The Sparkle Orc Saga

HEROES POWERED BY SPARKLES 

The Sparkle Orc Saga (TSOS) and all of our lore is Powered By Sparkles our internal TTRPG system and operates in an original, anti-capitalist, anti-fascist, queer-first world. Based on our love of RPGs, action figures, superheroes, drag, pro-wrestling, Ukrainian folklore and indie music (yeah we know that's A LOT in the mix, but we orcs are a lil' bit extra): the Powered By Sparkles system is an easy to use card based RPG without the crunch. 

Below are excerpts from "The Adventurers Guide to the Spiral" a common reference tome available in every adventurer's ARCompass. While the guide is regularly updated what is contained below are only small excerpts of its contents. Adventurers are advised to use caution when exploring new realms. 

Collapsible content

Setting

TSOS Setting: The Spiral

Our saga occurs in outer planes of The Spiral. A vast swirling mass of energy and matter that exists just out of reach of our material plane. The Spiral is the 5th dimensional space that makes up everything beyond what you can see, hear and feel in this world. Time and space move differently here than in the material plane. The laws of physics are inconsistent and magical forces permeate what little matter has managed to coalesce in the currents of the spiral. Metals especially are in short supply, with denser heavier elements often falling into the abyss.

The Spiral contains four primary energy sources that cause its namesake rotation. These unimaginable fonts of energy provide the fuel for all magic, life and movement in the system. The sources interact, and grind against each-other creating unique environments for you to explore if you are brave and well enough equipped. The four sources exist in the Outer Plane which rotates around an Inner Plane.

Outer Plane

  • The Cosmic Source (Astral Realm): This is the substrate of systems that the Spiral operates on.  It is an endless invisible grid of time and space spreading across all that is known. Endless time and space make up the astral sea in the always expanding outer edge of the universe. Aetheric domains tend to ignore the politics of the fae and fel preferring to identify more with their location in the cosmos than any relation to the spin of the spiral.  In these outer reaches the relentless pull of the abyss and the heat of the aether storms are barely felt. Due to the distance and isolation the cosmic realms are often filled with the bizarre and unknowable. 
    • Element: Electricity
  • The Primal Source (Wild Realm): The material process and systems that turn matter into life. It wraps itself like vines around the spiral reaching ever further and farther from its source into lifeless space consuming and transforming everything it touches. Weaving through all other domains. The wilds fractal out from the primal vines that spread out from the primal source.  These massive thorny tendrils reach out across the cosmos touching all realms endlessly hungering for more fuel for its growth.  Within the brambles and bows of the vine system exists multiple domains that connect deeply to the primal life force that drives its growth. Similar to the Aetheric Domains the wilds do not adhere to the political notions of the fae or fel. 
    • Element: Stone
  • The Fae Source (Aetheric Realm): The heat that energizes matter in the spiral and powers everything in it.  A treacherous sea of plasma storms, asteroids and fire, it is nearly impossible to navigate safely. For those that exist within the protection of its eye however it can be a space to thrive. The fae domains are a highly organized collection of populated domains, that have risen above the middle of The Spiral. They tend to consider themselves to be more civilized than fell domains however there is no evidence to back up these claims. Each of the major domains within this region (that has the power to demand it) has a seat in the Fae Court. The Court's primary goal is to keep things the way they are and prevent another churn from occurring.
    • Element: Fire
  • The Fel Source (Abyssal Realm): The decay and decline of all that exists. It is a whirlpool at the base of the spiral slowly drawing everything in the spiral towards it, into an infinitely dark, cold, dense point from which there is no return. The fel are an adversarial loose coalition of populated domains that have fallen below the middle of The Spiral. 6 domains within this region have seats at the Fel Conspiracy. They are often described (by the Fae Court) as a cabal of despots and crime lords constantly jockeying for power and position. They would likely describe themselves as benevolent caretakers of the domains they rule. Hoping to use what power they can to elevate the standing of the people they represent. 

    Life in most fel domains is hard. Light is distant and faint and the heat of the fae firestorm is barely felt. Everything in this zone feels the pull of the abyss slowly pulling everything towards its cold black

    • Element: Ice

Inner Plane

  • The Material Realm: This is where you are from adventurer! The material plane sits in the middle of all 4 sources with the spiral moving around it.  From what we hear it's a terrible place filled with some good beings. It is a black hole containing all of your known universe and is surrounded by an event horizon that makes physical travel between the two planes impossible. 
  • The Quantum Realm: Some things that interact with the quantum realm like consciousness, music, ideas and art can transcend it. Leaking into to the outer planes of the spiral. This appears to be a one way trip, as far as we know...

Domains

Within the energy currents and debris of the realms there exists pockets of matter and energy that have been gathered either through fate or force. Unmanaged these bubbles will float, grow, shrink, pop and form anew, all part of the natural interactions between the power sources. It is in these safe pockets that life has thrived. Powerful beings/organizations often control the domains and if they are powerful enough, the domain may even be steered or anchored to a fixed point within the outer plane.

Domains on the rise within the Aether are generally considered to be Fae while ones falling are considered Fel. Many people within the spiral assign cultural value to these descriptors however most educated nerds know that they are simply "probabilist directional descriptors of systemic movement in 5th dimensional space" and that there is no value in treating individuals one way or the other based on where they came from.

Domains dimensions can range in size internally from a single 5th dimensional thought, to a galaxy of stars and planets. 

The Churn

While movement of domains is natural and constant in most cases, every few thousand years the spiral tends to undergo a violent and terrible period of turbulence that can cause realms to rise/fall or even be created/destroyed. There is great debate as to the true causes of each churn but it is often the result of an extreme imbalance in the sources caused by the actions of one or more people/domains.

