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Imrhys
Description | Aura | Commune |
Companions | Role of the Imrhys | Rogue Imrhys |
Creation of the Imrhys | List of Imrhys |
Imrhys (homo sapiens imrhys) are a sub-race of humans that is extremely long-lived and extremely powerful in the manipulation of magic and energy. One out of two hundred fifty billion human beings has the potential to become an Imrhys.
Imrhys start out life as a human being. As children they have an aptitude for magic. Many demonstrate unexplainable power or luck as children. Even young, they are extremely durable and can over come most poisons and diseases.
Around age 20, an Imrhys will have an 'Awakening.' It is a powerful release of magics that 'awakens' the genetic potential of the Imrhys. The Awakening is usually triggered by strong emotion or focus. If an Awakening does not occur by the time the human with potential reaches age 21, the human will not Awaken and become an Imrhys. They will age normally.
From that moment on, the Imrhys will age very slowly. For the next several millennia, they will appear to be in their twenties. By the time, they are 4000, they appear to be in their late twenties or early thirties.
No Imrhys has ever died of old age.
Aura
Imrhys have a particular color that they are most connected to. Their ‘aura’ when they glow is this color. It is also the color of their lightning. They are able to use effects of any of the magical types, but they may find it easier to work with the magic of their color.
Commune
Imrhys who are extremely close can have a ‘Commune’. There are several forms of ‘Commune’.
The most common is if the two Imrhys have had sex. Each Imrhys is able to sense what the other is feeling. In addition, each is able to send images and sensations across great distances to the other’s mind.
Immediate family members are able to have a more limited commune: parents, siblings, and children.
The second sort of commune is a ‘Soul Touch.’ Some Imrhys will spontaneously have a commune where each will enter the other’s mind and memories. Such a commune usually leads to a marriage between the two Imrhys. These Imrhys are also able to sense what the other is feeling, and they are able to send images and sensations to the other’s mind. The spontaneous Commune is extremely rare. Only five have ever been recorded.
Companions
The Imrhys live immensely long lives. If they are not careful, they become numb to the day to day lives of the mortal sentients around them. One of the ways they stay connected to them is by taking a companion. The Imrhys lives vicariously through the companion, experiencing all the emotions and events of that person as they live and grow.
Role of the Imrhys
The role of the Imrhys is as a guardian of life. Most use their incredible powers to improve the well-being of those around them.
Rogue Imrhys
Thr
History
The First Nine Imrhys
The First Nine Imrhys were created by the Last Nine Turhys – the last nine High Elves. The last of the High Elves knew that they were dying and needed to find new guardians of the Achar. They saw humans as the most adaptable of the races and each Turhys chose one representative from Each was given one of the Items of Light. The first nine Imrhys were: Seefell, Silophaea, Hovde, Emefell , Iwa, Dekra, Larsen, Winneshiek, and Bilbur.
The Turhys used their abilities to manipulate genetics with green magic so they more closely resembled the genetics of the Turhys. The process was completed on Noon Year 2, the Year 0.
Role of the Imrhys
When the Turhys created the Imrhys, they envisioned these humans to become the guardians of the Achar. Most of the Imrhys have fallen into that role. They have become guardians, teachers, mentors, and, in some cases, rulers of their lands.
The First Age
During the First Age, the Imrhys realized that rampant racism was greatest danger to the different civilizations. They started to go about teaching acceptance. One of their main goals was to create a common language for so all the races could communicate with each other. Over the millennia, they spread their message and language across the known Achar.
With their long lives, they were able to persevere through generations of stubborn races and able to soften the attitudes of each of the races towards each other.
List of Imrhys
The First Nine
Bilbur * Dekra * Emefell * Hovde * Iwa * Larsen * Seefell * Silophaea * Winneshiek
First Age Imrhys
Cago * Chat * Clermont * Coe * Colletta * Cresco * E’Crohf * Elgin * Isu * Larenphel * Lilyjean * Luther * Olaf * Pual * Uni * Uniwa * Wescon * Youvi
Second Age Imrhys
Allamakee * Atkinson * Augibur * Blackhawk * Calmar * Constanza * Daveed * Davez * Deenev * Emjay * Froyana * Hampton * Lanesbro * Lawler * Macalaster* Ozzbourne * Phyllis * Remsen * Terloo * Totiana * Valders * Warez * Westmark *
Third Age Imrhys
Brandt * Dieseth * Dante * Doudna * Floyd * Gjerset * Jensen * Julieklein * Lisawit * Melanie * Miller * Norby * Olin * Olson * Ossian * Osage * Quaylon * Sharel * Storre * Sunnyside * Thomoff * Xhiong
Fourth Age Imrhys
Alamap * Ambrosius * Annie * Beck * Bravebill * Bresky * Caroleiza * Cind'ee * Dan'l * Debgivern * DeeDee * Dougiano * Dykstra * Faux * Ha-Gen * Jen'l * Jordan * Jystad * The Karland * Ka'Senne * Mattew * Maz * Melissa * Mik'l * Paul Black * Pet'r * The Rickster * The Sailor * Sherrysmith* Smehren * Tamara * Zierath
Fifth Age Imrhys
Aeole *Aerock * Andr'u * The Andyman * Angeno * Braithe * Brooke * Bruno * Clint the Black Paladin * Cryssal * Darynbruch * Der Kommandant * Dore * The Homean * Jarred * Jaxpril * Jongivern * Jos'f * Kerkove * Kuker * Kumahr * Laurstra * Lindsay * Lissaford * The Manicotti * Mar'ee * Mattesch * Metcalf * Morgayn * Pouli * Rosonka * Ryan the All-Bright * Salina * Sanjon * Sarens * Shappell * Shakoxinta/Druachit Modia * Stevess * The Stone Rook * Subtle * Syreeta * Tanyadee * Tede * Timzick * Todweb * Visintainer * Xiola
Sixth Age Imrhys