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Latest revision as of 08:23, 8 April 2018

Kruth Philosophy

Reading Kruth is actually just as it sounds. There is none of the magick or supernatural nature involved-at least on the part of the teller. What actually happens is that when listening to someone's voice, and even allowing them to touch or shuffle the Kruth, the cards are actually arranged into a subtle pattern through both participants by Fate and Destiny. The difference between Fate and Destiny is that Fate is where one is headed but can be changed. It is similar to direction. One can be headed south but then merely need to turn a quarter to head west or east. Destiny is a destination, and therefore, no matter which direction you are headed, you will eventually, over time, make it to your Destiny.

A Teller does nothing more than interpret what is said by the Kruth. The Kruth always say, and what is said is always Truth, but only a good Teller will be able to understand what is really being said. The skill in Telling Kruth is being able to read the cards and understand what they really mean.

The Meanings of the Symbols:

Each of the symbols of Rank and Suit have a meaning. When they are combined, one rank and one suit, they have a composite meaning, which is not always what one might think. It is usually the way the two meanings interact that determines the composite meaning, and in what context the card comes. The composite meaning is rarely as simple as just the combination of both the rank and the suit meanings.

Suits:

Wind

Blows around the dunes, bringing about change, for better or for worse. It also deals with the traveler and adventure.

Sun

Burns down, causing pain and suffering, and deals with strife. The strife can be destructive, but just as often as not, it brings new growth in its wake.

Stone

Is of the earth, hardly altered by other elements. It can mean peace, stability and even death. It is cold and unconcerned and takes a great amount of time to change.

Water

Is the symbol of wealth, but is also necessary for life. Water deals with life and death, loss and gain.

Rank:

Life

Has many meanings; it means energy, excitement or beginning of a cycle. It is almost always considered a good turn.

Truth

Means purity, knowledge, decision, or final Destiny. It can show you the unchangeable or the Right.

Fate

Deals in luck, a pivotal point, or division of paths. It often shows what will happen if something is not changed.

Kings

Is authority and power, and the effects thereof. It deals with law, but not necessarily Right.

Deceit

Alludes to illusion, misdirection, and sometimes treachery. It is usually considered a bad turn.

Death

Means only permanence or the ending. Does not necessarily indicate physical death.

Common Meanings:

Life/Wind

Sudden change. Something new. Momentous moment.

Life/Sun

Destruction leads to rebirth. Fire brings form. To win. |

Life/Stone

Prevail conjurer. Enemy to friend. Nothing to something.

Life/Water

Found/The Birth. New job. Good endeavor. Good omen. Pregnancy.

Truth/Wind

Beliefs will be revealed true. Trustworthiness. Cleansing.

Truth/Sun

The feared is true. Fire brings purification.

Truth/Stone

The Arrow. Follow the facts. Facts point to truth. Direct path.

Truth/Water

Forgiveness. Second Chance. Healing. Knowledge is vital.

Fate/Wind

Whim of Fate. Small actions amplified.

Fate/Sun

Trial / Enemy. Unavoidable enemy or struggle. Inner struggle.

Fate/Stone

Calm/The Balance. Uneventful. Non-action. To wait, also compensation.

Fate/Water

Profits. | Sudden Gain. Health, or good fortune.

Kings/Wind

Shifting of power. The upper hand. Political change.

Kings/Sun

The Harsh. Unfairness. Harsh judgment. Iron rule.

Kings/Stone

Means/Law. Justice. The law. The good of society.

Kings/Water

Righteousness/Ends. Vindication for good intentions. Good of the many.

Deceit/Wind

Things that change still remain the same. Tradition.

Deceit/Sun

Betrayer Treachery. Cheating. Lying. Conning. Also smooth talker.

Deceit/Stone

Escape from pursuit or bonds, or offenders getting away.

Deceit/Water

The thief. Something stolen. Bad judgment. Bad investment.

Death/Wind

Perpetual change. Loss of love. Flame burned out.

Death/Sun

The Scar. Permanent injury. Eternal effects. Lost mind.

Death/Stone

Slavery death. Stopping, rest, retire, settle down.

Death/Water

Poison. Lost friend or family. Missing cherished object.

The Deal:

The Standard Read

Three cards in a row, Event-Cause-Fulcrum. | In this deal, the first card indicates a significant event or situation. It is read first because the other two cards are only significant in relation to it. The cause is an interim effect. Often it is already true, but usually it is what leads up to the Fulcrum or comes from the Fulcrum. If it happens before the Fulcrum, then it is unchangeable. The Fulcrum is the pivotal point in the course of events. It is the important time at which the Event can be avoided, if possible. In general, the Fulcrum is the time at which there is the greatest ability to change the Event. Note that it is very important to correctly interpret the Fulcrum. Very often it is easy to tell what the Fulcrum will be, but extremely difficult to tell which path leads to and which away from the Event. This should usually be left for one to decipher for oneself.

The Ordered Read

Three cards set in a half circle, Fulcrum-Cause-Event. Alternately Three cards in a half circle, Cause-Fulcrum-Event. Here the same pattern as the Standard Read is used, but in an arranged order. The order is set according to first-to-last in time. If Cause precedes Fulcrum, then it is the first Cause and will determine the reason for the entire situation. Otherwise, it will be a final Cause that happens on or after the Fulcrum and is only the Cause of the final Event.

Traditionalists do not like this system, as they think it tries to Force the Reading to fit within constraints, and thus makes it less flexible.

Extended Ordered Read

Three Cards in a half circle, Cause-Fulcrum-Cause, around a fourth, Event. Same as the Ordered Read, except it adds has a first Cause and a final Cause.

Nizza's Cross

A total of five cards arranged in a cross. The row is Action- Fulcrum/Cause-Event and the column is Action-Fulcrum-Cause-Event. Note: row crosses column between Fulcrum and Cause. The importance of this innovation is that it clarifies which path will lead to which Event. The Fulcrum and Cause for the column is the same for the row, so the Teller can more easily tell which action leads to which event. Fulcrum and Cause are actually set up in the column and the row has one card to the left, and the other to the right, positioned half way between the Fulcrum and Cause. The Action here indicates what course should be taken to get the Event. Usually this is dealt column first, then two row cards. Nizza's Cross is fairly new and has not gained wide-spread acceptance yet, but legend says it was created by a young homeless girl in Allanak.

Standard Answer

Three cards in a column, Stakes-Players-Choices. This is used to help guide when a question is asked. Each card is independent of the others. The Stakes are what is to be won or lost, or what is the importance of the question. The Players are those who are involved in the answer, though it is rarely that they are directly pointed out. Usually it is an indication. The Choices indicate the important of the actual options one has. No question can be answered this way, but the Kruth can guide one to find the answer for oneself.