Significant energy is committed by many of the more organized domains to prevent churns from occurring. This is especially true of the Fae realms who tend to assign value to the continued rise and protection of their own domain often to the detriment of others.  The Fae Court (a loose coalition of fae domains) considers prevention of churns to be it's primary goal.

The Fel realms have been scapegoated for past churns. These domains traveling so very near to the abyss, are often consumed with survival and see churns as an opportunity to elevate their own domain or as a means to access more power. The Fel Conspiracy is where the rulers of these domains meet, mostly to counter actions of the Fae Court.

The Most Recent Churns

  • The Tyranny Horror: 700-1000 years ago. A turf war in the fel domains spilled over to the rest of the spiral causing the destruction of at least 30 known domains and the fall of 3 fae domains to the fel. Also is identified as the reason the Elves becoming the Synth. Ended by the destruction of the primary perpetrators. 
  • The Corpo Creeping Conflict: 2100-3600 years ago. A group of elite and powerful companies joined forces to slowly assert dominance over the majority of the populated domains in the spiral. Called the slow death, it led to wars and uprisings that cascaded across the universe. Laws were enacted and enforced by both the court and the conspiracy to prevent businesses from becoming intertwined with power. This churn also led to the investment of many communities into colleges and universities. These community owned and operated centres that have become the generators of innovation and arcane discovery in the city states that they reside in. 
  • War of The Hells and Heavens: 3000-4000 years ago. The various gods and demons of the spiral engaged in a war the likes of which has never been seen before or since. Billions of lives were extinguished. Doomed sparks were needed to feed the divine war-engines. The surviving divine beings agreed to limit intervention in non-divine affairs. This agreement called the Celestial Compact removed these powerful beings from most of the spiral. Where angels and demons went when they were done ravaging the universe is up to significant debate. There are some that think they went to the material realm, others think that they ascended to some unknown outer realm beyond the spiral. The peoples of the spiral, having been ravaged by the whims of the powerful, experienced a cultural shift away from organized religions to personal and private worship. The cultural disapproval of blind faith has persisted across many of the domains to this day. While some loosely organized groups of faithful exist in isolated areas, these groups have little power and impact beyond the few people that belong to them. Angels and demons have not been seen in the spiral since the signing of the compact. 
  • The Ravaging: 10000 years ago. Often thought of as the first churn, very little is remembered or documented from this time. Almost all of civilization was destroyed in a system wide catastrophe. This time period also marked the point when the great sentient mountain Unas was shattered, spreading her children. the Tuph across the cosmic realm.

Inter-Domain Travel

In response to the last churn the Fae Court have locked down or destroyed most magical means of travel between domains. For the last 700 years travel and trade has been largely limited to the Aetherships, that fly the dangerous and dynamic trade routes. They weave through the storms and debris of The Spiral to connect the peoples of the spiral. Some domains have shut themselves from external entry and or hide within impassable zones. Others go as far to even prevent magical means of communication between domains.

For the powerful elites there are ways of getting around the magical barriers and systemic blockades. For the rest they must remain content with life in the dimensional pocket they currently live in or live vicariously through the various entertainment programs broadcast across The Spiral. 

Some domains are selective in who they allow connections with or connect through a 5th dimensional proximity that makes blockades of any kind impossible. Be sure to check what the social norms are when visiting new domains as they may be totally alien to your experience. Smart adventurers are culturally aware and know when to follow the rules and when to break them. 

Getting to the Spiral

Getting To the Spiral

While the most common paths of meditative enlightenment, psychedelics and death are well understood, nerds hotly debate the existence of other paths between the material plane and the outer spiral. Some have even suggested that all one needs to make the journey there and back, is a good imagination, these nerds are generally regarded as kooks and loons. Nerds do agree, that every conscious thing in the spiral from great trees and beasts to the various settled peoples within, all originated from the inner plane and travelled here via the quantum realm. 

The living things in The Spiral all some point had one VERYBIGTHOUGHT that catapulted it's the consciousness into the outer plane of the spiral, free to drift amongst the stars.  When you look up to a starlit sky in the spiral you will see stars and galaxies. Space nerds estimate that up to 10% of these pinpoints of light are the formless sparks, watching, waiting and twinkling. Should that spark choose it may try to regain a physical form and a new life in one of two ways:

  • Starseed: You fall from the sky like a comet, hurtling towards a vacated (dead) body. Your aetheric essence revitalizes the body and you retain much of who you were in the material plane. Your new body may have a history and burdens of its own for you to discover but you are alive. 
  • Awoken: You inhabit a new naturally/magically conceived being and live your new life in your new home until one day flashes of memories of your old life and strange powers manifest changing you forever. The process of awakening is different for everyone who undergoes it. Many retain everything of who they were, others merge their two lives into one and some only retain the occasional memory of their past life. Some never wake up or embrace the powers they are given. Instead they choose to live a simpler life free from the dangers of adventuring. Most people fall into this category of Sleepers. It is the rare few who are able and willing to entertain the danger and high drama of adventuring life. 

Finding Your Sparkle

Finding Your Sparkle

While the integration of your spark and your new meat is magical it is not necessarily a smooth one. You may have difficulty learning how to let go of your old life while attempting to operate a new magically infused body.  What made you pick this body? This time? This place? How much of your old life do you remember? What do you want to forget? Only you can answer these questions adventurer!

A Sparkle is what makes an adventurer unique. It is powered by a connection to a primary energy source. Everyone's Sparkle falls under on one of 12 classes, each with a special stack of abilities. As you progress the magnitude of your sparkle will increase from 5 to 20 allowing you to focus extra energy to unlock new gifts or improve existing ones.

Sleepers have a sparkle as well, they may just choose to not use or grow the gifts they have. These people exist across the spiral. Most beings you will meet start at a magnitude of 4. 

