nu-Eden: Sundered Skies
//Lore & Story
nu-Eden
In nu-Eden, the world's last megacity, seven mega-Seven Conglomerates wage a cold corporate war for dominance over Maborite — a reality-bending mineral that fuses magic and technology. Beneath the gleaming spires and neon-drenched corridors of corporate power, resistance cells plot, ancient forces stir, and a fractured sky threatens to consume everything.
This page provides a high-level overview of nu-Eden's world, its history, the forces that shape it, the characters who fight within it, and the story that unfolds across seven acts. For deeper detail, see the dedicated Characters, Factions, World, and Story pages.
▸The World of nu-Eden
nu-Eden is a hyper-capitalistic vertical megacity at the end of the world — a sprawling corporate labyrinth where seven mega-Seven Conglomerates control every facet of life. The city is built upward and downward from its original ground level, creating a stratified society where literal altitude maps to wealth, power, and freedom.
The city runs on Maborite, a volatile, reality-warping mineral that is both the source of its technological marvels and the cause of its deepest corruption. The conglomerates don't just trade in maborite — they weaponise it. From biotech augmentations to reality-folding transit systems, maborite is the lifeblood of power.
Above, the sky is shattered. The Sundering fractured reality itself centuries ago, leaving the heavens a kaleidoscopic wound of fractured light, void-rifts, and dimensional bleeding. A shimmering lunar ring — the pulverised remnants of the moon — orbits overhead, a constant reminder of catastrophe.
Beyond nu-Eden's fortified walls, the world is hostile and unstable. The Sundering's aftereffects ravaged the outlying territories, transforming them into the Interstice — a vast volcanic desert where reality becomes unreliable, maborite storms rage unpredictably, and only the desperate, exiled, or insane venture.
▸The Sundering
The Sundering is the foundational catastrophe of nu-Eden's world. Centuries ago, a catastrophic maborite event fractured the sky, shattered the moon, and rendered roughly 40% of the planet's surface uninhabitable. The Sundering didn't just reshape geography — it tore rifts in spacetime itself, leaving Scars (residual reality fractures) that persist to this day.
The Sundering created maborite in its current form: a reality-bending substance that erupted from the fractures. It also gave rise to Aberrants — creatures born from prolonged maborite exposure — and made the Hollows (the deep undercity) a place where physics itself is unreliable.
▸Maborite
Maborite is the single resource that drives all conflict. A reality-bending substance discovered in the deep strata beneath what would become nu-Eden, maborite can be refined into fuel, woven into circuitry, or consumed raw for unpredictable arcane effects.
- ▪Refined maborite powers the city's infrastructure — transit, energy grids, communication arrays
- ▪Raw maborite is volatile and dangerous, capable of tearing holes in local reality
- ▪Maborite gel is the most common form — a glowing liquid used in manufacturing and medicine
- ▪Weaponised maborite forms the basis of both corporate and resistance combat technology (mabtech)
- ▪Exposure can induce mutations on an atomic level — this is how Aberrants are born
- ▪The conglomerates control all legal maborite extraction and trade
The word "maborite" comes from Maboroshi Technologies, the corporation that first discovered and exploited it. "Maboroshi" (幻) is Japanese for "illusion" or "phantom."
▸The Four Forces
The world of nu-Eden is shaped by four competing powers whose collision drives the entire narrative:
- ▪The Seven Conglomerates — seven corporate oligarchs fighting each other for maborite supremacy, governed by The Board
- ▪The nERF — the nu-Eden Resistance Force, a decentralised insurgency of nine combat cells opposing corporate rule
- ▪The Empire of Draconis — an external totalitarian empire ruled by the Red Emperor Xerxes XVI, seeking to subsume nu-Eden
- ▪The Hollows — the chaotic underbelly of the city, with its own syndicates, black markets, and autonomous factions
▸The Seven Mega-Conglomerates & The Board
Seven mega-corporations control nu-Eden, each tied to a deadly sin and a domain of society. Their leaders — the Directors — sit on The Board, a corporate parliament that functions as nu-Eden's sovereign government. The Board is not a council — it is an emergent phenomenon, an algorithm disguised as alliance.
