing spots and nuances. I believe that there should be two or more areas considered for applying alignment to a situation. Call at least one of them ordinary (perceived morality, such in humans, demi-humans, etc), known proclivity templates (or whatever) (drow, ogres, and then the obverse for good types, etc) and true evil or good (devils/angels, et al).
The same model in Kalibruhn applies to the gods, as they are chaotic and have been known to do good or evil things while manifesting through different aspects.
OD&D/AD&D/ et al to Kalibruhn name changes (with explanations)
Some of you might find this interesting.
I'll add more as I have a lot hand written,
Words that change with Kalibruhn
Avatar. This is an Indian/Eastern conception/word. In Kalibruhn, it is
an "aspect" and is not realized by anyone as anything different from a god appearing.
There is no weakened form for gods, they either appear for reasons, or they don't
Wizard/Sorcerer. AKA, "Touched" (general) "Gray Ones" (Gray Lands and all Frannish)
or, ancient, "Majuk" (Mah-Juck); the term Majuk is sparingly applied to those respected
few who have mastered their profession, or who use or reference ancient magics, or when
referring to a Gray One whose history is fully in the past more than 100 years, though he or
she needn't have died. Necromancers are often referred to as Majuk-De (Dead Mages, or Mages of the Dead).
Thus the piratical Majuk-De, commonly known as the Black Wind, who raided the coasts of
Blackstar during the 6th Zent from their island bases in the Strait of Luuk. The
Necromancers of Ng'Zuul, who were all but exterminated during the battle there during the
14th Zent, were an exception to this rule, as they worshipped Maraduk, the great evil one,
and were thought to wield both priestly and magical powers. Thus their apellative,
"Suum-De" (Masters of the Dead). Also see "Suum" under Priest/Cleric, below.
Priest/Cleric: AKA, "Hand of Light" (general), "The Fulfilled" (Graylands/Frannish) or,
ancient, "Suum"). Hand of Light refers to the guiding emanations which are thought to
derive from the gods as taught by most priesthoods, thus the connotation. The Fulfilled
commonly denotes exemplar status, or having attained "on high" in matters of temporal
leaguing within the priesthood in question. Suum, on the other hand, denoted
"knowledge," and usually mastery thereof, of all things religious and/or spiritual. This
term is currently used when refering to Seers (q.v., thus the great Seer, Whevweir-Suum)
and attaches as a prefix or afix (Arumani & Frannish, respectively) to their names. The
Necromancers of Ng'Zuul also used the Arumani form of this attachment (Suum-De).
Ranger: AKA those groups associated with particular woods & forests; (general)
Foresters, Greenlegs, Runners, Watchers, etc. There is no ancient term for this class.
By example, The Runners of White Wood, is a league of rangers, but the actual word,
"ranger," would be foreign to them, though "runner" wouldn't.
Assassin: AKA by group names and by general popular phrases and words. "Natori,"
"Killers" (general, Graylands), "Offenders of the Faith" (Arumani),
Aspects of Gods/Alignment
The aspects are seen not so much under the DnD understood
alignment principle, but as elemental forces which one gives due to.
There are no evil earthquakes, really, but one could say
God is evil for allowing them, heh? That they kill indiscriminately,
so too do the chaotic apsects of the gods manifest. It is not a wanton
abandonment of their principals which causes their furies to be unleashed,
at least from a philosophical sense of human understoods, but an elemental
interaction which causes them to boil over, affecting anyone in sight.
Remember: WoK inhabitants, for the most part, believe that the major elements
are living beings or gods , and that these manifest for good or ill (not evil perse, but
they accept their lots in life, so, ill). Thus worship is by orientation to an accepted mode, not to
a good or evil aligned type. By DnD terms this would make all clerics and priests neutral,
with whatever tendencies they have as real people (moral character).
There is still evil in the world, people can do evil, and there are even evil spirits
(demons, the byproducts of their furies which have manifested the wholly chaotic spiritual
side of their nature--the continuing progenitor of this demonry is the "First Born"
of the Gods, Mardun, the arch fiend).
***
Exactly! I never adopted the "Know Alignment"
spell in my campaign for that very reason. I make
a case against that, in fact, in the recent interview I did for OJ 14.
There are indeed grey (gray) areas. If no one knows, then they cannot
call someone truly evil, though they might suspect something, totally
different. So in Kalibruhn you are neutral until proving/or proved otherwise.
And this is still a social perception only. True evil comes from demons and such, and perhaps that is where the real emanations of evil derive from.
The current alignment system is fine for a hierarchical arrangement, but is otherwise antiquated. In game terms it works ok, but in reality, there are lots of missing spots and nuances. I believe that there should be two or more areas considered for applying alignment to a situation. Call at least one of them ordinary (perceived morality, such in humans, demi-humans, etc), known proclivity templates (or whatever) (drow, ogres, and then the obverse for good types, etc) and true evil or good (devils/angels, et al).
The same model in Kalibruhn applies to the gods, as they are chaotic and have been known to do good or evil things while manifesting through different aspects.