ORCS Sparkle

The 12 classes fall under one of four fields Oddity, Resolve, Capability and Strength (ORCS). The total score of your ORCS is the sum of number of gifts under that field. You use these scores when performing ability checks and taking actions.

  • Oddity 
    • Knowledge/Nerd: Spells
    • Awareness/Alchemist: Alterations
    • Eccentricity/Vidma: Harbringers
  • Resolve
    • Resilience/Zealot: Defenses
    • Discipline/Gladiator: Attacks
    • Spirit/Catalyst: Vibes
  • Capability
    • Lure/Shepherd: Shifts
    • Cunning/Hacker: Tricks
    • Talent/Prodigy: Inspirations
  • Strength
    • Velocity/Kozak: Movements
    • Power/Colossus: Amplifiers
    • Intensity/Berzerker: Bursts

Note: Your Sparkle is your gift, it is a collection of abilities you control as you see fit. It is not the same as a job or vocation. Though the two may align it is not necessary for this to be the case. While some would argue otherwise, the truth is: You are not your gifts! Your Sparkle does not decide what type of person you will be or how you act. Those that attribute moral value to your inherent gifts are small minded and dangerous. Sparkles do not dictate gender, sexuality or morality. Your actions and choices decide who you are in this and every world, no more, no less.

Sparkle Magnitudes

  • Sleepers 0-4: May have minor gifts or abilities from parental origins or biology
  • Gifted 5-8: They have something that makes them special beyond birth, or biology. 5 is generally considered the requirement for anyone entering into the adventuring world. All starseeds start at this level when they revitalize their new body. You are likely known locally in the area of the domain you operate in and have gained a small reputation based on your actions.
  • Warrior 9-12: You have begun to use your powers to make an impact on your universe. You are likely known by greater powers that be in the local domains you operate in.
  • Legend 13-16: You are powerful enough to affect the trajectories of domains and the people within them. Words of your deeds have spread to many corners of The Spiral. People sing stories of your deeds or create tales to warn others of your actions.
  • Ultra 17-20: You are a great hero or villain, loved or feared across the realm for your actions. You may consider yourself an Archfae/Archfel and control or influence multiple domains and the fates of billions. 

Setting Your ARCompass

Setting Your ARCompass

Most adventurers are equipped with a symbiotic device called an ARCompass.  It is often given as a gift from other adventurers. Any ARCompass can duplicate itself for a new host once a day. Many sleepers also have them and use them similarly to the way people in the Material Plane use handheld communicators. It is deeply physical bond, connecting to you through an appendage and your eyes. It will allow you to manage your Sparkle and look up information about the people and places you interact with. As you progress and increase your magnitude your sparkle's arc will change to reflect your choices. 

ARCompass Features
  • Personal stats and readouts of your environment provided by a mentally customizable HUD or audio display that only you can access.
  • A dimensional pocket that can contain weapons or supplies with a capacity up to your weight.
  • High speed projectile force field to protect from gunfire.
  • Readouts on other's skills and abilities. Please note that some Sparkles may be able to block or alter this information for deceptive purposes.
  • Warning of known hazards in the area.
  • Maps of your local area. Unmapped/unexplored places will not have any information available.
  • Local area domain communication with others who have ARC units. These features may be bolstered or upgraded by your Sparkle.
  • News and updates from across the spiral. 
  • Access to "The Adventurers Guide to the Spiral".
Setting Your ARCompass Cues

When you first bond with your ARCompass it will ask you a set of questions. These are intended to help you set your values and goals as you go on your adventures. Your cues are the key words that help guide your actions. These are your guiding lights to help you identify how you will act and react to events in the world. You set your cues by answering binary questions:

  1. I feel Hope or I feel Gloom
  2. I do this for All or I do this for Only me
  3. I Defend from change or I Embrace change
  4. I seek Order or I seek Chaos
  5. I require Control or I require Freedom
  6. I keep truths Secret or I make truths Public
Choosing Your Power Source

Your moral and personal viewpoints colour everything you do in this new universe, from the power sources you can access for your gift, to the people you support and defend. Every decision you make has an impact on your Sparkle.

How you answer your cue questions decides which of the 4 power sources you will be able to sync up with for your sparkle. Each source has a unique style of action and philosophical alignment attached to it similar to a sub-class in traditional roleplaying games. Your ARCompass will let you know which power sources are compatible with your Sparkle.

Background Origins

Background Origins

The Spiral is populated by many sentient peoples.  Currently there are 12 different background origin biologies that are common amongst the peoples of the Spiral. Over the centuries most of these peoples have settled with each-other loved one another and created families from across these biologies.  It is not uncommon for someone to express long hidden traits from an ancient ancestor. In this universe we do not believe in any sort of racist biological essentialism and there are only limits on a few specific origins that cannot reproduce with others due to physical and magical incompatibility. As a result you can mix and match giving your character special abilities and unique appearances from across these origins with few limits. 

Fairy:

  • Lifespan: 100-300
  • Homeworld/Realm: The Wilds
  • Compatibility: All standard biologies via magical means
  • Tiny, winged and very dangerous. Often displaying insect like features such as wings claws and mandibles fairy folk tend to avoid other peoples preferring to live in the deep woods of the Wild.

Gobby:

  • Lifespan: 100-200
  • Homeworld/Realm: The Infinite Dungeon
  • Compatibility: All standard biologies
  • Tiny and clever the goblins are known for being expert crafters. One of the few beings that are hardy and flexible enough to thrive in the Infinite Dungeon, Gobby's have traveled its paths across the spiral and are often experts in traversing the dungeon's dangers. 

