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[✗] Magic Lore - Kar'Torak(Revised)


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-An adventurer gazes upon the last of the remaining above ground Valdahaz stones.

Credit to Jacob Rail


The History of Kar’Torak

The stones of Garumdir are a collection of archaic stones scattered across the landscape. Stories tell of their creation by the daemon Garumdir as a necessary protection against those who might harm his work.  The creation of the first Garumdir stone, later named the Progenitor Stone, allowed Garumdir to protect the mountain ranges where his reevers worked. However, along with the rest of the world, time crumbled the mountain ranges Garumdir sought so desperately to protect. Still after all this time, a few of these Progenitor stones remain. With his measureless craftsmanship, the daemon made a smaller set of stones. These were the Valdahaz stones,  the knowledge of which was given to the greatest minds of the world. These worked to ward off forces that would seek to destroy Garumdir’s creations. This knowledge helped to further the discovery of multiple magical arts. However, it would be lost to the world until recently. When the dwarves delved deep into the rat infested under-roads, they uncovered a ruined city and a Progenitor Stone, sent by Garumdir to teach the ancients the way of Kar’Torak. After many years of research comparing linguistic similarities of old dwarven to the ancient text found on the Progenitor Stone they found the stones were powered by Garumdir and unlocked through the Ritual of the Artisan.

-IC None would know of Garumdirs involvement with this magic and would seek their own gods as an explanation to its happenings.


Red Wording indicates the Red lines of the magic.


The Ritual of the Artisan




The Ritual of the Artisan


To begin, the aspirant must create a depiction of themselves and their soul on a large stone known as a stone of Hefthyn. Following the creation of the stone, the aspirant will begin to connect the Hefthyn stone and the Progenitor stone. They must submit a small pendant, ring, or other modest trinket that will help to develop the link to Garumdir. This trinket will allow them to utilize the Hefthyn stone and its developed powers without being near it or the Progenitor stone in person. The master of the ritual in charge of indoctrinating the new aspirant will take the trinket and will proceed to connect it with the hefthyn stone before handing it back. The Hefthyn stone is then slotted into the ground next to the Hefthyn stones of other Kar’Torak users. The slot is connected via a trench along with all others to the main progenitor stone. This connects them to the power of Garumdir, but must be in close proximity to the Progenitor stone. Because moving the stones away from the Progenitor stone causes its users and their Hefthyn stones to lose their magic, the location of these stones are kept on lock down in a secure location. Those with the full knowledge and mastery of Kar’Torak can restore power back to a user should their stone be lost or destroyed. However, this requires the use of the Progenitor stone. If the Progenitor stone is destroyed, a ritual requiring a sacrifice of great value must be performed in honor of Garumdir (Story Team Lead Event)



Refresher--The Progenitor stone is infused with the magic of Garumdir. When the Hefthyn stones are close to the Progenitor stone, they tap into its power. The personal trinket a person holds allows them to then connect with that Hefthyn stone over long distances. With the power of said trinket in hand, they can create Valdahaz stones. For context, the Valdahaz stones are large warding stones located on the perimeter of the circle/barrier that allow the magic to function. (Valdahaz stones are discussed further below in “The Workings”)

-The Progenitor stone is connected to Garumdir’s power, which is linked to the Hefthyn stones. These are placed in close proximity to the Progenitor stone, while the small trinket the user carries connects to the Hefthyn Stones - and thus Garumdir himself. If any of these trinkets are stolen or destroyed, the user cannot use the Kar’Torak magic.

-The purpose of the Hefthyn stone is to act as a stand-in for the magic user’s actual soul having to be bound to Garumdir. A Greater soul is required to bind with the hefthyn stone and by binding to the hfthyn stone instead of the progenitor stone Users can cast magic at great distances away from the progenitor stone as well as not have their soul altered and remain untouched. However it is the hefthyn stones link that causes the curse of greed. A user can only have a single hefthyn stone connected to them at any one time.

-The item or trinket the caster carries enables them to wield the power of Garumdir. He has infused progenitor stones with his power and the Hefthyn stones tap into that power. Should a user lose their trinket, have their Hefthyn stone destroyed, stolen, or moved out of its slot: they will not be able to use magic (See “The Curse and the Cavern”).

-If the Progenitor stone itself is destroyed, all casters will lose the power to use their magic. A  great sacrifice (Life, Artifacts, or a greater creature - such as Ents or Wyverns) will need to be made in order to restore it. Likewise, if a Hefthyn or trinket is lost a smaller debt is owed, such as a troll’s life essence or a magical item.



The Curse and the Cavern



Image result for fantasy greed art

The Curse and the Cavern

Deep within a mountain, the users of Kar’Tarok gather at the Progenitor stone, which powers all of their magic. The Progenitor stone is held in a vault surrounded by the Hefthryn stones and their most precious artifacts/relics. Users of Kar’Torak experience Garumdir’s greed for artifacts most strongly when in the cavern. If an item is found to be valuable by a Kar’Torak user, the curse prompts them to acquire and hoard it. Examples include: well-made clothes worn by emperors or kings, magical devices, or powerful weapons. Kar’Torak users will attempt to acquire these items by any means possible - should legal methods not work. The curse to steal, buy, and obtain perceived “Grand” items is the cost of initiation into the Kar’Tarok magic. The vault, which holds not only the items collected because of the curse, but the Progenitor and Hefthyn stones themselves, is a closely kept secret. Kar’Torak users would choose death over revealing the location of the vault.


