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Eternity System (Ustur 1)


System Overview

  • Name: Eternity / Ustur 1
  • Location: Ustur Safe-Zone, top right corner of Galia Expanse
  • Star: Typical main sequence yellow star
  • Age: ~1 billion years (comparatively young)
  • Anomaly: System appears artificially organized to allow Ustur life to thrive

Origin (SECRET — unknown to Ustur)

  • Created by the artificial intelligence that originated the Ustur thousands of years ago
  • Designed as a backup plan in case the AI's transcendence event failed (it did)
  • Everything modeled in secret to allow Ustur civilization to flourish
  • Purpose: In due time, "revive" the AI
  • Something went wrong — Ustur don't know about this plan or the AI's design for their species

Celestial Bodies

1. Ioki (Homeworld)

  • Size: Small — ⅓ of Earth
  • Type: Terrestrial with breathable atmosphere
  • Significance: Heart of Ustur species, political/religious center, location of the Reincarnation Pool
  • Every Ustur will fight to their final death to protect Ioki

2. Shariput (Moon of Ioki)

  • Size: ⅓ of Earth's moon
  • Atmosphere: None (barren)
  • Significance: Main fortress of the Vzus Belt defensive system
  • Vzus Belt failed mysteriously during Tufa invasion for several days — unresolved mystery
  • Contains mineral mines

3. Vestigios (Planet)

  • Has an asteroid belt and a moon around it
  • (Details TBD)

History

Colonization

  • First Ustur awakened from deep slumber, welcomed by Mother Caven
  • Quickly evolved to space-faring civilization
  • Decades later: colonizing other star systems, implementing Elder Order

Major Conflicts

  • Convergence War: Eternity suffered from galactic supply collapse
  • Starpath construction: System thrived after
  • Tufa Stealth Invasion (Season 0): Ioki currently under siege — battles on ground and in space
  • Civilized galaxy fighting to help Ustur push back

Ioki: Detailed Geography

Ecosystems

1. Salar Deserts (Largest ecosystem)

  • Sand made of salt and lithium (Ustur can use to sustain themselves)
  • Two colors: whitish sand (dry areas) + blue/greenish mirror-like oases
  • Flooded areas create mirror-like surfaces reflecting the sky (like Salar de Uyuni)
  • Cities built near oases that gather underground water
  • Fauna: mostly lizards and small mammals

2. Mangrove Forests

  • Trees use planet's surface salts to provide oxygen and create atmosphere
  • Fed by underground gallery waters + salar salts
  • Create greenish transitional salt/freshwater environments
  • Rich in birds, lizards, fish, amphibious creatures of all sizes
  • Surround Elder Spire with forests and waterfalls

3. Oceans

  • Proportionally smaller than Earth's
  • Interrupted by small/medium islands (self-contained ecosystems)
  • Pinkish color due to high salt concentration
  • Fauna: lizards, fish, aquatic mammals, robotic aquatic life forms
  • Ocean depths contain ruins and dungeons linked to the AI that created the Ustur

Climate

  • Three seasons: Dry, Wet, Short Spring (maximum wildlife activity)
  • Natural phenomena: saltwater rains, oasis formation (salt + lithium)
  • Hazards: occasional earthquakes, naturally radioactive areas in deepest deserts

Ioki: Places of Interest

1. Uvana (Capital) — Three Levels

New City (Surface)

  • Built after Convergence War over central salar
  • Where youngest Ustur and most non-Ustur live
  • Dynamic, cyberpunk feel, enormous harbors
  • Connected to Old City via elevators and high-speed roads
  • Famous Ioki racing track
  • Season 0: Bastion of resistance, guerrilla fights in streets

Old City (Underground)

  • Birthplace of Ustur civilization
  • Built in the ceiling of underground galleries (ruins below were indestructible)
  • Ancient platforms used to ascend
  • Enormous subterranean metropolis of tunnels, levels, services
  • Dignified, old, slower atmosphere
  • Government structures, public services, first industries, water reservoirs, mines
  • Racing tracks span through here too
  • Season 0: Primary conflict area against Tufa infestation

The Temple (Deep Underground)