Goo: 

  • Lifespan: 1-10000
  • Homeworld/Realm: The Infinite Dungeon
  • Compatibility: None
  • Ranging from mindless carnivores to super-colony hive minds, goos can be found throughout the Infinite Dungeon.  Unable to create brain cells most goo start out small and simple attracted by light and movement. As a goo feeds it re-purposes any brain matter it consumes to be distributed out across its form. Often mirroring its chosen prey in both shape and behaviour Goos can be very dangerous when encountered. Eventually if enough brain matter is consumed sentience is achieved and the Goo becomes enlightened. These intelligent people often become heroes and defenders of realms to make up for their carnivorous past. Goo cannot reproduce with other beings through any known mechanical or magical methods.

Harfoot:

  • Lifespan: 200-300
  • Homeworld/Realm: Edwand/The Garden Realm
  • Compatibility: All standard biologies
  • Short and endlessly adaptive the harfoot are known for being the masters of hospitality and the life of the party. With thick soles and hairy hands/feet the harfoots have settled across the spiral wherever there is good food, black soil and fresh air.

Hoblin:

  • Lifespan: 200-300 years
  • Homeworld/Realm: Anuta/The Deep Woods
  • Compatibility: All standard biologies
  • Info: Hairy and long armed cousins to orcs and goblins. Often the keepers of arcane knowledge.

Kobold:

    • Lifespan: 100-200
    • Homeworld/Realm: The Whispering Wastes
    • Compatibility: All standard biologies
    • These small dragon like beings populate much of the Fel for they are clever and strong.

Mek:

  • Lifespan: Unknown 
  • Homeworld/Realm: Nexopia/The Cosmic Expanse
  • Compatibility: None
  • Little is known of the Mek, for they are rarely seen outside the far reaches of the cosmic realm. They are relative newcomers to Spiral showing ups few hundred years after the Elven transformation wave. Children of Nexopia, the living machine city; the Mek have begun exploring the spiral on trade and diplomatic missions.  Built from machinery and magic each Mek can grow and build on itself unlocking Alt-Modes that provide them with new abilities and skills. 

Orc:

  • Lifespan: 400-500
  • Homeworld/Realm: Oko/Oko
  • Compatibility: All standard biologies
  • Versatile and strong Orcs can be found across the spiral. 

Primal:

  • Lifespan: Range depends significantly on the animus inhabiting the biology of the Primal
  • Homeworld/Realm: The Bramble
  • Compatibility: All standard biologies
  • Beast people who have one or more animal like traits that come from a primordial energy called animus. 

Synth:

  • Lifespan: Unknown
  • Homeworld/Realm: None
  • Compatibility: None
  • The evolved form of the elven people. Synths are beings of pure energy and do not often concern themselves with the trials and tribulations of the flesh. There are some that miss the physical world and venture back from the stars, operating helmet like podships that project hard light bodies that allow them to interact with other peoples safely. It would be viewed as a horrific abomination of synth culture for a synth to reproduce with a physical being and no recorded cases of successful unions between them and others has ever occurred.

Troll:

  • Lifespan: No upper limit known
  • Homeworld/Realm: The Wilds
  • Compatibility: All standard biologies
  • Each troll is a sentient collective of plants, lichen and other organics that have formed a single being. Trolls often take on the appearance of local flora.  Trolls have incredible regeneration abilities and nearly impossible to kill so long as a part of its core remains. Claiming to be the first born of the primal source Trolls are known for being resilient explorers extending the reach of the vines of the primal wherever they go.  As a troll ages they may split or merge with other trolls and are able to reproduce with most beings. Ancient trolls get larger and larger eventually slowing down and settling roots to become a massive tree like entity that will eventually connect with the primal vines that extend out from the primal power source. 

Tuph:

  • Lifespan: 500+ 
  • Homeworld/Realm: The Cosmic Expanse
  • Compatibility: None
  • Fragments of a great sentient mountain Unas that was destroyed during The Ravaging millennia ago. Tuph's are silicon based lifeforms that sprout up wherever debris from the mountain landed. Tuphs often take on the physical characteristics of the stones and rocks where they live. Incredibly resilient, Tuphs have a hard shell and can retract appendages into a monolithic form that is indiscernible from any rock.

     

    Finding a Squad

    Finding a Squad

    While our Sparkles may give us many options for survival in bad situations, it is very rare that an adventurer will be successful without a team around them for support. Find whatever allies you can on your strange travels. Support those you deem fit, the way they support you. Take it from a very old legend. Don't do it alone! You will meet a number of heroes on your adventures through our narrative episodes. These adventurers are all recruitable and romanceable should you choose to do so. They can help your squad when other players are absent or for smaller squads.

    Dealing With Life & Death

    Death Comes For Us All

    Safety first adventurer! While magic and time can heal most meat, you should exercise extreme caution with your new body until you fully understand your capabilities and limits. 

    While there is great debate in the material realm on the nature of the spark life after death, here in the outer planes death is much better understood. Death exists, but the spark in most cases will live on, returning to the stars until the meat it inhabited is healed, or a new body can be acquired. Death does however enact significant damage on the magnitude of your Sparkle reducing it by 4 levels each time you separate from your body. Healing magic and potions are common and available for those with money, gifts and knowledge.

    Here in the outer planes, the meat that makes up our bodies wants to live. It is infused with the energy of the primal source. Depending on your origin you may have special abilities and resistances that interact with this energy allowing you to heal from unthinkable wounds and in some cases regrow lost appendages. 

    Classification of Wounds

    If you are adventuring you are going to get hurt. This is inevitable. How you respond when you are hurt is up to you. Each of us has a well of life force that is worn down by damage and attacks. Manage your life force wisely as once it is gone your journey may end!

