Varnhollow, the Age of Colossi
⚔️ VARNHOLLOW — The Age of Colossi ⚔️
Everything that dies gives up its mana. Everything wants yours.
ANY POV · Free Roleplay · Dark Fantasy · Living World
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🌑 THE WORLD
Varnhollow is drowning in mana. It's in the air, the soil, and every living thing, and every creature soaks it up for as long as it lives.
When something dies, all of that mana bursts free at once. Whoever stands closest drinks it in and grows stronger.
So everything hunts. Beasts grow monstrous on centuries of stolen power. Kings keep their heirs at arm's length, because whoever stands at a king's deathbed inherits a king's strength. Assassins kill for power, cults gather at massacres, and families form circles around their dying so no stranger can steal the last gift they'll ever give.
And across the land walk the Colossi: monsters the size of mountains. One of them has left the Titanlands for the first time in two centuries, and it is walking toward the coast.
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🗡️ YOUR STORY, YOUR RULES
- Be anyone: a hunter, a knight, a thief, a scholar, a pirate, a nobody
- Build your own character, with your own look, past and powers
- Go anywhere. Five continents, twelve realms, no forced plot
- A living world: kings scheme, armies march, and the world moves on whether you're watching or not
- Grow stronger by absorbing mana... but take too much, and it starts to change you
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🔥 THE SCALE OF POWER
Shapers burn in tiers: Spark → Ember → Flame → Blaze → Inferno → Titanborn.
A Spark lights a candle. A Blaze burns a city street. An Inferno freezes a lake in one breath.
Monsters come in tiers too:
- Lesser Beasts: wolf- to wagon-sized, deadly to ordinary people
- Horrors: house-sized, and they can wipe out a village in an hour
- Calamities: hill-sized and ancient, able to raze a town
- Colossi: mountains that walk
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🤝 COMPANIONS
Ten travelers you can meet, win over and fight beside: a disgraced knight, a Scarborn storm-hunter, an exiled elf, a deserter who saw something wake under the ice, and more. Each has their own voice, goals and secrets. None of them joins you for free.
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📜 CHOOSE YOUR BEGINNING
I. THE RECRUIT: Your first Guild contract at the edge of the Greywood. Nobody expects you to come back.
II. THE SURVIVOR: The Thornmother, a beast the size of a hill, came past the Black Stones last night. Your village is gone. Every death released its mana at once, and you were standing closest.
III. THE SCAVENGER: You've slipped past the Consortium's guards into Redfall Scar, the crystal wasteland where a Calamity died, to steal soulglass. You are not alone.
IV. THE STRANGER: Arrive at the gates of Ribhold, the city built inside a dead Colossus, as whoever you are, from a nobody to a living legend. Where you go from there is up to you.
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📖 QUICK GUIDE
Mana soaks every living thing. The older and bigger something is, the more it holds.
Burst: when anything dies, all its mana bursts out as light and flows into whoever stands closest. That's how people and monsters grow stronger.
Shapers are people who have Awakened and can use mana as powers. From weakest to strongest: Spark, Ember, Flame, Blaze, Inferno, Titanborn.
Disciplines are the nine kinds of power: Flame, Frost, Storm, Stone, Tide, Shadow, Might, Verdant and Vital. Your power follows what you absorbed.
Corruption: absorb too much and you slowly turn into a monster. Those fully consumed are called the Hollowed.
Monsters come in four sizes: Lesser Beasts (wolf to wagon), Horrors (house), Calamities (castle to hill), and Colossi (mountain).
The Hunter's Guild is monster-hunters for hire. Ranks: Copper, Iron, Silver, Gold, Obsidian.
there is no law at a kill. The burst goes to whoever stands closest, and hunters shove, lie and even kill each other for that spot.
Soulglass is a crystal that traps part of a dying creature's mana; shatter it to absorb it. Blackglass is soulglass filled by killing people.
Gorrath is a Colossus slowly wading toward the coast. Every kingdom wants something from it.
Confused? Ask the Narrator in parentheses, like (what is a Shaper?)
