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Light Within the Dark

Light Within the Dark


After the Thufme, a dark army, invaded the lands of Silkaar, only a small ray of hope- 300 peasants and the reaincarnated champion- lives, and darkness sits on this small ray, but destiny leads them to victory.

386 readers have visited Light Within the Dark since ZoiRawr created it.


WIP, but you may reserve roles.


After Earth was destroyed, the great Elohim created several Spirits, to govern the Earth. Then, Elohim recreated mankind, and they were watched over by the Spirits.

Before the Great War of Silkaar, a great champion lives, by the name of Shundaar. He fought many battles, he wages war in the name of righteousness, and he has always won. Five hundred years later, a great war happened, between the Dark Prince's minions, the Thufme, and the Great Spirits' knights, the Powers. In the end of the battle, the Thufme cheated and won Silkaar. They rejoiced, because they thought the Great Spirits helped them. Angered, the Spirit of Vengeance waged war against the Thufme, through a prophecy that angered them. The prophecy was, 300 men, led by the incarnation of Shundaar, will rise against the Thufme and win Silkaar back for themselves. One day, a man, trying to fight the Thufme, ran away to the great shrine of Fildwin, the Spirit of Vengeance. He was killed in the shrine, and was ressurected by Fildwin. Thus, the prophecy starts. But the story doesn't end there. It's only just begun, and the great champion has disappeared. Now, it's up to the peasants to defeat the rising Thufme, and win their land back.


Shiloths- It is what everyone calls the "Kingdom of Thieves". There are many trained thieves there, and all it's inhabitants serve as 104 of the prophesised number of peasants.

Koraag- The Kingdom of Kingdoms, and King of Silkaar, and the place where the Thufme originate.

Malgor- Kingdom of magic, and the portals to the four spiritual realms- Aether, Nether, Abyss, and Paradise.

Forsal- The Kingdom filled with forges, and half of it are occupied by the Thufme. This is the perfect Kingdom for the Dwarves.

Horaalfe- The most free Kingdom, and the home of Shundaar, also, the hideout of the peasants, because it is hidden on top of a giant, immortal dragon, the Spirit of Wisdom & Power.

Filklor- Home of the mythical beasts roaming in the land, no human EVER dares go into that forest, not even the great Spirits themselves.

Sandlands- Home to both humans & mythical beasts, home to the Demon of Egypt, and home to the corrupted Spirit of the Sphinx.

Desert of Fulcraiger- The hottest, and only desert of Silkaar, also home to one of the Thufme's finest camps.


Swords- Classic swords, the most powerful sword is the Spiritsteel, which is soon to be created.

Lances- Used to impale charging enemies.

Daggers- The classic dagger.

Snipers- A sniper is created in early times, and the most powerful is the Spiritual Sand Sniper.

Claws- More like three daggers in one hand.

Magick- Regular magick, the strongest is still the Luminous, Holy & Dark Magick, and magick is used to talk to an object's spirit, or a Great Spirit itself.

Spears- Classic spear.

Rods- Unlike rods of Earth, rods in Silkaar are very strong & can kill an enemy when wielder tries to break the opponent's skull or septum.

Bows- Unlike snipers, the bow's arrows can be set on fire & oil.


Dracoman- Half dragon, half man.
Insectus- An overgrown insect, with high intelligence.
Sand Riflemen- They look like a brown praying mantis with Sand Snipers permanently attached to their hands.
Demon- A classic demon.
Nightmare- A crossbreed between an Insectus and a human.
Phantom- Cross breed between Human & Demon.
Dwarf- Warrior dwarves, and the best blacksmiths in Silkaar.


(Will be explained when RP is complete, and more roles will be added soon.)
(NOTE: Archers also use snipers.)
Shundaar- Taken by me. (Champion, and has a different name.)
Governor of Thufme- Taken by me. (King of the Thufme army.)
Kisho- Open. (Thief from Shiloths, and the second main character.)
Solah- Open. (Son of a Power, and third main character.)
Jurith- Open. (Second general of the Peasant Army.)
Peasants- 0/18 slots open.
Thufme Guards- 0/20 slots open.
Keswonk- Open. (Third in command of the Thufme army.)
General Patrioth- Open. (Strongest general in the Thufme army.)
Faradh- Open. (Second strongest general of the Thufme army.)
Fulardh- Open. (Second general of the Peasant Army.)
Aim- Open. (Greatest archer in the Peasant Army.)
Arm- Open. (Captain of 1/4 of the Peasant Army.)
Gargatros- Open. (Strongest archer in the Thufme army.)


(NOTE: A character's role name may be changed.)

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Extra armor:



(More to be added.)

No godmodding.
No controlling other people's characters.
Cursing is limited.
Romance is limited.
My word is the law.

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Welcome home, Promethean. Here, you can manage your universe.


Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

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Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.


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Silkaar by ZoiRawr


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By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.

Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.


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Light Within the Dark

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