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(West Asian mythology)

The principle of evil in Persian mythology. As Angra Mainya, ‘the destructive spirit’, who first introduced death into the world, he led the forces of evil against the host of Spenta Mainya, ‘the holy spirit’, who assisted Ahura Mazdah, ‘the wise lord’–the final victor of the cosmic struggle.‘In the beginning,’ said Zoroaster, ‘the twin spirits were known as the one good and the other evil, in thought, word, and deed. Between them the wise chose rightly, not so the fools. And when these spirits met they established life and death so that in the end the followers of deceit should meet with the worst existence, but the followers of truth with the wise lord.’

Ahura Mazdah told Zoroaster that Angra Mainya had upset his plans for making Persia into a terrestrial paradise. All the creatures of ‘the wise lord’ were created with free-will: both spiritual beings and men. Angra Mainya, the twin brother of ‘the holy spirit’, simply took pleasure in ‘choosing to do the worst things’. To thwart Ahura Mazdah he introduced frost in winter, heat in summer, all manner of diseases, and the other ills that men have to endure. His creation, too, was the dragon Azhi Dahaka, who brought ruin to the earth. When Ahura Mazdah fashioned the stars in heaven, he ‘sprang into the sky like a snake’ and in opposition to those luminaries formed the planets, whose baleful influence then fell across the world. Throughout creation there was a cleavage and antagonism so deep that under the Sassanians (226–652) there arose a myth to soften the dualism. The twin spirits became the offspring of a single pre-existing primeval being, Zurvan Akarana, ‘infinite time’. Because Zurvan had vowed that the firstborn should rule as king and Ahriman ‘ripped the womb open’ in order to claim the title, the evil one was given the kingdom of the world for a limited period. ‘After nine thousand years,’ Zurvan insisted, ‘Ohrmuzd will reign and will do every thing according to his good pleasure.’

The chief weapon of Ahriman was az, concupiscence, Zurvan's gift. ‘By means of his power,’ the donor remarked, ‘all that is yours will be devoured, even your own creation.’. Ahriman accepted because it was ‘as his very essence’. The demonic Az, a female principle, included more than sexual desire equally it was doubt, a weakening of the intellect. Possibly the idea represents a borrowing from Buddhism, which saw in avidya, ‘ignorance’, and its manifestation, desire, the reason for the endless round of conditioned being. Az was also connected with the Manichaean demon of the same name, ‘the mother of all evil spirits’. In Zoroastrianism, however, the role of woman is by no means clear. Man was almost holy, a creation designed to play the foremost part in the destruction of evil. When Ahriman beheld ‘the righteous man, he swooned away. For three thousand years he lay in a swoon. . .till the accursed whore’ roused him. Jeh, the whore, coveted man and ‘defiled herself with the destructive spirit’ to obtain her desire. But this idea only found expression in late texts and it was generally accepted that woman's role was the propagation of the race.

 
 
Dictionary: Ah·ri·man  (ä'rĭ-mən) pronunciation
n.

Ahura Mazda's adversary, the chief spirit of darkness and evil in Zoroastrianism.

[Persian ahriman, from Middle Persian ahraman, from Avestan angrō mainiiuš, the evil spirit : angra-, evil + mainiiuš, spirit.]


 
WordNet: Ahriman
Note: click on a word meaning below to see its connections and related words.

The noun has one meaning:

Meaning #1: the spirit of evil in Zoroastrianism; arch rival of Ormazd


 
Wikipedia: Ahriman (Warhammer 40,000)
Ahriman
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Ahriman

In the fictional Warhammer 40,000 universe, Ahriman, Sorcerer of the Red Cyclops, was the Chief Librarian of the Thousand Sons Legion, and - after his Primarch, Magnus the Red - the most powerful of all Chaos sorcerers.

It was he, leading a cabal of powerful sorcerers, who cast The Rubric of Ahriman that sealed the Legion's suits of power armour and turned their bodies to dust. Although his plan was to save the Legion from the Tzeentch-caused mutations affecting them, Ahriman was responsible for effectively destroying the Legion, and was subsequently exiled from the Planet of Sorcerers that had been claimed as the Thousand Sons' new homeworld by the daemon-Primarch Magnus the Red.

Ahriman's lust for power has no equal, and he does not acknowledge Chaos as his master. Instead, he is constantly searching for any powerful artifacts or forbidden knowledge that would allow him to fully master the way of the sorcerer.

Ahriman's main goal throughout the 41st millennium is to gain access to the vast repository of knowledge known as the Black Library, which is hidden somewhere in the Eldar Webway.

During the Eye of Terror campaign, Ahriman's search for the Black Library came one step closer as he managed to find out how to get into the Eldar Webway; however, with the rather insufficient forces available to him, a combined force of Eldar Aspect Warriors and Harlequins forced him out. In any case, the Thousand Sons are still able to use the Webway in small numbers - this is probably how the Chosen of Ahriman have now acquired the ability to "teleport" Thousand Sons troops around the battlefields.

References

Ahriman miniature page TheGameshop.ca: Ahriman The Sorceror Eye of Terror: Forces of Order Newsletter


 
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Persian Mythology
www.pantheon.org
 
 
 

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Copyrights:

World Mythology Dictionary. A Dictionary of World Mythology. Copyright © Arthur Cotterell 1979, 1986, 2003. All rights reserved.  Read more
Dictionary. The American Heritage® Dictionary of the English Language, Fourth Edition Copyright © 2007, 2000 by Houghton Mifflin Company. Updated in 2007. Published by Houghton Mifflin Company. All rights reserved.  Read more
WordNet. WordNet 1.7.1 Copyright © 2001 by Princeton University. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Ahriman (Warhammer 40,000)" Read more

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