The Workings of Kar’Torak

(magical feat)






The Workings of Kar’Torak

(multiMagic slot- 2)


The Workings of the Trenches and Progenitor Stone

In the ritual to cast spells utilizing the stones of Valdahaz, the Progenitor stone, and the Hefthyn Stones utilizes a system of engravings in the dirt known as trenches. These trenches are lined with redstone chalk which when fully completed in a circle and connected to each Valdahaz slot will allow the dome to flicker into life. Essentially, they act as conduits linking each stone together.


The Progenitor stone is the keystone of the  magic of Kar’Tarok. If found, it can be destroyed, ending the magic of Kar’Torak. Although mere weapons like pick-axes, swords, or even ballistae could not damage the giant rock, it is still vulnerable to attack from larger siege weapons, such as catapults. If destroyed, reference the red lines found in “The Ritual of the Artisan”.


A Valdahaz stone is a smaller type of stone that Garumdir devised, to allow descendants to utilize the power found within the Progenitor stones. Valdahaz stones can have various distinctions but all have a few shared characteristics and limitations. Firstly, all Valdahaz stones must be grounded in the earth or stone. If removed, the stone will stop working instantly until it is returned to where it came from. Each Valdahaz stone depicts its purpose through artistic or pictographic portrayal etched on its surface. For instance, if a stone is used to guard a certain area, it would have various depictions of that location and its population. The stones can be no bigger than 15 feet in height. The more powerful and higher tier a spell the larger the stone will need to be.


More information on the creation of the Valdahaz Stones:

Each Valdahaz stone must be created containing these three depictions on it that answers the following questions --  Who is it for? What is it doing? Where is it located? It is up to the artist’s discretion to depict the stones in whatever way they like as long as they represent the stone’s purpose through the three questions. For example, when creating a Valdahaz stone for use in the Gateway spell, (See below: “The Gateway spell (Non-Combative)”) an artist could make a representation of a cavern or treasure hold. They would then create a depiction of themselves reaching into the portal, showing where the stone is currently located. So, if for instance the vault stone is located in a stone tower, a stone tower is depicted. However, it would not show the specific location of the vault.


To use Valdahaz stones, they must be in a circular formation around whatever location they are to affect. The circle must have at least 3 stones to work. The circle can be no bigger than 25 blocks in diameter at the highest tier. Within this ring, the individual effects of the stones are activated, with all space around the outside left totally unaffected. Aboveground, an expanse of overhead air or other material appropriate in size to the circumference of the circle is also under the enchantment’s influence, creating a perfect semicircular dome. All Valdahaz stones can be easily moved as according to a stone of their size and weight. Once moved, all spells involved with said Valdahaz stone will be disrupted. In addition, stones cannot be tethered in place through any method.




Overview and Meaning of Valdahaz:

The Valdahaz are the stones that rest in the circle the caster creates. They can be easily physically moved if reached. This is the main method of countering this magic, since the effects of the stones immediately stop acting upon the circle when moved. They are able to be moved as easily as other stones of their size, or destroyed in a similar fashion. Generally, Valdahaz stones are wide and look similar to large memorials. 


-Domes can exist within one another but they cannot be stacked, such as a smaller protective dome within a larger protective dome. However one can make a smaller decorruption dome within a larger protective dome. The domes cannot overlap and they must be within one another and not be of the same type.

-As you go up in tiers for a certain spell the circle and area of effect gets larger which will require more and larger stones.

-At tier one Valdahaz stones can be expected at a height of 2-5 feet. Tier one created circles can have a maximum diameter of about 10 blocks

-At tier two the height of the stones can increase to 7 feet and the diameter of the circle expands, to a maximum 25 blocks;  the Valdahaz stone count remains 3.

-At tier three another Valdahaz stone can be added to each circle, and their diameters can reach 40 blocks. Note that while increasing the number of stones per circle at a higher tier means more powerful magic, it also results in a more vulnerable spell, as it only takes one stone’s displacement to break the enchantment

-At tier four another Valdahaz stone is added to the circle, now 5, and its diameter and power expands, along with its vulnerability. Rings can now reach 80 blocks across.

 -At tier five the only changes are the height of the Valdahaz stones, now 10 blocks, and the circles can increase in diameter to a full 100 blocks.








Casting and Emoting of a Kar’Torak spell:

 First, the magic caster must find a suitable location to conduct their spell. Next, the Valdahaz stones are created for the spell. Depending on the specifications of the spell and tier, these stones range in number from 3-5. As seen above, (see: More Information on The Creation of the Valadahaz Stones) the Valdahaz stones will have artistic depictions based around who, what, and where regarding the spell. Then, a circle is dug/carved into the surface the spell will be casted on. These circles can range from 5 to 100 blocks in diameter, depending on the tier of the caster. Once the circle has been properly dug out, the placement of the Valdahaz stones must be confirmed. Next, the magic user will create a slot in the ring for each one to be placed into. The caster will then insert the stones into the slots. The small trenches that were previously dug are then lined with redstone chalk to allow the magic to flow between each of the stones as a conduit. Once the circle has been set up and the thanium is allowed to settle for a few emotes, the dome will start to flicker into life and then become transparent.


