Departments & Positions

  • Baltimore Police Department (Primary Manifest)

    A large, busy city force under heavy public scrutiny. Practical, short-staffed, and focused on results, they value clean scenes and solid CSU work.

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  • Crimson Harbour — Vampires (Baltimore Supernaturals)

    The Crimson Harbour runs the hidden city like a well-kept port: arrivals logged, feeding licensed, disputes scheduled. Governance lives upstairs at the Red Lantern; downstairs looks like a tavern with staff who forget politely.

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  • Meridian Commission (Primary Manifest)

    A deniable federal outfit that keeps the human and supernatural worlds in balance. Operates under rotating cover taskforces, prioritising containment and zero public exposure.

    • Meridian Commission: Baltimore Field Office

      The field office of the Meridian Commission in Baltimore, Maryland.

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  • Iron Pact - Werewolves (Baltimore Supernaturals)

    The Iron Belt is a park-and-rail pack who prize drills, clean runs, and neighbours left unalarmed. They manage their moons with protocol, bays, and spotters, not bravado. Their politics are simple: keep the Veil intact, keep parks safe, keep cubs out of headlines.

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  • Meridian Team: Vanguard (Primary Manifest)

    Meridian’s embedded field team—small, fast, and a blend of human and pass-as-human operatives. Roles include field lead, occult analysis, empath/negotiator, containment, intel/logistics, and an outsider liaison.

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    • Meridian: Administrative Team

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  • Coven of Seven Ways - Witches (Baltimore Supernaturals)

    The Coven of Seven Ways is a circle-of-circles: hedge-walkers, hexwrights, and moon-workers who keep Baltimore’s subtle places clean. They tend house spirits, quiet graveyards, un-hex kitchens, and set circles that hold when tempers rise. They trade in favours and protections, not politics, and they take on work that keeps the Veil intact: haunt clearances, oath stitching, ward renewals, and crisis circles for the frightened and newly-touched.

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  • The Baltimore Sun (Primary Manifest)

    The city’s paper of record—lean, competitive, and relentless on public accountability. Its metro desk chases cops, City Hall, and the ports; a good Sun story can set the day’s agenda or blow an operation wide open.

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  • Free Court of Baltimore - Fae/Spirits (Baltimore Supernaturals)

    The Free Court curates civility for the hidden city: it hosts salons, arbitrates minor disputes, and mends masks so neighbours can pass among mortals without incident. It prefers timing, taste, and invitations to threats.

    Wiki: https://thecityofveils.com/index.php/wiki/view/page/8

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  • Highland Concord - Djinn (Baltimore Supernaturals)

    The Highland Concord is a federation of Djinn families and naturalised houses who prize hospitality law, clean bargains, and craft. Their miracles tend towards precise clause-work, heatless flame, and elegant fixes to mortal problems. The Concord favours containment over spectacle and serves as a quiet arbitration forum for promise disputes across the East Side.

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