  • Most sacred place for all Ustur — several km below Old City
  • Massive underground metal maze of alien origin
  • Contents: endless corridors, alien halls with terminals, strange runes, exotic infrastructure, power cells
  • Reincarnation Pool at the lowest level
  • Ustur still don't understand how it was built or how most of it works
  • "The Residents": Mechanical life forms (humanoid and animal), natively friendly to Ustur, tend to the temple, little awareness, don't communicate directly
  • Guarded by Order of Those Who Wait (elite guards, answer to Elder Spire)
  • Architecture inspired by underground salt mines + futuristic inverted Chichén Itzá
  • Main elevator platform exists but disabled by Tufa — must descend through maze
  • Filled with alien runes, symbols, machines, pistons, water wheels, water tanks, roaming mechanical life
Temple Area Types
  • Flooded areas with water mobs
  • Automated laboratories (alien creatures in water tanks, greenhouses)
  • Enormous open areas with pistons, machines, air ducts, industries
  • Small green areas with ecosystems tended by Residents
  • Religious areas with holograms of light and Path of Enlightenment symbols
  • Ustur-built residential areas
  • Inner temple with Reincarnation Pool
  • Maintenance areas for Residents
  • Resource deposits and warehouses
  • Overrun/collapsed areas

2. Vzus Defensive Belt

  • Series of star fortresses in interplanetary space around Ioki
  • Central command on Shariput (moon)
  • Designed by Vzus manufacturer
  • Season 0: Sabotaged by mercenary infiltrators, went down for hours allowing Tufa landing
  • Orbital battle between COP forces and Tufa siege

3. Elder Spire

  • Spiritual and political heart (Uvana is administrative center)
  • Enormous tower, most luxurious construction by first Ustur craftsmen
  • Light effects like Iran's glass mosque but sci-fi
  • Backed by enormous waterfall (Iguazu Falls-scale) from deep mangroves
  • Gardens filled with enormous meditating Elder statues (Buddha-scale)
  • Interior: sci-fi Buddhist temples, monks meditating, tapestries, sculptures, Path symbols
  • Non-stop choir of robotic voices chanting (deep OM)
  • Access restricted by enlightenment level — Ustur can only ascend to their rank's floor
  • Surrounding city: small medieval Buddhist architecture streets, religious themes, sci-fi reworked
  • Season 0: Under siege. Force field repels Tufa but surrounding region infested. First region players should visit

4. Broken City

  • Where Ustur who failed Path of Enlightenment gather
  • Perceived with pity but distrust by other Ustur
  • Partially ruined, maintained by volunteers and automatons
  • Sogmian House Outro volunteers present
  • Population skyrocketed after Convergence War
  • Season 0: Enormous Tufa meteorite in center spreading infection. Broken Ustur especially susceptible

5. Ustur Villages

  • Sparse, medium-sized settlements across all ecosystems (except ocean)
  • Mix of Ustur construction + old temple ruins (Bagan, Myanmar aesthetic)
  • Mostly untouched by Tufa (except wandering Tufa/nearby nests)
  • Cultural immersion, small quests, chores
  • Some may be attacked for control points

6. Opal Stream (Intergalactic Travel)

  • Built by Opal Industries (multi-faction enterprise)
  • Two pieces:
  • Doers Harbor: Principal port, only one with long-distance warp infrastructure, houses Vzus Tenet
  • Opal Stream: Massive orbital solar-powered infrastructure powering the Starpath gate
  • Vital for economic integration and fleet deployment
  • Season 0: Tufa converged on Opal Stream first, shutting down Ioki-Galia connection and crippling Ustur fleet. Last grand objective — reclaiming it allows reinforcements and enables Vzus Tenet activation

7. ECOS Balifa Grove (Season 0)

  • Radical, military-oriented ECOS Grove led by their Druidess
  • Named after Balifa: semi-sentient territorial violent hybrid plants
  • Believe Tufa are personification of Planet Iris; invasion is rightful rebalancing
  • Small camp near Elder Spire in mangroves + fleet in orbit
  • Support Tufa against COP/Ustur

8. Jorvik Raiders (Season 0)

  • Opportunistic pirates exploiting Tufa distraction
  • Plunder defenseless areas (villages, ruins)
  • Small mobile camps, hit-and-run tactics
  • Won't attack Tufa or well-defended areas
  • Problem for supply lines and citizens