The Waterfront
Liminal radio
This piece was commissioned by Goblin Archives for a Liminal Horror module that is still in the works I believe. I release it here, with permission, because its mood fits particularly the Waterfront district and could serve as soundtrack for location or character creation. It’s been recorded on a spooky afternoon at Caffarella - I believe that day I was chased by wild dogs and muderous cyclists. Nature sounds by Benjamin Bishop - most of them were recorded off the Oregon Coast
The Watefront
YOUNG. ECSTATIC. INDUSTRIAL.
Sandy beaches, night clubs, and bars. But also harbors, docks, and cranes. Land of love at first sight and deadly betrayal. Where flocks of locals and tourists drink the night away, and where sailors and fishermen rest their bodies and sorrow.
The Waterfront has many faces: Next to Muscle Beach, it harbors ancient buildings of wood and stone, now used as depots for the diving club, storage rooms, industrial areas or fancy seafood restaurants. Whatever happens on its shorelines is watched by the Eye Island, which thrones at a distance at the center of the Bay.
Faction
Noble Rock
Style: Secretive. Pervasive. Slow.
Want: Find the source of the Weird and commodify it.
Despite its nice, antique logo depicting a flaming stone, Noble Rock is as vile as a non-Weird being can possibly be. The sprawling company invests in just about everything via a nebula of sub-companies and subsidiaries. Despite its diversification, Noble Rock’s core business remains real estate development, and they are responsible for most of the mutations the Lost Bay undergoes. Moving large volumes of concrete, cash, and people is no issue for them. They’ll do anything, are bad at everything, and are oblivious to the consequences of their actions. On underground BBS channels, anon posts claim Noble Rock is the public face of the True Church.
What’s their new project?
Roll 1d6:
- Renovation of an ancient stone watchtower
- Extension of the industrial docks
- Inauguration of a new high-speed road
- Construction of a brand-new mega-mall
- Management of a worksite previously plagued by delays
- Relocation of a landfill
Consequence
Roll 1d6:
- Potentially lethal water pollution
- Pest invasion
- Abnormal levels of Weird (+1 Weird die to all rolls, including saves)
- Living Saints get sick
- Attracts Miracles like moths to a flame
- Deaths of Wildlife hit record levels
Detailed Locations
Glass Creek
Mesmerizing. Hidden. Cruel.
A glimmering gem, raw and beautiful like a dream or a postcard from a distant place. Stuck between a luxury resort and an overcrowded beach, hidden beneath the coastal road, Glass Creek is so close to the heart of the Waterfront, yet remains inaccessible for those who don’t know the secret dirt path that leads the way. Surfers have made it their home, their eyes are as blue and clear as the polished glass debris that form Glass Creek’s sand.
Surfer
Surfers own the creek and seldom leave it. When they stare at the horizon, hypnotized by the swell, or when they run in slow-motion and dive headfirst into wave foam, they are secretly praying to Big Blue, asking it to unleash a Monster Wave. Sometimes, when the ocean is calm and flat for days, they might resort to drowning some unlucky soul who has ventured into the creek or befriended them without considering the consequences.
Surfers are a bit spiritual, very physical, and they love fresh beer and roasted marshmallows. They can also speak to Big Blue and understand the secrets whispered by its waves.
Quirk: Graceful on the sea, clumsy on land.
Mood: Contemplative. “Can you see it? Right below the horizon. It’s coming for us, like a gift. A Monster Wave.”
Gear: Surfboard. Wax. Cool sunglasses. Wooden spear.
Moves:
- Hold breath
- Glide with mesmerizing gracefulness
- Talk to Big Blue
Northern Docks Waiting Room
Stagnant. Crowded. Hopeful.