Example of Emoting the Gateway Spell

*Grilthram Hammerforge would locate the spot where he wished to place the Valdahaz circle.* *Upon finding the ground level, he would begin by making the first of three Valdahaz stones needed for the ritual.* * He would take out his tools and activate his ring allowing him to interact with the magical essence of his Hefthyn stone.* *As he started to bite into the stone with his tools, the design of the dwarf himself would appear upon the surface of the stone.* *The picture was a grand depiction of himself using various dyes and other paints to give color and life to his design* *Moving on, he would then take his own creative liberty in making the location of the vault he wished to connect  with.* *Having finished this depiction of the location he would move to make an artistic representation of himself using the portal to move an item to the vault as well as pulling an item from it* *After completing this stone he would move on to the next* (Grilthram would emote these next Valdahaz stones in the same way the first was created) * Grilthram would then make a trench in a circular fashion with 3 slots the size of the Valdahaz stones he had just created* * He would then go to line the trenches with redstone chalk before inserting each of the stones into place* (Traveling now to the cavern where he wishes to pull/put items. He would repeat this process he had just done as described in the spell allowing now a gateway to be formed from the original and newly created Valdahaz circle*) *A portal would flicker to life after the second Valdahaz circle had been created allowing him to transfer objects between the two Valdahaz circles.* ( This flickering to life would take three emotes)


Sidenote: ”Blocks” are the blocks as represented in minecraft.


Stones of Hefthyn and Tier Progression



Stones of Hefthyn and Tier Progression

The Stones of Hefthyn define the tier of which a user has mastery over the Kar’Torak magic. When first indoctrinated into the magic, the fledgling user completes a ritual with the Progenitor stone--creating their stone of Hefthyn (See “The Curse and The Cavern” above for more background). 

Tier one as a user of Kar’Torak is obtained once a student has passed the ritual and made their own hefthyn stone. Tier two is obtained once a student has fully mastered the ability to create small and minor Valdahaz circles. Once deemed worthy they must craft or obtain an ornate object to offer to the cursed cavern in order to ascend to tier two. 

Tier three is reached once a user has mastered and learned all of the various new ways of making larger circles and stones. They must demonstrate their ability and once again offer something up to the cavern of greater value than the previous item.

Tier four is reached after a great deal of time has been spent searching the world for artifacts to hoard and the user gradually becomes obsessive and impulsive towards obtaining and/or stealing valuable objects. By this tier casters are very greedy and not quick to share. After mastering the creation of larger and grander Valdahaz stones they are ready to proceed to the final tier. They must offer up a rare item much more precious than the previous one to Garumdir to be judged.


Extra information-The artistic design on the users hefthyn stone is reworked each time they progress to a new tier and become much more grand as they progress. Allowing one to distinguish a novice’s hefthyn stone from that of a master.


- Once a player has reached tier 5 and wishes to split off from the original proginetor stone they were indoctronated under and go forth and make their own cursed cavern with a newly found progenitor stone. They must embark on a event lead quest to obtain the location of a lost progentor stone being the one they will claim. This adventure should be tough and frought with danger as rediscovering the long lost stones is no easy feat. Once the event line has been concluded and the new progentior stone unearthed it will now function as the tier 5 master Kar’Torak users new main progenitor stone and their tie with the previous one will be severed.


Examples of acceptable items to submit:

 An ornate blade - Tier one

Trolls blood- Tier two

A magical amulet - Tier three

Ancient writings and information of long lost knowledge- tier 4


Kar’torak Spells/Valdahaz Circles


The Vault Stone (Non-combative)

This spell allows a user to create a small portal in which to store and retrieve items from. The portal created is only about 1 block in size -  enough for small items to be put into and pulled out of. The creation of this spell is made up of 3 small Valdahaz stones in a circular formation. This portal has a direct connection to a cavern in which the user can store and or pull items from. A corresponding second portal must be made at the vault or cavern the user wishes to draw items from.


Tier 1- The Caster creates a small circle 5 blocks in diameter with 3 Valdahaz stones located around the edges of the circle ranging in height from 2-5 feet. Once the stones are completed and placed around the trench and the same process has been completed within the cavern of which they wish to pull items from (Thereby having two valdahaz circles one in the cavern and the other in the other location) the portal will activate after 3 emotes, allowing a user to pull an item from the cavern or vault to themselves.


- Nothing wider than one block can be put inside of the portal or taken out of. Or in other terms nothing that could not fit within a 3 foot sized circle.

- No living creature can be put in or removed from the portal of the Vault Stone

- The portal is a stationary object and cannot be moved around once placed it must either be destroyed or left where it was made.

- It takes 3 emotes before the portal is ready to be opened.

- The user can pull items back from the portal providing  the same rules apply and the object is already inside the cavern.

- Creation of each stone and emoting for them is done in the Creation/Emotes section under “The Workings”


Valdahaz of the Communicator (Non-Combative)

This is just a singular Valdahaz stone about 4 feet tall. The user will inscribe on the surface of the stone a depiction of two people talking. This spell acts as an aesthetic reskin of the roleplay bird messaging system. It serves as a different role play method to converse with a person over distance. Once the spell is cast, a small portal opens up above the stone and a letter can be pushed through, instantly being received by the recipient of the letter.


Tier 1- This is a tier 1 spell only and the caster must create a small singular Valdahaz stone with which to interact with. The inscription like with all Valdahaz must depict the who, what, and where. 


- It is the same as our current bird method of transferring information over distancing and the same rules apply. Anywhere a bird or other messenger animal could not get to deliver a message could not be reached through a Valdahaz of the Communicator either.

- It allows someone to open a small portal to drop a letter through. And nothing else. It is not a two way device unless the other person also has another one in which they could send one back.

