Thresh Collective — Daemonkin of Baltimore
Created by Catriona "Cat" Fraser on Sun Oct 19th, 2025 @ 11:01pm
Thresh Collective — Daemonkin of Baltimore
Aliases: The Collective, Half-bloods, Thresholders
Species: Daemonkin (cambions; infernal/other-realm lineages that pass for human)
Territory: Station North • Upton • Charles Village studios (keeping clear of Free Court salons, Harbour red rooms, Iron Belt tracks, and Lodge slips)
Seat/House: Thresh Hall — mutual-aid space above a print shop (soundproofed, warded, meeting circle)
Current Status: Organised, careful, politically neutral; rumours of brief “gold-surge” flares noted, not verified
What Are Daemonkin?
Daemonkin are mortals with a distant infernal or outer-realm inheritance who live convincingly as human but carry intermittent flare traits that spike under stress. In Baltimore the Collective recognises three broad kinds:
- Ember-blood: heat-tolerant, pain-gating, and hard to rattle; flares present as warmth, steady hands, and brief resilience under harm.
- Whisper-blood: voice-pressure and presence; can steady crowds or tilt a room’s mood; overuse frays the speaker and those nearby.
- Shadow-blood: affinity for darkness and angles; excel at not being noticed, reading threats, and short burst agility.
Common traits: stress-linked boosts (focus, poise, tolerance for heat/pain), quick study under pressure, strong boundary sense. Limits & taboos: overreach causes crashes, tremors, and behavioural spill; coercing flares is banned; public exhibitions are forbidden; poorly handled lineage lore attracts predatory “fixers”. Most daemonkin pass as human and keep to boundary etiquette to avoid turf friction.
Overview
The Thresh Collective is a mutual-aid co-operative for daemon-touched people across Baltimore. It prioritises safety, anonymity, and de-escalation over politics and maintains strict boundary etiquette with other major factions. Whispered talk of short, alarming power spikes — “gold on the air” — is logged as stories until a clean proof exists.
Maxim: “Breathe. Ground. Then decide.”
Leadership & Faces
- Luz Thresh (Coordinator) — Social worker; calm centre; horns only when furious. Keeps the rota and the keys.
- Dr Amir Cole (Wellness Lead) — Community GP; triage, meds cupboard, referrals to therapists who won’t panic.
- Nia Kade (De-escalation Captain) — Trains grounding drills; runs the late-night phone tree; first on scene when someone flares.
- Seb “Ink” Marlowe (Printshop Steward) — Shop cover and income; safe IDs, signage, and small paid gigs.
- Old Tom Vale (Stories Keeper) — Archivist of lines and caution tales; remembers how past overreach went wrong.
PC/NPC hooks: Help via Luz; medical/mental-health support through Dr Cole; midnight flares to Nia; work gigs via Ink; heritage questions to Old Tom.
Structure & Cells
Order (flat): Coordinator Circle → Safety Team (De-escalation • Wellness) → Work Crew (Print • Repairs • Rides) → Members → Trusted Guests
Member Cells
- Quiet Cell: members who wish to remain unseen; contact only through Luz.
- Hands Cell: practical support (repairs, moves, escorts).
- Study Cell: skills swap (grounding, paperwork, rights, lineage history).
Protocol & Customs
Safety First
- Grounding before talk: breathe, water, food; then decisions.
- Two-person rule: no one de-escalates alone; pairs only.
- Soft exits: marked routes and a rides list for leaving venues quietly.
Boundary Etiquette
- Respect territory boundaries: avoid Free Court salons, Harbour red rooms, Iron Belt tracks, and Lodge slips unless invited.
- No filming; no posts; members choose their own visibility.
- No recruitment pressure, no cult talk, no “family demands”.
Collective Rules
- Consent is non-negotiable. No forcing flares; no “testing” tricks.
- No street exhibitions. Keep power inside safe rooms; never for show.
- Protect the young. Late-bloomers and scared kids get priority resources.
- Boundary respect. Honour other factions’ spaces; request chaperones when crossing.
Resources & Fronts
- Thresh Hall: meeting room, calm room (weighted blankets, white noise), kitchenette, tiny gym; soundproofed walls.
- Print Shop: cover income; discounted runs for community groups; job board.
- Rides List: volunteer drivers for exits at odd hours.
- Clinician Network: GPs/therapists who understand flares and won’t pathologise heritage.
Relations (Boundary-respecting)
- Meridian Commission (Baltimore FO): Quiet liaison for welfare and exposure prevention; apolitical posture appreciated.
- Crimson Harbour (vampires): Minimal contact; members avoid red-room corridors; emergencies via neutral clinics only.
- Iron Belt (werewolves): Courteous distance; no runs through park tracks without call-ahead and escort.
- Free Court (fae/spirits): Polite; shared arts spaces by invitation; no Court salons without a sponsor.
- Highland Concord (djinn): Warm working relationship around mutual aid and hospitality nights.
Emerging Rumours (GM Guidance)
- “Gold-surge” notes: Two members report brief over-performance (strength, poise) followed by shakes and a crash; no samples; filed as hearsay.
- Clinic oddity: Dr Cole logs a faint metallic artefact on a night-shift tox; marked “contaminant” for now.
- Predatory pitch: A stranger offers a “safe tonic” to help members “control their gift”. Luz bins the card; keeps the name.
- Policy: Verify twice, act once. No trials, dosing, or experiments without independent proof and third-party oversight.
Known Spaces & Safe Rooms
- Thresh Hall (Station North): main space; calm room; emergency cots; locked cabinet (grounding kits).
- Upton Gym Loft: late-night access; bags, mats, showers; good for burning off a flare.
- Charles Village Studio: quiet practice room with blackout curtains; booked through Luz.
Membership (Sample NPCs)
- Luz Thresh — Coordinator; steady voice, steadier boundaries.
- Dr Amir Cole — Wellness; pulse oximeter in one pocket, tea bags in the other.
- Nia Kade — De-escalation; knows every back stair in three blocks.
- Seb “Ink” Marlowe — Printshop; laughs often; never misses a deadline.
- Old Tom Vale — Stories; remembers the last time someone promised a “safe tonic”.
Open Slots: 4–8 members (pick flare traits), 1 late-bloomer teen, 1 mortal ally with a van.
Hooks & Episode Seeds
- Midnight Call: Nia needs help calming a flare without calling the police; boundary lines must be respected en route.
- The Wrong Card: A predatory fixer is recruiting daemonkin for “tonic trials”. PCs trace the card without crossing other factions’ lines.
- Gym Fire Alarm: A controlled training session trips a sensor; Meridian knocks; keep it quiet or lose the space.
- Paper & Rent: Ink takes a rush job that smells like a setup; do you print, stall, or refuse?
- Family Question: Old Tom finds a ledger linking a member’s ancestor to a historic bargain; closing that loop could stop modern trouble.
GM Notes (Backstage)
- Tone: mutual aid, dignity, practical kindness; power to be managed, not flaunted.
- Pressure Dials: Exposure □□ • Rumour Heat □□ • Boundary Friction □□
- Escalation Path: rumours → first clean artefact → internal split (ban vs. controlled trial) → outside parties test the Collective’s resolve.
- Fail State: a public flare inside another faction’s territory; trust collapses; spaces lost.
- Win State: proof gathered quietly; a measured stance (contain, condemn, or treaty) while members stay safe and neighbours calm.
Categories: Clans