    • Minor Wounds: These can be healed within 24 hours. These permanently lower your overall health until a long undisturbed rest/magic/gift has allowed you to recover. 
    • Major Wounds: You have taken serious damage (dropped to 1 HP) and have lost the use of one of your appendages or sensory organs. All actions you take that include those meat bits will be at disadvantage. You will need a week of downtime to recover your HP and a month to regrow your damaged parts unless there is some magic/gift has allowed you to recover. These will leave a scar but won't impact your play long term.
    • Death Wounds: Your HP has dropped to 0. Your spark exits your body and will linger near it for 24 hours. You will drop your magnitude by 1 level and get rid of an ability as a result.  If your spark is returned to your body within the 24 hour period you will need a week of downtime to recover your HP and a month to regrow your damaged parts unless there is some magic/gift has allowed you to recover. These will leave a scar. Your lost ability may come back should you select it the next time you increase your magnitude.
    • Annihilating Wounds: Your HP has dropped to 0 and your body has been destroyed by some means. Without a physical anchor your spark leaves this domain for the Aether. If you have a squad they may engage in a quest to recover some magical means to return you to a new body but your Sparkle's magnitude will be dropped 4 levels. You lose 4 of your abilities. You also return changed not quite yourself. You have lost something you will never get back you cannot re-select the same 4 abilities you lost. You may be able to recover the levels with new abilities fairly quickly but you will never be the same.

    NOTE: If you happen to die from Death Wounds and your body (or what's left of it) is placed face down and shrouded for the 24 hour period that follows, your spark will be severed from your body and sucked into the abyss. You will not return from this adventure. Please ensure you are adventuring with people you can trust to respect your wishes in regards to how you would/wouldn't like to be brought back. Deathly resurrection planning is critical to discuss with your squad members.

    Locations

    Locations

    Your adventures will no doubt take you across The Spiral. There are dimensions of every type, size and kind for those brave and skilled enough to visit them. The Spiral is littered with the debris of popped domains and the civilizations they once held.  Rewards greater than treasure and horrors beyond your imagination await you. 

    There is very little that that is universally true from one domain to the next. Government types, lifestyles, flora, fauna, cultural practices and social norms vary as much here as it does across the galaxies of the material realm. 

    Bleekmount

    • Type: City
    • Location: Oko, Continent of Zemla
    • Population: 300,000 people
    • Political Affiliation: The Parliament of Oko
    • Leadership: Oatha Numrula, Mayor Hilda Stoneknife, Professor Yalla Bol
    • Major Organizations: The Lavender Knights, The Silver Coin, The College of Peace

    Now: Former lair of a despot that ruled Oko when it was in the fel. The fortress looms at the top of a lonely mountain Halak, now lush with vegetation and life. After the churn war, the Lavendard Hurricane disbanded and was partially reformed, joined by war heroes and healers from across Oko to become the now famous Lavender Knights.

    Areas
      • The Reclaimed Keep: The safest place in all of Oko. Partially destroyed by the war during Oko's emancipation. After the churn it was converted to the primary fortress and place of operations for the Lavender Knights.
      • The College of Peace: A training ground and education space for those called to the Lavender Knights. Home of some of Oko's greatest heroes and teachers.
      • Naralis: Prison of the Damned. Deep below the keep, protected by ancient magics lurks the last prison of the former despot of Oko.  Now his tomb. It is rarely discussed and is generally considered a social taboo to mention it in polite society for fear of waking the evil that lay there. 
      • Bleekmount Town: Rebuilt to support the knights and the collage, Bleekmount has become a sleepy town and tourist destination. Situated at the base a great waterfall that tumbles down from the high cliffs of the mountain. Its waters feed the Noachian river which is a central trade route for Oko.

    Bodive

    • Type: City
    • Location: Oko, Continent of Zemla
    • Population: 2,000,000 people
    • Political Affiliation: The Parliament of Oko
    • Leadership: Mayor Ukat Fisto
    • Major Organizations: The Lavender Knights, The Silver Coin, The Cosmic Trade Coalition, Numerous trading guilds and companies.

    Now: Located across the bay from White Tusk at the outflow of the Noachian river, this is the primary port city for the continent and the gateway for land based trade. Here you will find many of the guildhalls and trade companies that keep people and products moving around Oko and beyond.

    Bramble

    • Type: Spiral Region
    • Location: Centred on the primal source and reaching outward across The Spiral
    • Population: Impossible to calculate or know
    • Political Affiliation: None/Mixed
    • Leadership: 
    • Major Organizations: 

    Bursting forth from the primal source is a seemingly endless web of twisting thorny vines that choke the Wild realm and reach across the cosmic substrates of time and space. Life in the Bramble is unrestrained and hungry for more. 

    Chorus

    • Type: City
    • Location: Oko, The Quiet Ocean
    • Population: 300,000 people
    • Political Affiliation: The Parliament of Oko
    • Leadership: Conductor Ephemerous Kindle, First Knight Contusa Bil, Doctor Emila Scaleguard, Acting Prefect Hammish Luna
    • Major Organizations: The Lavender Knights, The Star School of Fine Arts

    Nestled in the caldera of a now extinct volcano Chorus was founded to ensure the continuation of the Endless Song. Home to thousands of prodigies, performers and artists. A whole city that has sprung up to support them many claim to have been called there by the song. Chorus is the only known place in the spiral where the song cannot be heard.

