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Warden's Weyr

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The Nozomi
Captain

PostPosted: Thu Dec 27, 2012 9:33 pm


Life for Prisoners at Warden's Weyr

The prison complex at Warden's Weyr is most comparable to a medium security prison in the US. It's heavily patrolled, day and night, by dragons, whers, and unbonded guards. The walls of the prison are high, built of stone, and well lit by glows at night. The jungle is kept clearcut for miles in every direction, to make it easier to spot escaping prisoners.

Prisoners are locked in barracks at night, but by day, most are allowed out. Provided they show good behavior, they are even permitted beyond the prison walls, where, under supervision, they work the fields that provide their food or in the mines where the prison supports itself. Those prisoners who are trained in some craft are encouraged to continue work in there area of expertise, provided the craft is deemed 'useful'. A weaver would be put to work, for example, while a vintner would be expected to simply toil in the fields, or work at keeping the jungle from encroaching on the cleared areas.

Technically, prisoners don't have to work, but those who don't are permitted only basic amenities, while cooperative prisoners are allowed better food and more perks.

For those prisoners who do cause problems, whether it be by disobeying orders or acting out in a violent manner, there are solitary cells. While these cells are for housing individual prisoners, they aren't really 'isolated' in that a prisoner could still communicate with those in the cells nearest, and with any guards that might be patrolling the area.

Prisoners are required to wear bright red jumpsuits at all times. They're not exactly soft and cozy, but they're not miserable either. They are, however, a really obnoxious shade of red.

Upon arrival to Wardens Weyr, all prisoners will be stripped, scrubbed, and their heads completely shaved. This is to prevent illness and since all prisoners are assumed Dusters until proven otherwise, a protective measure to keep them from ripping out chunks of their hair during detox.

All prisoners spend at least 24 hours in detox, enough time for withdrawal symptoms to show. For those who are actual users, they are confined to a medical facility to be cared for until fully free of the chemical in their body.

Once dressed/shaved and clean of Dust, ALL prisoners will meet Warden. He insists on making the acquaintance of each and every prisoner in order to determine how they will be treated during their stay and make sure they know who is in charge.
PostPosted: Fri Dec 28, 2012 5:31 pm


Danger Block
"Dangerous"


The Danger Block is not called such at the giggling whims of men in the locker room, where a tall man is called 'Tiny'. This cell block is full of the criminals no one would ever suspect and no one ever wants to meet in a back ally. They are charming and seemingly sane people, fully in control of their own paths in life and choose to take that control by doing distasteful things. Each cell is a solitary cell with a small narrow bed, a chamber pot, a small desk and chair. Any of things can - and will - be taken if it's believed the prisoner has or will use it to hurt someone. They are seperated from one another and the outside world through bars only and it takes two keys to unlock their cell doors.

They receive more cell checks than any other block on the prison grounds, rooms being over turned and prisoners checked. Any prisoners implying or vocalizing threats towards other people or dragons/whers will be put in a straitjacket and put into the white rooms until Secondary I'mel feels they've learned their lesson.

Each prisoner is allowed 'out' so to speak one hour a day on the prison court yard heavily guarded by ground guards and whers wearing specialty goggles to prevent their own pain. They must have shackles on their wrists and ankles at all time.

The Danger Block is run by I'mel of Brown Diacyth. They are both loud and ruthless; though I'mel speaks in a casual manner and swears like a sailor, he is devoted to his job. He cuts the prisoners as much slack as he can and by the time he threatens with the straitjacket and the white room, it's in his hand and you are totally and completely Flown.

The Nozomi
Captain


The Nozomi
Captain

PostPosted: Fri Dec 28, 2012 5:32 pm


Unstable Population Block
"Unstable"


The name alone should be telling you that the Unstable Pop Block is not for the prisoners who excel in feats of sanity. Don't go thinking a person with Bipolar Disorder or anxiety will be going in this block - Unstable holds the criminally insane and violent, criminals that often need to be kept in straitjackets to keep from harming themselves or others and are all solitary cells.

The prisoners who are able to be let out or are safe enough receive an hour out every other day, closely monitored by a guard and sometimes a mindhealer as well. Any sort of violent action earns them a one way ticket to their cell and, possibly, the white room. Both white rooms are located at the end of the Unstable block and over looked by the Warden.

Bluerider V'tyai runs the Unstable Block. He is a snarky but otherwise humorless man in his late thirties who doesn't take any snap from his prisoners. Sometimes, though, he will smuggle in baked goods for the prisoners who aren't total jerks.
PostPosted: Fri Dec 28, 2012 5:34 pm


Homicide Block
"Murderers Row"

The Nozomi
Captain


The Nozomi
Captain

PostPosted: Fri Dec 28, 2012 5:35 pm


General Population
"Gen Pop"
PostPosted: Fri Dec 28, 2012 5:37 pm


Sexual Offender Population
"Special Pop"


Special Pop is ran by N'veh. Everyone is in solitary cells, aren't allowed out at any point in time, and are pretty much ghosts of the cell blocks.

No PC's are in Special Pop. Should a character do anything to be put into Special Pop, they are no longer considered a playable character by anyone and are NPC. This is not negotiable.

The Nozomi
Captain


The Nozomi
Captain

PostPosted: Fri Dec 28, 2012 5:53 pm


Record Keeping
"Records"
PostPosted: Sat Dec 29, 2012 3:29 pm


Crimes and Sentencing



The criminals sent to Warden's Weyr were never 'sentenced' so to speak. They were found guilty, and sent to the Weyr mostly because there was nowhere else to put them and no one knew what else to do. For the few turns that it's been open, this has been the system.

However, it has become clear, with the passing of turns, that simply locking people away forever is not actually a good plan. The freeing of criminals through impression led to discussion on when, and how, criminals were to be freed.

This has led to the very recent decision (made during the third turn of Warden's existence) to hold 'progress meetings' with prisoners regarding the possibility of freeing them.

Every five turns, those prisoners who aren't considered too dangerous to re-enter society (rapists, murderers, dragon-harmers and the like would fall under 'too dangerous') are allowed an audience with a group of dragon-watchmen. Their crimes are reviewed, their behavior since imprisonment is discussed, and the guards who know them are interviewed, as well as any victims who wish to have a voice in the proceedings. The Warden, of course, is also allowed a say.

Depending on the severity of the crime and the progress they've made, a criminal might be released at this point. If it's felt the punishment has not been for long enough, or if the criminal has shown signs of further criminal behavior, they probably won't be. But they will have a chance for another meeting after another five turns.

Non-Violent Offences

  • Destruction of Property
  • Theft
  • Fraud
  • Dust Manufacture
  • Dust Possession
  • Dust Distribution
  • Impersonating a Member of the Dragon Watch

Violent Offences

  • Sexual assault of any kind (remember - sex offenders are not playable characters}
  • Attempted Murder
  • Murder
  • Attempting to Harm a Dragon
  • Harming a Dragon
  • Assault
  • Arson

The Nozomi
Captain


The Nozomi
Captain

PostPosted: Sat Dec 29, 2012 10:33 pm


The White Rooms


The white rooms are the last resort for disobedient prisoners. They're used so rarely that there are only two of them in the entire place and both of them are located in the Unstable block.

Each cell is eight feet tall with the walls painted a bright, stark white, too thin to even sit down. They are brightly lit 24/7 with some tinkering with glows, completely sound proofed, and there are no edges or cracks in the walls.

When a prisoner is put into a white room, they are in a straitjacket and kept there until their designated punishment time from M'onk is over. They are sensory deprivation at its worst.
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