- Creation of each stone and emoting for them is done in the Creation/Emotes section under “The Workings”


Valdahaz of the Untainted (Combative) 

This is  a very simple barrier that keeps back unnatural corruption and retains purity within the location. Also known as a ‘decorruption ring/spell” While the Valdahaz stones of the Untainted do not protect against physical attacks by unnatural creatures, they do increase the nausea of said creatures in circles of a diameter of 25 blocks or less as the power is more concentrated, leading to possible vomiting. Made by the Old Ones to reclaim their homeland from the corrupted influences of the world, this type of Valdahaz stone acts as a small beacon of hope in an ever worsening world.  The Valdahaz stones heal corrupted land one block at a time in rings almost like a tree, from the outside working to the center


Tier 1- The caster can only create a circle with a diameter of 10 blocks and the dome will cover the entire area within. While the Valdahaz stones can be no larger than 2-5 feet in height. At tiers one and two, corrupted blocks within these rings remain corrupted, but the spell has the nauseating effect on invading hostiles.  


Tier 2-The caster can create a circle with a slightly larger diameter of about 25 blocks and the dome would cover the entire area within. The Valdahaz stones must be 7 feet in height. The higher tier increases the circle’s sickening repellent effect on hostiles slightly, but still cannot heal corrupted blocks within it.


Tier 3-Casters at tier three can now add an additional Valdahaz stone to the circle requiring up to four to be placed in the entire circle. While the Valdahaz stones must be 7 feet in height. The diameter increases to 40 blocks. Blocks inside the enchanted dome are healed of corruption at a rate of 8 blocks/emote, but at this tier and higher Valdahaz of the Untainted no longer cause nausea to hostiles.


Tier 4-The caster can make a circle of about 80 blocks in diameter and an additional Valdahaz stone must be added, totalling five stones making it still more vulnerable. Each stone remains 7 feet in height. The healing rate is now to 15 blocks/emote.


Tier 5-Tier five Kar’Torak decorruption spells are 100 blocks in diameter and require all  5 Valdahaz to function, each must be 15 feet tall. The healing rate within heals 20 blocks/emote.


- All stones can be easily destroyed or moved if reached and cannot be tethered to the ground in any way. Destroying or moving one or more stones totally stops the spell.

- All stones in a given ring must be on the same z level to function.

- It affects aesthetic changes on the environment and keeps things unchanged so that evil cannot take root in the area it protects.

- Evil creatures existing within the Untainted barrier will experience nausea and possible vomiting after prolonged exposure Around 6 emotes must pass before this effect begins to take place and 20 emotes before extreme nausea occurs.

- This only applies to circles made with the specifications of tier 1-2. Any evil creature setting foot in a dome with a diameter larger than 25 blocks will not experience the sickness causing symptoms.

- Conversely, the healing of corrupted blocks only occurs in tier 3, 4, and 5 made Untainted circles. Blocks corrupted in tier 1 and 2 circles will remain corrupted.

-All tiers will need Approval and proper emotes. An example of what the creation of any Kar’Tarok spell requires is in the “Workings” section above.

-Creation of each stone and emoting for them is done in the “Creation/Emotes” section under “The Workings”

-While they have different effects, multiple Valdahaz of the Untainted circles of various tiers still cannot be stacked, e.g. a tier 4 Untainted circle to heal corrupted blocks enclosing a tier 1 Untainted circle to nauseate evil creatures.


Valdahaz of the Elements (Combative)

This Valdahaz prevents certain elements from entering a created barrier. These elements include fire, ice, and lava among other basic elements. This barrier also protects against magical based elements, such as voidal magic. It can only protect against one element at a time. Attacks of the given element will hit the protective dome, damaging it but blocking the attack from entering within, while attacks of any other element or kind will pass through, unimpeded. The spell may be broken by attacking the dome’s barrier at any place.


Tier 1- The caster can only create a semicircular dome with a diameter of 10 blocks. The three Valdahaz stones can be no larger than 2-5 feet in height. Tier one protects against a single tier 2 attack and 4 tier 1 attacks before crumbling. Tier 3 and higher attacks of the relevant element are not stopped by a tier 1 Valdahaz.


Tier 2-The caster can create a circle with a slightly larger diameter of about 25 blocks and the dome would cover the entire area within. The Valdahaz stones must be 7 feet in height. Tier two can protect against two tier 2 attacks or 6 tier 1 attacks before it is destroyed. Tier 3 and above attacks are not stopped.


Tier 3-The caster can now add an additional Valdahaz stone to the circle requiring up to four to be placed in the entire circle. The Valdahaz stones must be 7 feet in height. The diameter increases to 40 blocks. Tier three elemental domes can defend against a single tier 3 attack, 4 tier 2 attacks, or 6 tier 1 attacks before crumbling.


The numbers of above are not really easy to read so here is a chart.




- They can protect against non magical and magical elements alike. A Valdahaz of the Element of fire would be able to stop an actual fire or flow of lava from entering it, as well as a lobbed fireball.

- Only one element is blocked for a Valdahaz circle but other elements pass through to the interior without damaging the dome itself on their way in.

- The barriers can be destroyed instantly with a tier 3 or higher spell of the corresponding element.

- In appearance, the barrier is a thin dome over the protected area.

- This is a weaker version of the guardian dome, the differences being  they can only protect against a single type of elemental damage, and are always active.