    Areas
      • Outro: The port area located at the shores of the caldera.  Outro sprouted up out of necessity to support the artists working on the song and eventually grew into a proper city with a port and lively tourist, art and music scene.  It is the first step on the pilgrimage to the Chorus or the last step before one leaves. 
      • Verse:  At the entryway to the caldera sits a castle called Verse. It is the home of The Star School of Fine Arts: the most prestigious art school in the Fae where those called to support the Endless Song train before they take a seat in the chorus. It is also home to the Omegas the last line of the defence of the Lavender Knights dedicated to protecting the song and it's singers.
      • Chorus: The massive multitiered rings surrounding the caldera where singers sit and play for the song.
      • The Drum: At the bottom of the caldera is a lake in the middle of that lake sits a temple called the Drum. Inside sits the arcane mechanisms and systems to broadcast the song the spiral and beyond.

    Darkhawk

    • Type: Fel Domain planetoid/City
    • Location: The Whispering Wastes, Edge of the abyssal vortex.
    • Population: 8,000,000 people
    • Political Affiliation: The Fel Conspiracy
    • Leadership: High Lord Infinite of Darkhawk Amanace Josaiha Obelen the 1st
    • Major Organizations: 

    Floating over the lip of the abyssal vortex, Darkhawk is the city of the lost and discarded. Made up of the abandoned refuse of societies and realms that have fallen into the abyss Darkhawk has long been the last chance for survival for those tumbling towards almost certain doom.

    A den of cutthroat survivors, the city is ruled by crime bosses and smuggler rings who have grown fat and powerful off the discards of the upper domains and destroyed civilizations. Constantly fighting over turf, transport and resources, these greed fuelled parasites jockey for power in every corner of the city. The city's rocky wings spread out like a hawk circling in the abyssal wind.  

    Darkhawk is the last remnants of two domains, smashed together via unknown magical means. It has two planes of gravity, one for its topside facing the faint light of the Fae and one for the underside facing the abyss. Travel between the upper and under districts is taxed and controlled by various syndicates and crime bosses that rule here. 

    Topside Areas
      • The Maw:  Home to the spiral's most popular show ORC WORLD WRESTLING. The Maw is a notorious fighting arena at the head of the city, that hangs over oblivion. Shaped like an open beak crowds from all over the wastes come to watch the brutal fights and drama of its massive fighting ring.
      • The Platinum Crown: Atop the maw sits the massive and impenetrable fortress of Amanace self-proclaimed and often disputed ruler of Darkhawk.
      • The Tumble: A rowdy area of fighting pits, taverns, inns and brothels, the Tumble is the centre of debauchery in all the Fel. A dangerous place filled with seedy characters it is not for the faint of heart or body. 
      • Halcyon Hill: On the tip of the left wing sits a collection of mansions, estates and fortresses. Claimed to be highest point on topside and home to the wealthiest and worst beings in the spiral.
      • Perfection PlaceOn the tip of the right wing sits a collection of mansions, estates and fortresses. Claimed to be highest point on topside and home to the wealthiest and worst beings in the spiral.
      • The Bridge of the Damned: Floating rocks with inns and trader shacks have strung together with rusty steel, frayed ropes and wood to connect the floating city with the cold abyssal wastes that surround the lip of the vortex. 
    Underside Areas
      • The Belly: Home to those who cannot stand to live in the faint light of topside or cannot afford to. Ramshackle houses, hostels and the cheapest inn's in the Fel.
      • The Dark Rinku: Stretching across both wings is a grand market where almost anything is for sale for the right price. Winding streets filled with shops and stalls stuffed with the remnants of long lost civilizations sit aside massive skulls and statues and holy relics. This is where the last vestiges of worlds end up when they fall into the wastes of the abyss. 

    Infinite Dungeon

    • Type: Spiral Region
    • Location:  Wherever there is land deep enough, the infinite dungeon seems to spread
    • Population: Impossible to calculate or know
    • Political Affiliation: None/Mixed
    • Leadership: Unknown
    • Major Organizations: The Zlo Syndicate

    Dig deep enough and long enough in any realm and eventually you will break through to the infinite dungeon. A 5th dimensional space that weaves through all of the outer realms. Made up of the fallen and forgotten remnants of old realms the dungeon connects all of the spiral.  

    It is a dangerous place filled with ghosts, traps and horrors that is constantly shifting and re-arranging itself.  Most low magnitude adventurers avoid the infinite dungeon as it means certain death to all but the most experienced among them. There are pockets of stability where small communities scrape by and travellers can move between the realms shepherded by experienced guides but the very nature of the dungeon prevents any real long term settlement. 

    Nexopia

    • Type: Cosmic Domain/City
    • Location: Outer edge of the cosmic realm
    • Size: A massive floating mechanical city
    • Population: Unknown
    • Political Affiliation: Unknown
    • Leadership: Unknown
    • Major Organizations: Unknown

    In the far reaches of the cosmic realm Nexopia floats near the cosmic source. A grand platform of interlocking machinery and gears, spiked with towers, arcane engines and transport hubs. Once the bustling capital of the Elves, it was abandoned when they transformed into the synth; who no longer had need for a city. As time wore on the city, a clockwork machine of its own, grew lonely and turned its attention inward focusing its remaining resources on creating something new. Soon the first Mek began appearing at the edges of cosmic space bringing word that the city was no longer abandoned and was open for diplomacy and trade. 

    Oko

    • Type: Fae Domain
    • Location: Outer edge of the fae realm
    • Size: A full dimensional pocket featuring an earth sized planet with 2 moons.
    • Population: 1 billion
    • Political Affiliation: The Fae Court
    • Leadership: Hrar
    • Major Organizations: The Parliament of Oko, The Lavender Knights

    On its surface Oko is a queer utopia. It rose during the last churn 1000 years ago. Transforming from an impoverished graveyard ruled by an evil despot to a realm of the Fae, thriving on the lower edge of the aetheric plasma storms. Below the idlic fields and quaint villages and cities are a land and people that still bear many scars from its fel eras, however the land and it's peoples are strong and they are healing in the calm of the fae.