The Board is led by Ryutaro Shinoda (Regis), the President of nu-Eden — a former MabTech engineer turned city governor managing hacked city cores, power-debt crises, and splinter factions from the Presidential Spire.
| Conglomerate | Director | Sector | Associated Sin |
|---|---|---|---|
| Maboroshi Technologies | Otis | Technology & Maborite R&D | Avaritia (Greed) |
| Eos Broadcasting | Vera | Media & Entertainment | Luxuria (Lust) |
| Syntera Genetics | Sumire | Biotech & Medicine | Acedia (Sloth) |
| Qroma Alliance | Quincy | Finance & Real Estate | Invidia (Envy) |
| Tectra Analytics | Qinyi | Big Data & Surveillance | Gula (Gluttony) |
| OrdoPrimus | Belinda | Law & Education | Superbia (Pride) |
| Arcanis Industries | Tariq | Military & Logistics | Ira (Wrath) |
Shared Corporate Infrastructure
The conglomerates jointly operate three interlocking control systems that enforce total dominance over nu-Eden's population:
- ▪Reflexio — an omnipresent, unskippable augmented reality overlay that delivers personalised propaganda. Citizens can't look anywhere without Reflexio feeding them tailored content designed to manipulate their emotions and behaviour.
- ▪Neumora — a nanite-based system distributed through the public water supply that regulates consciousness and productivity. During work hours, citizens are biologically optimised for performance; during off-hours, they can be forced into unconsciousness.
- ▪Credisys — a gamified social credit and currency system where every transaction, interaction, and life event is scored. Merit scores range from Transcendent (+XI) to Invalidated (-XI), determining what you eat, where you live, and whether you can fall in love.
These three systems create a self-reinforcing loop of psychological manipulation (Reflexio), physiological enforcement (Neumora), and social stratification (Credisys). Escape requires simultaneously rejecting all three.
▸The nERF (nu-Eden Resistance Force)
The nERF is a decentralised insurgency organised into nine combat cells, each led by a field operative and tied to a specific story arc. nERF opposes corporate rule through direct action, covert operations, and the liberation of exploited citizens.
nERF operates from the Hollows — the lawless undercity of black markets, underground settlements, and forgotten infrastructure beneath the corporate sectors. The resistance is led by Director General Aoi Matsuno (Aegis), a veteran of the Old Guard.
The Nine Teams
| Team | Leader | Arc | Sin | Opposing Director |
|---|---|---|---|---|
| Lumicon | Conrad McGuire-Sun | Act I | Greed (Avaritia) | Otis / Maboroshi |
| Retronyx | Tristan Fourier | Act II | Lust (Luxuria) | Vera / Eos |
| Metanoia | Madeline Ellis | Act III | Sloth (Acedia) | Sumire / Syntera |
| Dynaxis | Xenia Balan | Act IV | Envy (Invidia) | Quincy / Qroma |
| Genesce | Genzo Kazetani | Act V | Gluttony (Gula) | Qinyi / Tectra |
| Tesserae | Ilya Asimov | Act VI | Pride (Superbia) | Belinda / OrdoPrimus |
| Avanza | Alex Matsuno | Act VII | Wrath (Ira) | Tariq / Arcanis |
| Spektra | Kizuna Moriuchi | — | — | — (Rival team) |
| Fenrir | Neville Langley | — | — | — (Operates outside nu-Eden) |
Key Characters
- ▪Conrad McGuire-Sun (Xenos) — Team Lumicon's leader and the primary protagonist. A time-fractured operative and the sixth surviving version of himself, Conrad is the player's main lens into nu-Eden. His temporal abilities (time loops, rewinding, alternate timeline summoning) define both his gameplay and his narrative arc. Conrad cameos in all subsequent acts after Act I.
