Thresh Hall — Seat of the Thresh Collective (Daemonkin)
Created by Catriona "Cat" Fraser on Sun Oct 19th, 2025 @ 11:40pm
Thresh Hall — Seat of the Thresh Collective
Type: Collective space, calm room, mutual-aid workshop
Location: First-floor loft above a working print shop in Station North (side stair; freight lift; alley egress)
Cover: “Community Print & Repairs Co-op” (zines, posters, tool library; evening workshops)
Status: Soundproofed, warded, low-theatre; entry by invite or hotline
Overview
Thresh Hall is a practical refuge for daemonkin and late-bloomers: a place to breathe, ground, then decide. The Hall prioritises safety, anonymity, and recovery over politics. It houses a calm room, a small clinic corner, a workshop for repairs and odd jobs, and a meeting circle where decisions are taken without heat. Martial glamour is out; mutual aid is in.
House Maxim (stencilled by the stairs): “Breathe. Ground. Then decide.”
Rooms & Layout
Front Loft (Common)
- Circle Floor: open mats, weighted blankets, soft lamps; marks on the floor for grounding drills and de-escalation stance.
- Kitchen Nook: kettle, soup pot, lidded jar of sweets; “water first, then talk” sign.
- Notice Wall: job board (gig economy, no scams), ride list, skills swap cards.
Quiet Suite
- Calm Room: sound-damped; rocking chair, dimmer switch, white-noise fan; soft basket (stress toys, earplugs).
- Clinic Corner: first-aid trolley, glucose gel, BP cuff, foil blankets; no sedation without consent and witness.
- Shower & Locker: hot water, simple toiletries, spare clothing in labelled sizes.
Work & Cover
- Print Bench: risograph, cutter, ink cupboard; paid runs cover the rent and give members work.
- Repairs Bench: tools for bike fixes, sewing, small electrics; “hands cell” rota posted.
- Meeting Table: round table, chair stack, tea tray; where votes and check-ins happen.
Back Hall & Egress
- Side Stair: keyed; opens onto quiet alley; CCTV sign (fake), camera (real, inward only).
- Freight Lift: noisy but reliable; priority for mobility and late-night exits.
Marks, Wards & Safeguards
- Low Flame Geas: subtle heat-baffle that discourages flare escalation; anger feels heavy, breaths come easier.
- Soft Step: sprung floor that soaks impact; reduces “fight-startle” feedback and keeps downstairs cover intact.
- Quiet Bell: pull-cord chime to summon the de-escalation team; cannot be heard from the street.
- Mask of Ordinary: entrance glamour that reads as “community workshop” on casual glance and cameras.
- Two-Key Cabinet: lockbox for meds and sensitive items (Coordinator + Wellness sign-off).
Access & Schedules
- Open Hours (Cover): Sat 11:00–15:00 community print/repairs; mortals welcome, no powers, no questions.
- Member Evenings: Mon, Wed 18:00–22:00 — check-ins, drills, skills swaps.
- De-escalation Hotline: card number answers dusk–dawn; pairs dispatch from the Hall; no one goes alone.
- Neutral Window: daily 16:00–18:00 handover slot at the side stair; no weapons past the yellow line.
House Protocol
On Arrival
- State name (or alias) and whether you need water, quiet, or help. You will not be pressed beyond that.
- Phones to silent; knives peace-bound; no filming in the Hall.
Safety Rules
- Two-person rule: de-escalation, rooftop air, and late exits are done in pairs.
- No forced flares: no “tests”, no provocations, no staged displays. Consent or nothing.
- Crash care: sugar-salt-water first; questions later; clinic notes kept minimal and locked.
Boundary Etiquette
- Respect Free Court salons, Harbour red rooms, Iron Belt tracks, Lodge slips; cross only by invitation and with chaperone if asked.
- Meridian liaison by appointment; talks at the meeting table with blinds shut.
Keepers & Regulars
- Luz Thresh — Coordinator; rota, keys, calm voice that cuts the noise.
- Dr Amir Cole — Wellness Lead; clinic corner, referrals, aftercare texts the next day.
- Nia Kade — De-escalation Captain; trains grounding; answers the bell first.
- Seb “Ink” Marlowe — Print Steward; gigs, invoices, cover story rock-solid.
- Old Tom Vale — Stories Keeper; lineage lore, caution tales, and tea that tastes like sense.
Logistics & Cover
- Workshop Cover: real repairs and print runs; public receipts match the noise and deliveries.
- Rides List: vetted drivers with fuel cards; “leave quietly” routes avoiding hot zones.
- Mutual-Aid Shelf: toiletries, socks, phone chargers, gift cards; no forms, just take what you need.
- Emergency Bag: pre-packed go-bags (water, snacks, hoodie, prepaid SIM); sign one out, no questions.
Hooks & Scene Seeds
- Midnight Bell: The Quiet Bell rings three times with no caller at the door. Follow the sound to the alley—someone crashed before they could knock.
- The Wrong Job: A lucrative print rush smells like a setup targeting daemonkin addresses. Print, refuse, or flip the script?
- Cooler on the Stairs: A sealed ampoule case sits at the landing—dry, cold, wrong. Dump it, analyse it, or bait the dropper?
- Clinic Overflow: Three flare crashes at once; Meridian patrol nearby; keep the Veil intact while you triage.
- Neighbour Watch: A well-meaning tenant starts a “safety group” with cameras. Befriend, bribe, or re-route their attention?
GM Notes
- Tone: mutual aid, practical kindness, low theatre; danger is overreach and predatory “fixers”.
- Capacity: Common room 12 seated; Calm Room 1–2; clinic 1 cot; print/repairs 3 at benches.
- Complications: downstairs landlord inspections, night-bus police stop, a rival group promising “control tonics”.
- Map Keys: front loft (circle floor), kitchen nook, notice wall, calm room, clinic corner, shower/locker, print bench, repairs bench, meeting table, side stair, freight lift.
Categories: Clan Bases/Locations