Passenger sea traffic has been idle for years now. Despite that, the Northern Docks Waiting Room remains as crowded as ever. Most travelers camp here, hoping to embark on the next ferry out of the Bay. Every day, the same ritual repeats: exasperated passengers pester the clerk who, both annoyed by useless questions and overwhelmed by guilt, mutters vague answers about a ferry probably leaving soon, in a matter of days. Those who lose patience leave, making room for new fresh and hopeful travelers, because in the Waiting Room two things never run short: boredom and hope.
A Summon might grant a boat departure. Be careful of who or what embarks, as they might never come back: the existence of the outside world has never been scientifically proved.
Security checkpoint
The lazy and distracted security personnel barely check the X-ray machine at the entrance, unless it rings all its digital bells whenever someone or something weird passes through it.
At the docks
Boat type
- Towboat
- Ferry
- Supply ship
- Fishing boat
- Research submarine
- Sailboat
Boat name
- Codfather
- Mega Venus
- Thief of the Waves
- Pourquoi Pas?
- Phantom Shark
- See You Later
Boat cargo
- Prisoners from the Eye
- Cheap toys
- Tourists who thought they were going somewhere else
- Random supplies: roll 1 Stuff (p. XX)
- Nothing, it’s empty
- Salt water and octopi
Blue Moon
Sweaty. Dizzy. Half-naked.
After the disaster, after the Summer of Blood ruined her business and unbridled faith in music, Mrs. Gentile the owner of the Sunset abandoned her beloved Desert with nothing left but a broken heart. On a rainy day, she took refuge in an abandoned glass and mirror warehouse, perched atop a dizzying cliff, right above Big Blue. Her heart skipped a beat as she saw the statue of the Turntablist staring at her from within the warehouse, and the inscription at its feet: “SAVE US”. This was a sign, coming from higher powers. She finally let go of the sob encaged in her lungs, and, despite her profound distrust of salt and iodine, and decided to open a new nightclub here: the Blue Moon, soon to become the Waterfront’s most popular and profitable business.
Every night, until the moon dips below the horizon, the music never stops, and the dance floor is perpetually crowded with sweaty and scantily dressed nightgoers. Walls and pillars covered in mirrors, along with multicolored lighting, make the three dance rooms appear more vast than they truly are. This might explain why dancers often can’t escape the Blue Moon once they enter, and prefer losing themselves to their multiple reflections or those of someone dancing next to them.
The only beings able to come and go as they please are Living Saints, who often enjoy spending nights at the Blue Moon because all creatures are equal in the face of loud music and dance. They love to brush shoulders with those friendly, silly, weak humans and forget their immortal problems for a while. Plus, the cocktails are fantastic, and the moon’s reflection on the ocean is breathtaking.
To exit the Blue Moon, you must succeed at a Weird Save.
- Success: You exit the nightclub.
- Success with Complication: You exit the nightclub but feel a pressing need to go back.
- Failure: Gain +1 Weird and go back to the dance floor.
Who’s getting wild on the dance floor?
- Fire Demon, Sun of the Son
- Lucy the Eyeless
- Hardcore Wanderer
- Jennifer, Larva Girl
- The Monitor
- The Nameless
On a successful Action Roll, you might spot the immortal of your choice in the VIP Lounge (roll only once for the whole party). On a success with complication, the immortal is annoyed at you finding them.
Aqualand
Merry. Relaxed. Splashy.
Many Bayers have unforgettable memories of the Bay’s oldest water park. It’s composed of a singular, extra-long, and twisted slide, erected on the sand of the most popular beach, a hundred steps from the shoreline. The ticket price is reasonable and, upon entrance, visitors are welcomed by Marcellus, the photographer, who has been taking snapshots of everyone to ever set foot into Aqualand. His tiny office has become a de facto visual archive of Bayers’ faces, bearing silent testimony of who is friends with whom.
Aqualand’s relaxed and jolly atmosphere is only disturbed when, at times, one of the sliders doesn’t come out the other end. When this happens, the staff feigns technical issues and closes the park for half a day before panic can spread to the whole beach. Marcellus knows that vanished sliders actually reappear in odd places, and with them, several buckets of water.