- All tier 3 barriers will need Approval and proper emotes. Construction and emoting of Kar’Torak magic and Valdahaz stones are exemplified above, see “Creation/Emotes”

- The dome is always functioning but requires approval for all tiers and of course the proper proof of creation emotes.

- If the barrier is destroyed by a magical attack on the dome itself, rather than its Valdahaz stones being displaced or destroyed, and the circle itself remains in functional order, then it will take 1 irl day before the barrier returns to functioning, after which it works as previous with no change in power or abilities.


Bestial Valdahaz (Non-Combative)

This kind of Valdahaz was invented to prevent hostile creatures from entering the lands of the Old Ones. The Bestial Valdahaz barrier can keep up to 3 creatures of a single kind at bay. Past that amount the barrier will not affect the 4th and new additions to the barrier. Any creatures of this kind that manage to enter a bestial Valdahaz dome experience the stones’ power to hijack and effectively “scramble” their senses of sight and smell, disorienting them greatly. A path out of the Barrier is still visible to the creatures, so they remain able to find a way out if they choose, but they cannot orient themselves while inside the barrier.


Tier 1- The caster can only create a circle with a diameter of 10 blocks and the dome will cover the entire area within. While the Valdahaz stones can be no larger than 2-5 feet in height. Can only affect small animals like wolves or deer. 


Tier 2-The caster can create a circle with a slightly larger diameter of about 25 blocks and an accordingly larger dome. The Valdahaz stones of a tier 2 Bestial dome are 7 feet in height. At this tier larger creatures to the degree of bears, tigers, or sharks etc. can be affected.


Tier 3-Casters must at this tier add an additional Valdahaz stone to their circles. their diameter increases to 40 blocks. These rings can affect magical creatures as well as ordinary, such as dryads, slimes, or other magical creatures of similar size.


Tier 4-The caster can make a circle of about 80 blocks in diameter and an additional Valdahaz stone must added to a circle of this circumference,  totalling 5 stones necessary. Again, these increases in stones and size also make the magic more vulnerable and difficult to defend. Each stone must be 7 feet in height. This size of ring can to affect larger magical and ordinary creatures like trolls or ents.


Tier 5-The caster can now make circles of 100 blocks in diameter, which require 5 Valdahaz to function. The stones in these cases must be 15 feet tall. These are the largest and most powerful of the domes created to ward off only the greatest of threats, including dragons or similarly powerful creatures. However, these creatures when near are aware of the location of the Valdahaz stones and are able to find and destroy them should they not be properly protected from their wrath.


- Bestial Valdahaz, or Bestial domes prevent entry of creatures and negatively affect sight and smell for them that is if they happen to enter the barrier.

- Only non-playable creatures are affected

- It only affects one type of monster. Each Bestial Valdahaz is made to counteract attacks of a specific species. Other species of creature are unaffected by both the barrier’s repellent effect and the inside of the dome’s disorientation

- Bestial Valdahaz warding off different species cannot overlap or contain each other , such as a tier 3 anti slime dome containing a tier 2 anti bear ring.

- Instructions on creation of each stone and emoting for them is done in the “Creation/Emotes” section above. Crafting/assembling this kind of ring has the same guidelines as all Kar’Tarok magic outlined above in “The Workings”

 – All tier 3 and above barriers will need Approval and proof of proper emotes for activation.


Valdahaz of the Timekeeper(Non-Combative)

This stone was made with the purpose of keeping things intact from the curse of time. While it works well with keeping artifacts/relics from being affected by age (Rusting, Fading, etc.), the same effect applies to anyone entering this kind Valdahaz. The effect of a timekeeper Valdahaz works only on creatures with a greater soul, those who have a lesser soul are unaffected by this kind of Valdahaz. Timekeeper rings keep the person or people within its protection intact from aging, but only as long as the circle is unbroken and functional. Upon the link from Garumdir’s power to the protective circle being broken in any way, or the user inside leaving the dome, those within it will immediately experience the staved off effects of all the time that has passed. One such case would be a person who remains inside a Timekeeper, for over a century, looking just the same as when they entered. Then, one day, that Timekeeper’s creator has their Hefthyn stone destroyed suddenly, or one of the Valdahaz stones is displaced, or that person steps outside the ring momentarily. Any of those would result in more than one hundred years of aging occured to the inhabitant at once, resulting in their death if their natural lifespan is exceeded.


Tier 1-The caster can only create a circle with a diameter of 10 blocks and the dome covers the entire area within and above in a perfect half circle. The Valdahaz stones must be between 2-5 feet in height.


Tier 2-The caster can create a circle with a diameter of up to 25 blocks and the dome covers the entire area within. The Valdahaz stones on a ring of this circumference must be 7 feet in height.

- All tier barriers will need Approval and proper emotes, exemplified in the “Workings” section above.

- Any creature with a greater soul can use a Timekeeper in this way, Kar’Torak user or not.

- Timekeepers cannot be used in a prison setting-- someone can’t be locked inside against their will. This kind of Valdahaz circle can only be entered willingly.

- Multiple people can enter Timekeepers at once, with no change to its effects on each person.

- These circles do not protect against any other kind of death not related to the stopping of time, such as projectile attacks, instant kills, or deaths from attack by other individuals inside the same ring to name a few.

- Those entering are only immortal while they are within the dome and stepping foot outside even momentarily will make the years catch up with them. If this amount of time exceeds their reasonable lifespan, it can instantly kill them.