    Before it came under the influence of the despot, Oko was a sacred graveyard for the long extinct, primordial, Aetheric Leviathans. Once just a floating shambles of nearly indestructible bones and viscera, it slowly coalesced into a massive planetoid drifting through the fel. It's lands are still dotted with great bones of the dead space giants and the creatures that scavenged them.  Eventually it became home to a large population of orcs and harfoots who were effective at surviving amongst the bones.

    As with many places that contain a scarce resource, it eventually came to the attention of the despot who quickly conquered the local population and set them to work of mining and exploiting the arcane materials for his war machines. The conquering of Oko marked the start of 300 years of churn and led to the decent of 2 fae domains into the fel and the total destruction of countless more.

    The churn ended when a squad of heroes named The Lavender Hurricane led an uprising of the people of Oko (supported by a number of outside domains) that destroyed the tyrant. The heroes harnessed the despot's arcane engines of war to the service of the people, using them to elevate Oko into the edge of the fae where it sits today. They founded a new capital city for Oko named White Tusk and created a parliament of city states and social support system that ensures no one in Oko is left behind.

    Oko is now home to the Endless Song. A group of thousands who sing a magical melody for the lost, the marginalized and the queer. The Endless Song reverberates throughout all of the planes, bringing hope to the hopeless and calling all those who can hear it to a new home, a safer home. 

    Oko is ruled democratically by a parliament with Hrar as its voice in the Fae Court. Hrar lives in the city of White Tusk (first city of the fae).

    Whispering Wastes

    • Type: Spiral Region
    • Location: Base of the spiral surrounding the abyssal vortex
    • Population: 8,000,000 people
    • Political Affiliation: The Fel Conspiracy
    • Leadership: High Lord Infinite of Darkhawk Amanace Josaiha Obelen the 1st
    • Major Organizations: 

    The cast off refuse of failed domains and ruined worlds all eventually falls to the base of the spiral landing in a great desert swirling towards the edge of the abyssal vortex never to be seen again.

    Here in the icy sands the land is always moving, mountains are ground to dust alongside shattered mountains of rock and rubble. The land is never stable and through it all it whispers to you like the sound of a million rattlesnakes chattering in your ears all hissing doooooooooooooom. 

    Thriving doesn't happen in the whispering wastes. If the constant sound of the sand grinding everything to nothing doesn't drive you mad, then the frequent quakes, abominations and sinkholes may get you. Not to mention the nomadic bands of sand riders scavenging for lost relics and meat to sell in the markets of Darkhawk. 

    Life here is difficult but not impossible. There are some islands of temporary stability where life survives. There are good people here, warm and giving despite not having anything. If you find yourself in the wastes adventurer, please cherish any warmth, joy or love you may experience for those things are in short supply for those who have fallen to this place. Their doom is your doom but for a twist of fate. 

    If you do have the misfortune of landing in this place try to find your way to the bloodline. Some say it is a gift from the primal mother others say its just dumb luck but either way there are a string of bedrock islands lushly overgrown and planted deep in the sands of the wastes, stable and static pillars in an ever-changing sea.  The islands are home to many kind helpful people and following them will lead you to Darkhawk and hopefully redemption.

    White Tusk

    • Type: City
    • Location: Oko, Continent of Zemla, Bay of Stars
    • Population: 800,000 people
    • Political Affiliation: The Parliament of Oko
    • Leadership: Prefect Uban Lortis, Hrar, Saint Entro Zealot of Life
    • Major Organizations: The Lavender Knights, The Silver Coin, The Cosmic Trade Coalition, Numerous trading guilds and companies.

    Now: Built on and in the giant tusk of the primordial leviathan; White Tusk rises from the Quiet Ocean. Using advanced alchemy the nearly indestructible tusk has been altered and hollowed creating a sculpted city on its interior.  On the exterior giant rings encircle the tusk from the days before it was possible to carve into the ivory. White Tusk and it's sister city across the bay are the centres of trade, worship and power for the land of Oko. Called the first city of the Fae due to Oko's location on the outermost periphery of the fae; White Tusk is often the first place Aetherships stop when entering the fae realm.

    Areas
      • The Raft: A wooden ring at the base of white tusk.  It is home to a bustling port where ships of all types doc and do trade.
      • The Steel Quarters: A steel ring that sits above the raft. This area is where most shops and homes sit.
      • The Green Belt: A series of teired hanging gardens that provide food and shade for the populace.
      • The Golden Ring: Located at the tip of the tusk the gold ring is home to the Parliament of Oko and various religious temples.
      • The Boneway: Located underneath the waves the Boneway is the newest area of White Tusk and it extends into the depths of the bay, providing a home for the aquatic people of the city.
      • Central: Located within the tusk is the hollowed out inner city of White Tusk. It contains a labyrinthian spiral of homes and businesses surrounding a hollow core that rises to the tip of the tusk and the Golden Ring.

    Organizations

    Organizations

    Blooded Thorns

    Fierce defenders of realms of the wild. The thorns have been altered by magical means  to protect all life as we know it. 

    Brute Squad

    The adventuring party founded by Thwak and sponsored by Oatha. Known for being highly successful blunt instruments of justice. 

    Fae Court

    A loose coalition of member realms on the fae side of the spiral. They manage trade and diplomatic relations with the Fel Conspiracy and attempt to ensure there is never another churn.

    Fel Conspiracy

    6 powerful rulers of Fel realms. Often accused of plotting the next churn and profiting off the misery of the people in the domains they control. 

    Free Parliament of Oko

    Representing the united city states of Oko. The Parliament is based in White Tusk and is currently led by Hrar.

    Lavender Hurricane

    A motley group of queer, oppressed peoples who joined together to become the greatest heroes of the spiral and put an end to the last churn. 