- ▪Lyndsey Park — Commander of Team Tesserae and the deuteragonist. Lyndsey appears exclusively in odd-numbered arcs (I, III, V, VII), acting as a narrative throughline. Her dual Light/Dark polarity reflects emotional suppression and control.
- ▪Aoi Matsuno (Aegis) — Director General of nERF and mother of Alex and Brooke. A veteran of the Old Guard who leads the resistance from the shadows.
nERF Ideological Fractures
nERF is not a monolith. Six internal wings compete for influence, with player choices determining which wing dominates by endgame:
| Wing | Philosophy |
|---|---|
| Reformists | Dismantle conglomerates through exposure and political pressure |
| Hardliners | Conglomerates are irredeemable — sabotage and assassination |
| Pragmatists | Prioritise survival and incremental gains |
| Isolationists | Protect nERF zones, avoid broader conflict |
| Radicals | Seize mabtech power to fight fire with fire |
| Pacifists | Reject violence entirely — information warfare only |
▸The Empire of Draconis
Beyond nu-Eden's borders lies the Empire of Draconis — a totalitarian theocracy that spans half the globe. Ruled by the non-human Red Emperor Xerxes XVI, Draconis embodies absolute order against nu-Eden's chaotic freedom.
The Empire operates on two doctrines: chaos is the enemy of order and humanity is a flawed experiment. Free will is treated as a defect. The faithful are promised ascension into something greater.
Draconis fields the Templars — heavily augmented clone soldiers who operate within nu-Eden as missionaries, infiltrators, and enforcers. Their increasing presence signals Draconis's intent to absorb nu-Eden rather than destroy it. Xerxes plans a second, controlled Sundering using maborite reserves.
▸Other Factions
| Faction | Role |
|---|---|
| C.I.D.E (Corporate-Integrated Defence Enforcement) | The Board's armed wing — an occupation force with a budget line |
| The Triad (Lazulum, Amaranth, Malachite) | Three rival mercenary factions in the Heap, all selling violence but hating each other for how they sell it |
| The Old Guard | The parent generation of nERF — former super-soldiers who now hold command positions. Every traumatised twenty-something in the field has a parent who was there first |
| the Nameless | Agents of The Interstice — four operatives who exist beyond all faction structures, operating in the lawless zone where reality itself is unstable |
| Team Fenrir | Elite mercenaries and bounty hunters, all former nERF defectors. Reject ideology entirely; believe nu-Eden is already dead |
| Team Spektra | Rival team to Lumicon, led by Kizuna Moriuchi. Required to unlock the alternate ending |
▸Zones & Locations
nu-Eden is a vertical city where altitude equals status. The city exists in distinct layers, each representing a different stratum of society:
| Layer | Altitude | Character | Gameplay Role |
|---|---|---|---|
| The Cloud | +500m | Corporate penthouses, pristine air, the ultra-wealthy | Endgame zone — infiltration and social gameplay |
| The Stacks | 0–200m | Commercial zones, residential blocks, teeming streets | Primary sandbox — highest mission density |
| The Heap | -200m and below | Industrial sectors, worker housing, decay, Hollows access | Exploration-heavy — scavenging, illegal vendors |
| The Hollows | Deep beneath Heap | Black markets, nERF bases, abandoned infrastructure | Resistance territory — planning and faction hubs |
The city is divided into seven corporate sectors, each controlled by a conglomerate with its own aesthetic and culture:
| Sector | Conglomerate | Character |
|---|---|---|
| Maboroshi District | Maboroshi Technologies | High-tech research arcology with glowing maborite conduits |
| Eos Quarter | Eos Broadcasting | Neon-drenched media district with towering holographic displays |
| Syntera Biozone | Syntera Genetics | Sterile white labs and biopods — unsettling silence |
| Qroma Commons | Qroma Alliance | Cultural hub with galleries and markets — all surveilled |
| Tectra Grid | Tectra Analytics | Data centres stacked like techno-temples — the digital nervous system |
| OrdoPrimus Citadel | OrdoPrimus | Fortified governance centre — architecture as intimidation |
| Arcanis Depths | Arcanis Industries | Underground occult research and maborite refineries |
Beyond the walls: the Interstice — a volcanic desert where maborite storms rage, Scars persist, Aberrants roam, and reality is unreliable. Draconis refugees huddle in scattered settlements in the lawless borderlands.