If you go down the slide and succeed at an Action Roll with at least one Weird die, you can be instantly transported to the place of your choice within the Waterfront. You need to either know the place or have seen a picture of it.
Marcellus
You won’t see Marcellus wearing the same shirt twice, ever. His collection of shirts, ornate with motifs of luxurious vegetation and sea life, is as vast as his photo archive. Marcellus seldom leaves Aqualand, and sleeps in a small room behind the shop. He’s happy with his quiet life of photographing the park and meeting so many new people everyday. Despite his shop being a bit messy, he’s dedicated to his craft and shows expertise like no other. If you befriend him, he might reveal his outsider origin: what was supposed to be just a summer gig in the Bay became his new life. He knows about the slide’s weird ability.
Quirk: Walks barefoot and always carries an instant camera.
Mood: Friendly. “Welcome, welcome, what’s your name, love?” Click!
Gear: InstaCamera. Oversized swimming trunk. Rainbow mirror sunglasses.
Moves:
- Take a snapshot
- Remind you about that time you visited as a kid and sprained your ankle
- Make you feel at ease
Campaign Seed
Ice Cream Truck
The Problem
Music from an ice truck music is heard at any time, with no sign of the truck. The music is making people increasingly anxious. Some have claimed seeing the truck near the beach or in the harbor, but every time they try to reach it, the truck leaves.
Complications:
- Everyone who hears the ice cream truck jingle feels compelled to confess all of their sins from the past week.
- Crowds clog parking lots and roads. They wait for the elusive truck filled with hope.
- Dawn reveals three Aqualand employees dead with melted ice cream oozing from their mouths. One of them owed you large amounts of money.
- Large flocks of seagulls land in the district. They seem to be observing humans. Is that the Arcane-Algebra teacher talking to them?
- Empty ice cream boxes wash ashore each night. Their packaging suggests the brand is half a century old.
- An inflatable toy boat lands on the Blue Moon’s private beach. It carries two inmates from the Eye. One bears an ice cream cone tattoo beneath their eye: it’s your childhood nemesis.
Miracle: Big Blue
The vast, untamable body of water that borders the Bay to the west. The ocean, one of the oldest living creatures, aches from the wounds inflicted by human activity and dreams of reclaiming the land it lost to them. At times, it tolerates humans who appease it by dropping offerings into its cold waters.
Weakness: Lullabies.
Want: To submerge the Bay or, if it can’t, to submerge you.
Quote: “Shrrrrrsh… Shrrrrrsh…”
Quirk: Rust and salt crust. Burned skin and rotten wood.
Gear: Wandering buoy. Sunken motorcycle. Small rock island.
Moves:
- Drag into dark waters
- Corrode metals and souls
- Mesmerize with its beauty and might
- Inspire drunken songs and poetry
- Throw Monster Waves ashore
Faction Reaction: Noble Rock
While the Waterfront is obsessed with the ice cream jingle, Noble Rock swiftly inaugurates new worksites in immaculate sea havens. No one seems to notice the three floating drilling platforms excavating massive holes off the shoreline. As a result, the ocean quickly becomes brackish, and the impact on wildlife is massive. Big Blue is getting angry.