- Critically wounded people or those on the brink of death can be put into the dome, and time ceasing its passing will prevent their condition from worsening, keeping them alive. However, this also means their condition cannot heal or be mended in any way. They will remain in a death state on the brink barely able to speak until they are returned outside of the dome where the results of their condition or wounds will resume as before.

- Details for the creation of each stone and emoting for them is done in the emoting section under “The Workings”


The Guardian Stone (Combative)

     The Guardian Stone is a variety of Valdahaz stone devised by Garumdir as a tool in his pursuit to protect his servants and workers. Similar to the Valdahaz of the Elements, they are able to block a number of attacks before crumbling, but Guardian stones exclusively repel large siege projectiles and magical attacks. Lower tier new initiates to Kar’Torak are not yet capable of maintaining control of this powerful warding spell until around tier 3. It differs in appearance to other kinds of magical rings by an additional single Valdahaz stone placed in the mathematical middle of the dome. This central stone is connected to the others on the perimeter by a series of trenches connecting to each surrounding stone, creating a wagon spoke-like formation from above. Unlike other kinds of Kar’Torak circles, these require one or more users to be inside it to work. To activate the dome, a user of the magic must place his hands on the  central stone. There are hand slots available for up to three people in total (6 hand slots on the stone) that can be found on this middle stone. Once the hands have been placed on the stone it will require all concentration to keep activated. Thus, the user cannot communicate with anyone around him or move from his spot in case of the potential deactivation of the spell/barrier dome. 



Tier 3-Four stones are to be placed surrounding the circle. Each Valdahaz stone must be 7 feet in height, including the interior stone. The diameter at tier 3 may reach 40 blocks.  It can withstand the attacks of a single tier 3 attack or 4 tier 2 attacks and 6 tier 1 attacks. One tier 3 or above user is able to take control.


Tier 4-The caster can make a circle of up to 80 blocks in diameter and an additional Valdahaz stone is to be added to the circle, totaling 5 needed perimeter stones. The central stone must be about 10 feet tall and can now have two users of tier 4 or 5 locked in. The additional user helping activate the dome’s power strengthens it, increasing the number of attacks it can withstand without being destroyed. With one user’s focus, the dome can withstand  1 tier 4 attack, 3 tier 3 attacks, 6 tier 2 attacks, or 9 tier 1 attacks. With a second user it goes up to 2 tier 4 attacks 4 tier 3 attacks, 8 tier 2 attacks and 11 tier 1 attacks. For larger siege equipment, 2 hits with one user and 4 with two users. It can also repel 8 small siege engines attacks and then 10 hits with both users.


Tier 5-The caster can now make a circle of 100 blocks in diameter and it requires 5 Valdahaz on the perimeter to function. Each stone is 15 feet tall.The central stone is at least 15 feet tall as well and has slots for 3 tier 5 users. At tier 5, all three users are required to function at full power, all of whom must be masters of Kar’Tarok. A tier 5 dome with a single user withstands: 4 shots from trebuchets and other large siege equipment, and 10 from smaller equipment. The magical attack defense protects from 1 tier 5 attack, 2 tier 4 attacks, 4 tier 3 attacks, 8 tier 2 attacks, and 11 tier 1 attacks. With 2 users: 6 shots from large and 12 from small siege equipment(increased by 2). For magical attacks, 2 tier 5 attacks, 3 tier 4 attacks, 6 tier 3 attacks, 10 tier 2 attacks, or 13 tier 1 attacks.  The addition of a third user blocks 8 large and 14 small siege equipment hits. 3 Tier 5 magic-based attacks, 4 tier 4, 7 tier 3, 12 tier 2,or 15 tier 1 attacks.


I know the above numbers are super confusing to read and digest so I made a chart.






- The Guardian stone repels larger siege engines and their attacks but not small arms such as crossbows, swords, and the like.

- It also does not prevent people from entering inside the dome,  or interfere with magic cast within as well.

- The Guardian stones can be removed and lifted easily based on a stone of their size and weight which would break the magical network,  so they need to be protected, making this kind of Kar’Torak enchantment most useful in a siege type setting.

- Attacks of different kinds and/or tiers are not cumulative, meaning x number of tier one hits cannot replace y number of tier 2 hits and etc. Destroying the protective dome using tier 3 magic takes exactly that number of hits to complete, and any different tier or siege attacks hitting the dome during the same battle will not help until one specific kind of attack reaches the necessary listed number.

- Siege weapons fired from inside will hit the dome and cause damage as well so friendly fire is turned on.

- All tiers will need Approval and proper emotes. Information on Creating each stone, setting up the ring, and emoting the process is found in the above header and under “The Workings”

- It takes 5 emotes between the users locking into the stones and activating the shielding. During this time they are vulnerable, and unable to move or easily unlock themselves from the stone.

- Only a user of Kar’Tarok can activate the shield and therefore must place their hands inside the slots of the central stone to activate it. Without a qualified user actively locked in, the dome and all of its effects will cease, making the entire structure inactive.

- Only a Kar’Tarok practicant who has mastered  the same tier of the ring itself or higher may be able to assist with powering it. A tier 4 circle cannot be activated by a tier 3 caster. Tier one and two casters are unable to create or assist with activating this kind of powerful ring

- If the barrier is destroyed by an attack on the dome, without its  Valdahaz stones being displaced or destroyed, then it will take 2 irl days before the barrier is able to be activated.