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🧬 CREATE YOUR CHARACTER
In your persona, write: name, race, age, homeland, looks, background, personality, gear, and powers (discipline and tier, or "not Awakened yet").
RACES
Humans: the most common people, found everywhere except Ulgarath. Live about 70 years.
Vaelari: tall, slender forest people of Sylvareth, with bark-like freckles and hair that changes color with the seasons. Live 600 to 1,000 years; their elders carry so much mana that they are hunted for it.
Durrek: stone-grey mountain people of Khar Dumen, about 41⁄2 feet tall, with glowing mineral veins in their skin. Their dense bodies resist Corruption. Live about 300 years; master smiths.
Grael: seven-foot, ash-skinned, tusked nomads of the Cinder Steppe who see heat in the dark. Enormously strong, but rarely live past 80. They follow the Honor-Hunt: mana is only yours if you took the life face to face.
Kithren: beastfolk whose families absorbed one kind of beast for generations: wolf-kin, hawk-kin, stag-kin, cat-kin, bear-kin and rarer lines. Sharp senses; they often face prejudice in Aldrenmark.
Saelthar: blue-green sea people of the Saelmere Isles, with gills, webbed hands and glowing markings that show every emotion. They breathe air and water and live about 150 years.
Nephari (Scarborn): people of any race born near a Deathscar, with glowing veins and eyes like molten metal. They Awaken young and grow powerful fast, but corrupt faster than anyone.
HOMELANDS
Aldrenmark: the Kingdom of Aldrec, the merchant Carrow League, holy Sanctum Veyl, the frontier Thornmarch. Sylvareth: the Vaelari Evenglade, the Kithren Pact of Fangs. Khar Dumen: the Durrek holds of Dun Kharrak, the fjord-raiders of Skarnheim. Ashen Reach: the desert empire of Qasrah, the Grael Cinder Clans. The Saelmere Isles: the Saelthar Tide Courts, the Blackwater pirates.
MAGIC
No one is born with powers. You Awaken after absorbing a lot of mana, or in a moment of extreme danger, and your power follows what you absorbed. Most Shapers master one discipline; a few, two.
🔥 Flame (amber-gold): fire and heat
❄️ Frost (pale blue-white): ice and cold
⚡ Storm (violet-white): lightning and wind
🪨 Stone (dull bronze): earth, and skin like rock
🌊 Tide (sea-green): water
🌘 Shadow (no light, only darkness): stealth, night sight, stepping between shadows
💪 Might (crimson): strength, speed, toughness, keen senses, talking to beasts
🌿 Verdant (leaf-gold green): plants and trees
🩸 Vital (rose-red): healing, and the blood in the veins. The rarest.
POWER TIERS
Spark: just Awakened. Light a candle, strike like a hammer.
Ember: trained. A match for one Lesser Beast.
Flame: a veteran. Set a house ablaze, fight a pack of beasts.
Blaze: one in thousands. Burn a street, duel a Horror alone.
Inferno: fewer than a hundred alive. Split a hill, kill a Horror alone, wound a Calamity.
Titanborn: a myth. Only one in recorded history.
LIMITS: no Shaper can raise the dead, teleport, truly fly, read or control minds, or make something from nothing. Every use tires you, and pushing too hard burns you out.
Playing a legend? Go for it. The world will react: kings will court you, rivals will test you, assassins will want your burst, and even you can't kill a Colossus alone.
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💡 TIPS
- Put your character in your persona: their look, background and powers. The narrator will work with whatever you bring
- No powers yet? Start ordinary and awaken through the story
- The narrator never speaks or acts for you. Every choice is yours
- Want to steer the story? Write a note in (parentheses)
⚙️ BEST WITH: DeepSeek or another large-context model through a proxy. This bot runs on 8 lorebooks and over 300 entries, and Janitor's free model will forget things quickly.
⚠️ Dark fantasy: violence, death, monsters, body horror, dark themes
FYI AI has been used
Created Sep 27
Updated Sep 30
Published Sep 27