Encounters
| DUDE(S) | |
|---|---|
| Sum of the 3 dice | |
| 3 | Snorkeler. MOVES: Hold breath, Gaze at Big Blue. GEAR: Mask, Locked diary covered in barnacles, Fish in plastic bag. |
| 4 | Kids. MOVES: Poke something with a stick and break it, Ask annoying questions, Find surprisingly clever solutions to complex problems. GEAR: Change, Dead octopus, Pointy sticks. |
| 5 | Fisherman. MOVES: Repair net, Eviscerate fresh fish, Sing sad and oddly familiar song about someone lost to the sea (Weird save). GEAR: Moonshine flask, Saint Lucy eyeball relic (grants one free summon), Foldable knife. |
| 6 | Movie director. MOVES: Wear stylish sunglasses a night, Forget your name no matter how many times you introduce yourself, Pretend to know everybody GEAR: Notebook, Vintage sunglasses, Thriller book by local writer that contains secrets about Noble Rock. |
| 7 | Anthropologist. MOVES: Ask how afraid you are of Saints, Reveal a secret about your Living Saint, Know where to find Witches. GEAR: Portable audio recorder, Fresh croissants, Undying Ghosts vintage book (three pages are missing). |
| 8 | Wildlife, lowest die 1 Floating Jellyfish, 2 Skull Moths, 3 Beach worm. (see Wildlife). |
| 9 | Coral sculptor. MOVES: Shake coral dust off shirt, Convince you to buy a bracelet. GEAR: Eye-shaped necklace (relic, grants one free summon), Beautiful linen scarf, Coral. |
| 10 | Wildlife, determined by lowest die: 1. Floating jellyfish, 2. Skull moths, 3. Beach worm (see Wildlife, p. XX). |
| 11 | Tourist. MOVES: Ask direction to a nonexisting landmark, Complain about local food, Hold satchel tight when you talk back. GEAR: Satchel filled with cash, Ferry return ticket (expired), Semi-accurate map of location determined by lowest die: 1. Waterfront, 2. The Eye, 3. Highways. |
| 12 | Body builder. MOVES: Flex, Whine about being constantly hungry, Listen with empathy. GEAR: Fake tan spray, Protein powder, Walkman + “Build a Better Me” motivational tape. |
| 13 | Drowned surfer. MOVES: Regurgitate water, Open eyes., Come briefly back to life GEAR (in mouth): Safe key, Noble Rock faded business card, Barnacles. |
| 14 | Noble Rock Promoter. MOVES: Beg for a phone, Offer an internship, GEAR: “Portable” suitcase-phone (battery out), Lots of cash, Cole G. Sedfas (Noble Rock CEO) private business card. |
| 15 | Fugitive. MOVES: Offer to trade clothes, Strangle you and knock you unconscious, Complain that the Bay is a shithole. GEAR: Eye prison branded uniform, Large golden ring (blood-stained), Shiv. |
| 16 | Grace, Witch Queen and tobacconist. MOVES: Read cigarette smoke, Reveal a secret about you, Sense spirits or ghosts. GEAR: Contraband imported smokes, Small crystal ball, Mint candies. |
| 17 | Ferry captain. MOVES: Sleep in uncomfortable position, Give orders, Decipher complex naval maps. GEAR: Uniform (slightly worn yet perfectly ironed), Coffee bean candies. |
| 18 | Lighthouse keeper. MOVES: Cuss casually at Big Blue, Pull a can of sardines from pocket, Blink and emit a short burst of light from eyes. GEAR: Canned sardines (ad infinitum), Unfinished crosswords, Lighthouse keys. |
| QUIRK | Optional |
| Sum 2 lowest dice | |
| 2 | Overly tanned |
| 3 | Wet clothes |
| 4 | Speaks in low voice |
| 5 | Barefoot with broken toe |
| 6 | Small barnacles protrude from skin |
| 7 | Delicately perfumed |
| 8 | Covered in thin salt crust |
| 9 | Swim trunks. Second Quirk is lowest die. |
| 10 | Noble Rock level 4 pass |
| 11 | About to faint |
| 12 | Constantly sweating |
| MOOD | Optional |
| Sum 2 highest dice | |
| 2 | Spiritual. “I saw a glimpse of something green underwater. It looked dead and alive at the same time.” |