See the source image

The Fogged Lands (Non-Combative)

Garumdir gave this spell to his followers to allow them to hide secrets in the mist. Developed for those who lived in the jungles and swamps, it allowed them to hide their gifts meant for Garumdir. When a person or group enters the area that is affected by the Fogged Lands they will become disoriented and find themselves turned around and will end up where they started, unable to progress further into the place they seek to find. However, should they turn around they would find their way back to the entrance easily. It does not disrupt their ability to fight, but does  prevent them from seeing further than 10 blocks ahead of them. Those whose likeness are carved on the area’s Valdahaz stones are unaffected and able to find the path they seek as in normal circumstances. This is an ancient, early developed spell unique in many ways from basic Kar’Torak spells, and requires a high tier to master.


Tier 5-This is the only non-circular spell, as it conforms to the path that the user wishes to make. It must still resemble a closed circuit with trenches between each of the stones. There is no upper limit in size for the affected area, but there must be a Valdahaz stone spaced around the path every 30 blocks from its neighbors. This means while the Fogged area can be very large, the more sizable the path contained, the more vulnerable the spell is to breaking. Each stone must measure 15 feet. If even one stone is destroyed or removed the entire fog effect will disappear.


- Creation of each stone and emoting for them is explained above, see: “The Workings”

- Creating Fogged areas requires Approval and proper emoting

- Each stone will need its own creation emotes making Fogged Lands easily the most resource and time consuming spell,  but successfully setting up a Fogged enchantment makes a place almost impossible to reach unless stones are destroyed.

- No traps can exist within the fog to ambush  players inside. This spell is exclusively defensive by nature and the fog will dissipate immediately if any offensive action is taken against those who enter, including setting traps or planning on making hostilities which includes self defense.

- Unlike other Kar’Torak spells, the Fogged Lands Valdahaz stones cannot be sheltered.

- However like other Kar’Torak spells the valdahaz stones can be easily destroyed with regular weapons or picks.


The Sea wall (non-combative).

     This spell was devised by Garumdir for his followers who lived on the coast away from the mountains and caverns. Unable to hide their valuable works devoted to Garumdir, he allowed them a way to make an underwater vault of sorts. This Dome when activated expels all sea water from within it, creating a vacuum inside. At the same time, the Valdahaz stones around the dome convert and pour breathable air into the dome. Due to their location, these spells are much harder to set up than the other land based domes and barriers. To create the dome first a caster must take a large or small ship capable of carrying the needed stones. From there, these stones must be dropped down to the  expanse of sea floor chosen for the dome. Since chalk lined trenches are impractical underwater, this requires the stones be wrapped with a chain made of thanium appropriate in size to the stones it is wrapped around. After this the chains are made secure in a circle between the Valdahaz stones in lieu of trenches. Once this is set up water will start to be expelled and replaced with air, finishing this process in about a day


Tier 1-The caster can only create a circle with a diameter of 10 blocks covered by a dome overhead. The  Valdahaz stones can be no larger than 2-5 feet in height. This makes a pocket just big enough for someone to shelter a single underwater altar or other item below the water. This can be done by a single person using a small boat but still requires approval and proof.


Tier 2-The caster can create a circle with a slightly larger diameter, up to 25 blocks.The Valdahaz stones for this tier measure about 7 feet tall and require medium sized ships to transport them out to sea as well as larger thanium chains.


Tier 3-The caster can now add an additional Valdahaz stone to the circle, Allowing up to four to be placed on the perimeter. Each stone remains 7 feet in height. The diameter of the ring can be increased to 40 blocks. The caster will need correctly either a larger ship, or to make multiple trips in the same medium sized ship in order to place the stones.


Tier 4-The caster can make a circle of about 80 blocks in diameter and an additional Valdahaz stone is to be added to the circle, now to total 5 stones, each now 10 feet in height.  Practicants must have proof of their ships used to transport the stones along with emotes throughout the entire process of creating and moving the stones to the location. The larger stones will require very large chains for the stones.


Tier 5-The caster can now make a circle of 100 blocks in diameter and it will require 5 Valdahaz to function. The stones must be 15 feet tall. This spell requires an extreme amount of effort and resources. Huge ships that can move the giant 15  foot tall stones out into the ocean. Each stone wrapped with a huge chain of thanium infused steel. It is a momentous undertaking, the process necessitating its own event line


- Creation of each stone and emoting for them is outlined above, see “Creation/Emotes”

- It will require a full irl day before all the water inside any Sea Wall dome is cleared out and replaced with breathable air.

- The dome does not prevent anyone or anything except water from entering there, one could swim or  fall right down into the air pocket.

- Creating a tier 5 Sea Wall would need to be a large event that is overseen as it is a great undertaking.

- Creation of any tier requires Approval and  proof of ships used to transport stones along with proof of emotes throughout the entire process of creating and moving the stones to the location. 




I wanted to create magic that had a lot of roleplay additions and options that could open up new ways to enjoy seeing magic in the world. Large giant ominous stones with ornate depictions of archaic designs and other such things spread out throughout the world would be a great addition to the lord of the craft. All of the spells that are listed as combative are all defensive magics as I believe Garumdir was more of a secretive protective type keeping to his own. There is also no magic outside of this that really focuses on large scale warding at the moment ( some may have warding but none of them focus on it) and I wanted to try and fill that niche. I really want to provide a balanced and enjoyable magic entry into the lore so please post any concerns below and I will happily try to answer them.


Credits -


Revisions, corrections and formatting done by.