▸Story Overview
The narrative of nu-Eden: Sundered Skies unfolds across seven acts, each tied to a deadly sin, a broken seal, and a Director's fall. Each act features a different nERF team as protagonists and explores how its sin manifests as systemic oppression.
| Act | Team | Sin | Seal | Director / Conglomerate | Theme |
|---|---|---|---|---|---|
| I | Lumicon | Avaritia (Greed) | Conquest | Otis / Maboroshi Technologies | Hyper-commodification & tech monopolies |
| II | Retronyx | Luxuria (Lust) | Martyrdom | Vera / Eos Broadcasting | Media manipulation & the attention economy |
| III | Metanoia | Acedia (Sloth) | Death | Sumire / Syntera Genetics | Bio-engineering & manufactured apathy |
| IV | Dynaxis | Invidia (Envy) | Silence | Quincy / Qroma Alliance | Artificial scarcity & class segregation |
| V | Genesce | Gula (Gluttony) | Famine | Qinyi / Tectra Analytics | Mass surveillance & data harvesting |
| VI | Tesserae | Superbia (Pride) | Destruction | Belinda / OrdoPrimus | Authoritarianism & institutional hubris |
| VII | Avanza | Ira (Wrath) | War | Tariq / Arcanis Industries | The military-industrial complex & mutually assured destruction |
Key Story Beats
- ▪Act I establishes nu-Eden's corruption through Maboroshi's manufactured maborite scarcity. Conrad and Team Lumicon are the player's entry point.
- ▪Act III sees Syntera's Director Sumire begin questioning the system she built — she realises it doesn't want to end suffering, it wants to monetise it.
- ▪Act V is the major narrative pivot: Sumire defects from the corporate alliance to join the nERF, bringing intelligence about the final seals and recontextualising everything about the remaining Seven Conglomerates.
- ▪Act VI turns the mirror on nERF itself — as the resistance gains power, it starts sounding like a government, confronting its own authoritarian tendencies.
- ▪Act VII is apocalyptic. With Sumire gone, Tariq's Arcanis Industries unleashes raw maborite destruction. All four forces collide in a final confrontation.
Branching Paths & Endings
Player agency runs throughout the entire narrative. Choices determine which factions survive, which characters live or die, and what kind of nu-Eden emerges.
- ▪Faction reputation with each conglomerate, nERF wing, and independent group gates mission access, dialogue options, zone access, and ending branches
- ▪nERF's internal wings each have sub-reputation tracks — which wing dominates by endgame shapes the resistance's identity
- ▪Team Spektra (the rival team) can be unlocked to trigger the alternate ending
- ▪Missing certain optional NPC conversations locks specific endings — this is intentional
▸Timeline
The Discovery
First maborite vein discovered by Maboroshi Technologies. The seven founding corporations form to exploit it.
The Consolidation
The seven corporations evolve into mega-conglomerates, absorbing all competitors. nu-Eden is formally established as a city-state.
The Sundering
A catastrophic maborite event fractures the sky, shatters the moon, and renders 40% of the planet uninhabitable. The world beyond nu-Eden becomes increasingly hostile.
The Aftermath
nu-Eden becomes the last megacity. The conglomerates tighten control. The Board forms. The three control systems (Reflexio, Neumora, Credisys) are deployed.
The Present
nu-Eden is under total corporate control. The nERF rises as a decentralised resistance. The Empire of Draconis watches from beyond the shattered horizon. The seven seals begin to break.