• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. The Deepwell Facility
  2. Lore

Core Premise

Core Premise

  • Far-future (2150), off-world on a barren, distant moon

  • The Deepwell Facility is:

    • Of completely unknown origin (not human, or at least not provably so)

    • Architecturally unnatural: brutalist, industrial, but also impossible

    • Functionally a labyrinth with shifting or incomprehensible spatial logic

  • It contains hostile anomalies/entities that are:

    • Unclassified

    • Lethal

    • Likely not bound by conventional biology or physics

Player Role

  • Players are condemned prisoners

  • Sent into the facility as expendable assets

  • Their mission is framed as:

    • Exploration

    • Discovery of “truths”

  • Implicit tone: survival is unlikely; knowledge is extracted at extreme human cost

Faction: The Authority

  • Secretive, authoritarian research body

  • Operates above or outside conventional law via:

    • Blackmail

    • Political manipulation

  • Uses prisoners as disposable test subjects

  • Motivations:

    • Understand the facility

    • Contain its anomalies

    • Weaponize or profit from discoveries

  • Ethos:

    • Cold utilitarianism

    • Scientific obsession overriding morality

Tone & Genre Signals

  • Strong cosmic horror (unknowable origin, incomprehensible space)

  • Institutional horror (Authority exploitation)

  • Likely themes:

    • Insignificance of humanity

    • Corruption through knowledge

    • Loss of identity/sanity

    • Truth as something dangerous, not liberating