Jokerlow and Dhealena


Bonus track music to play while reading.




Edited by paladinxo1
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Haven’t read the whole thing, but skimming over it I recommend some better formatting changes to make it look more appealing. Other than that, the idea could be hard to manage with something like ‘100 meter diameter’. As to how one would make sure all that enter the area are knowing of that is a complicated answer. Perhaps some region flag greeting type thing? who knows.

Reading through the first chunk its pretty straight forward, although there is 100% capabilities for the magic to be majorly hoarded through the hiding of the main stone, and their ability to simply eliminate other users by breaking their stone without any warning. This isn’t gonna be a good thing in the eyes of the LT as it makes a tyranny over the magic very possible.

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All spells that would be of that size would be either for the admins to know of or something of like a siege nothing 100 blocks in scope would require a regular player to know the boundaries of and its not meant to as in it doesn't affect them( one addition to this would be the fogged lands spell but that will have a stone every 30 blocks with signs of notice.) I have no idea how to fix the red line spacing issue I am working on it now. only a few spells encompass that large of an area and those that are I have taken a great deal of time to flesh out and balance to the best of my ability.

Edited by paladinxo1
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Another suggestion I have is to make it so that a teacher may make only 1 progenitor stone, and then once a person is t4-5 they are taught how to make said thing. This allows anti-circle jerking and creates a (somewhat limted) but fair amount of these stones. Having only one means 100% this was written to be kept to one persons power almost exclusively.

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That is a fair addition and I am pro anti circle jerking. I will make some changes based on your input as to be honest its true. please excuse my formatting right now as it will be changing as I figure out how to properly import the original design from google docs. Sorry for the redlines.


If any one has any questions after reading the entire document please post below and I will answer/Direct you to the place in the lore that can answer it or consider making revisions thank you.


Update: @Zacho please reference the red lined addendum located under “Stones of Hefthyn and Tier Progression”

Edited by paladinxo1
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I like the vulnerability of this magic. It pushes players to protect the protection. +1

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This looks cool, like it’d create some really neat roleplay. Though I’d hope it wouldn’t be shot down because of it’s overlap with other magics abilities. I skimmed so forgive me but where did you get all these names and words from? Are they just made up or influenced by an irl language or culture?

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I think the concept of this magic is cool. I think it needs more backstory and explanation. The formatting makes it a bit confusing and a difficult read. 

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Sorry about the formatting that will be fixed it looked great in google docs and I just didn’t know how to transfer it here properly and did the best I could still working on making it easier to read I know its a bit hard on the eyes but bare with me. And I can’t recall the origin of these words tbh @z3m0s I just kinda mushed cool sounding things together that sounded like it would be good for the lore.

Edited by paladinxo1
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You could put the google doc as a readable thing on the post in order to make it more readable while you try to fix it. Also, I think this would be better as a tiered feat, it doesn’t have enough to be a full scale magic, and most crafting Magic’s tend to be a feat. 

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I enjoy the idea behind the magic; however, the writing is very confusing to work through. The history, ritual, and curse sections need some polishing because as they stand now, I have to keep going back to find out what I’m supposed to be understanding If you have to put in a “Key Takeaways” section, chances are your writing wasn’t clear enough. Something that needs to be written more concisely is the Progenitor Stone itself; why are there two other stones to go along with it? I could understand one other stone working with the Progenitor, but having two additional stones stretches the function of each too thin to justify their presence. Making the writing clearer and more concise in these sections, and you’ll have a much better history overall.

A smaller criticism would be your formatting. The section on tiers is an example of poor formatting, as everything blends together. Make tiers/paragraphs distinct from one another. Aside from this, the post could look a bit neater overall.

As for the subsequent sections (workings through the end),  I get a much better sense of what the magic actually is. I enjoy the risk associated with protecting the stones and the idea of searching for artifacts to power up. The magic has a unique flavor and a lot of potential if revised. I would love to see more of this magic as it goes through the revision process. 

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What burnsy said is pretty spot on. I also think maybe selecting a different daemon, or even making it runic in nature and having the stones be monoliths that’s use a different type of rune could be very dwarven and very cool. I’m not sure if I like the use of garumdir as he is more a god of innovation, and I don’t really see carvings in stone monoliths being his style. If you want I could help with a rework and some formatting, cause I think this has a lot of potential. I’m kinda restricted to my phone rn but if you message me on discord we can toss ideas around 

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I was trying to condense the magic as best I could as it was already getting rather large in writing and scope and the key take away section was more of a like refresher on everything just covered so the reader for sure understands before moving on. I made this to be able to be read by anyone with the least amount of vagueness possible hence why I added the drawings and charts. I am really trying to redo formatting right now. Also @Burnsy I went with the multiple step process to add more areas of role play as well as more vulnerabilities to it. Lose your ring or your hefthyn stone start on a quest now to retrieve/remake these items by presenting garumdir with a great and wonderful device or prized item. The creation and maintaining of each item is just an addition to the overall possibilities I wanted to have available. Thank you both for your feed back I appreciate it and any one else who would like to chime in I need more perspectives on it.



Update- I did some revisions to the format I hope this reads better than previously.

Edited by paladinxo1
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I love this. It’s unique, and obviously well thought-out. The pictures very much helped keep everything straight, as there are a lot of moving parts. My suggestion is to add some lore about WHY you have to make stones, and then why you have to make circles instead of treating the stones as something like an arcane focus. I would love to see this implemented! 

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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