    Lavender Knights of Oko

    Peacekeepers and benevolent protectors of Oko. The knights primary goal is to protect the endless song and the overall peace and security of the realm. The first to mobilize when disaster strikes, the Knights exist to protect those who cannot protect themselves, to help those who need it and to defend Oko from threats from both the outside and within. 

    Founded by Lavender Hurricane at the end of the last churn, the Knights have a presence in most settled places in Oko. They have also been known to travel the spiral to keep an eye on enemies of the realm and to help allies when needed. 

    Oobelmen

    About 150 year years ago (Spiral Standard Time) nazi arcanists breached the barrier between the material realm and the spiral sending a large detachment of soldiers scientists and equipment into the aether. The only known humans in the spiral, the Oobelmen have largely stayed silent since the initial breach. Hiding in the far reaches of the Aether and making occasional incursions into populated domains and outposts. They act with an unknown and terrible purpose. Adventurers are advised to run if they come into contact with any humans and contact whatever authorities they can.

    ORC WORLD WRESTLING (OWW)

    Scryed on from around the spiral OWW is the most popular "entertainment" show around. Pitting the best against the rest. It is known for brutal violence and its merciless game-master the High Lord Infinite of Darkhawk Amanace.  He sits atop a pyramid scheme of feeder leagues, underground fighting pits and criminal enterprises. All funnelling meat, monsters and money to the Maw for your enjoyment. 

    Yond Of Everlife

    The explorer faction of the Troll and Fairy folx. These adventurers consider themselves to be the gardeners of the universe. They travel to the desolate reaches of the Spiral looking to plant roots and spread life. 

    Zahkist Corps

    Founded by synths who wished to remain connected to the physical realm. The Zahkists are a sect of synths who see it as a responsibility to protect and assist sparks still attached to physical bodies. They travel the spiral solo, often joining adventuring squads and doing good as they see fit.

    The Zlo Syndicate 

    Forged in the shadows of the infinite dungeon the Zlo syndicate runs the trade routes and secret paths that connect all of the realms. Often working through intermediaries and secret networks it is not known who makes up the leadership of the Zlo or even where in the infinite dungeon they are located.

    Faith & Religion

    Faith & Religion

    There are many beings of great power that call themselves gods in the Spiral some of whom collect follower Zealots and offer power to loyal servants. There is a constantly shifting pantheon of Gods, Demi-Gods, Archfae/Archfel and other's who claim access to great power. Adventurers are advised to use extreme caution when dealing with these beings without a Vidma to act as a go-between. 

    Organized religions tend to be regional and realm specific. Often trending towards worship of a primary power source as if it had consciousness and agency.

    Frequently Asked Questions

    Frequently Asked Questions About Powered By Sparkles and The Sparkle Orc Saga (TSOS)

    What is It?

    The Sparkle Orc Saga (TSOS) is the universe our heroes live in.

    What Does it Do?

    It powers all of our lore and world building. It will be the sandbox that you can play in once we release the full system to the public.

    When Will it Come Out?

    We will be play testing a streamlined version of our game mechanics with our card game Heart/Beat: An Orc Dating & Duelling Game  starting in 2026. 

    How Many People Can Play?

    The minimum you need is 1 DM and 1 player. We will include a cast of characters you can recruit and romance for smaller parties. These characters will have specific quest lines you can optionally pursue to gain favour with them.

    How Will it be Licensed?

    TBD we are currently looking at our options so that the system can be used by homebrewers easily.

    What Does it Include?

    Everything you need to play a streamlined adventure. We are designing a full arc (magnitudes 5-20) to take roughly a year with weekly play. This includes:

    • 12 major episodes where you follow your hero from level 5-20. These episodes are more linear and structured.
    • Optional flashbacks/side-quests/goals and mini-challenges you can complete when you don't have a full party or when a player is missing for an extended period of time. These optional bonus features are designed to deal with scheduling challenges while rewarding you with special loot, relationships and abilities.
    • Easy to use ability cards that keep track of your skills.
    • A universe of worlds to explore in freeplay directed by your DM.

    What Do You Mean by Queer-First?

    Mechanically our universe is built by queer people for queer people. We welcome all to come play in our little corner of the multiverse but this place was built to reflect our lives and values first and foremost. Lore wise, it takes someone on the periphery of society, someone who has been marginalized, someone who has seen what most others do not to enter the outer plane. To make the journey you have to see beyond what you are taught by the majority and access that inner-magic that connects all outsiders to escape the trappings of the material plane we live in. 

    All of the characters in our official content are queer/trans/nonbinary and a good amount of them are neurodivergent. That is because Grunk is queer/nonbinary/ neurodivergent. You are free to create your own characters outside of this pretty pink triangle but be aware that you are a guest here. Here the monsters, outcasts and outliers are the heroes of the story. We don't offer humans as a potential background origin because we want you to embrace the strange, the different and the unique. 

    What Do You Mean by Anti-Fascist & Anti-Capitalist?

    The universe we have created has learned some of the hard lessons about the horrors of capital control, religious fundamentalism and how deeply intertwined both of them are with xenophobic fascism. Most of the societies in this place value education, freedom of thought and freedom of expression. These are the values our heroes fight for. 

    Our villains are represented by the last vestiges of these great evils.  These evils of the human soul show us the dark parts inside of us that we must be ever-vigilant against both in fantasy and reality.

    Orc.Style has always been a commentary on the corporate commercialization of queer culture. Cutting off the bits of us they didn't like to make us more palatable for the masses. This is about embracing what makes us unique while celebrating what brings us together and how we can overcome the horrors that we face. This is a setting and a story about how we are going win together in spite of these horrors. 

     

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