| 3 | Angry. “You know who is destroying this district. My cousin told me about their plans to renovate the harbor.” |
| 4 | Anxious. “Something is off., The Giant Lynnen Jellyfish should have hatched by now. It’s a very bad omen.” |
| 5 | Creative. “Big Blue poured its ink into my heart. I wrote a song, do you want to hear it?” |
| 6 | Excited. “Everyone is going to the Blue Moon tonight. I’ve heard Queen Calypso is gonna DJ, you should come.” |
| 7 | Inquisitive. “I’ve seen you before. You were following me on the coastal road. What do you want?“ |
| 8 | Hopeless. “The Bay is a prison. I’ve been waiting for my ferry to leave for months. I’ve lost hope. We’re all stuck here, don’t you get it?“ |
| 9 | Relaxed. “This breeze is so chill, it soothes me. It calls for a beer.” |
| 10 | Dizzy. “I swam too deep, I’m not sure what happened. I couldn’t get back, something was pulling me down. I’m not feeling well.” |
| 11 | Mistaken. “Boris? Is that you? I was your anima-radiography teacher at the Castle.” |
| 12 | Mysterious. “Can you hear the horn?” |
More Locations
| LOCATION | Roll 3d6 |
|---|---|
| Sum of the 3 dice | |
| 3 | Volcanic rock cliff |
| 4 | Muscle Beach |
| 5 | Smoky bar |
| 6 | Skate bowl |
| 7 | Decommissioned ice cream cart |
| 8 | Sea fair |
| 9 | Newspaper kiosk |
| 10 | Wrecked boat |
| 11 | Diving club |
| 12 | Leviathan skeleton |
| 13 | Beach City store |
| 14 | Past War Bunker |
| 15 | Shipping containers |
| 16 | Old lighthouse |
| 17 | Fish market |
| 18 | Loading dock |
| SCENE | Roll 3d6 |
| One 6 | Oil puddles are everywhere. |
| Doubles any # | Someone got sunstroke. |
| Triples any # | The weather is quickly changing, for better or worse. |
| Sum of the 3 dice | |
| 3 | Vacationers are sunbathing, mostly naked and covered in coconut oil. |
| 4 | A fisherman painstakingly drags a gigantic and ugly fish. The dead creature drips smelly water. |
| 5 | A line is queuing up, anxiously awaiting the ice cream truck. |
| 6 | Someone is being forcibly loaded into an ambulance bearing the Eye logo. |
| 7 | Running and bumping into you and dropping: roll 1 Weird Gear p.xx |
| 8 | Someone is partying hard and having trouble standing straight. Check the lowest die: 1. Dude is a distant relative of one of the PCs, 2. Dude mistakes one of the PCs for a former crush, 3. Dude pukes on PCs. |
| 9 | A group is passionately distributing flyers about Noble Rock destroying the ecosystem. |
| 10 | Someone is chasing a robber. Check the lowest die: 1. Robber flees, 2. Robber is caught and a beating ensues, 3. One of the PCs is mistaken for the robber. Roll an extra Dude if needed. |
| 11 | A vendor is selling small, beautifully painted conches. Conches are… (check the lowest die) 1. cheap and made of plastic, 2. precious and underpriced, 3. fossilized eyes of Saint Lucy (provides one Free Summon). |
| 12 | A local is screaming into a megaphone that the last Wave is near, and we’re all gonna drown. |
| 13 | A cook is blowing on embers and grilling sardines. |
| 14 | A Surfer is coming back from a dive, soaked and struggling with an octopus stuck to their neck. |
| 15 | A sailor is repairing a small fishing boat, proud of the accomplished work. Tomorrow, the boat will be ready to take the sea again. |
| 16 | Someone is building an oversized sand castle. Roll one EncountDuder for who is inside the castle. |
| 17 | A group is throwing a bachelor party. If the PCs talk to the partygoers, they’ll try to involve them in their activities (which includes silly fun and potentially deadly feats). |
| 18 | Someone is preparing a burial at sea, decorating a white raft with colorful, plastic flowers while humming a sad song. Make a Weird save: on a failure, take the Condition Grieving. |