Prison Structure:Like dis, but there's no road, and it's just a cracked, dry Death Valley for miles around.Naranja Grande is a large, heavily fortified structure in the middle of an otherwise biologically dead section of the Mojave. After classified incidents left several acres of Nevada Desert as officially lifeless glass and sandstone flats, the powers that be saw fit to put a prison right smack in the middle of it. No cacti, no game, no survival... Somehow, they
still get out to wreak havoc.
On the "First Floor" the walls expand into a large courtyard filled with traditional cell blocks for inmates who can be contained traditionally. It is heavily guarded, lots of manpower around it. Prisoners can have an authentic "Outdoors" experience in the domed courtyard, which is still sectioned in places with fences and razorwire, primarily for psychological reasons.
The massive, blocky tower to the northern side, "Affectionately" nicknamed "The Castle", is a complex of personnel living quarters, offices, "Thinking Environments" for the scientists in the Naranja Grande Think Tank. Perhaps the most notable room, and the room they always show the investors during tours, is the "Trophy Room". While it's officially an evidence and contraband warehouse on the second floor of the Castle, it features the most prominent and unique equipment of their notorious inmates displayed like museum pieces, in bulletproof glass cases with chickenwire... A lucky little escapist could get quite the arsenal on his hands...
On the bottom floor of the Castle is a mess of beds and guards, full of concrete walls and angry mutants in orange. This lobby is what one could generously call "Reception". Take a number and hold, unless you were deemed slippery enough for a personal, pre-planned escort…
Below the Courtyard is Basement I. This is where the cafeteria, commons, and shops are. There are also some public bathrooms around there for convenience sake, but only personnel and non-suspicious prisoners are able to use them. This is also the floor where they put the cells for most Supers. Below that is Basement II, which is higher in security. Cells here are specialised to specific inmates, and different “Domes” are used to simulate environments for those whose conditions recquire certain living conditions to be contained, or to survive. Below Basement II is the final, third basement, which is Solitary. It’s a very spooky place, lots of accidents have happened. Some cells have been filled in with concrete after certain accidents and miscalculations have occurred. Rumor has it that their occupants were buried alive. Skeptics say they were just covering up something hazardous or creating columns for expansion.
This is just going to be a general description. We can get into the shape and structure of rooms and maps of the area if and whenever we get into actual siege and riot tactics. I don’t want to fall into the trap of writing entire books on settings right at the start. I did that once years ago, and I’ve yet to finish anything on it...
Prisoner Conditions:Cells are standard "Supermax" one-person units:
Due to the highly unique nature of certain occupants, location, size, contents, and materials of these cells can be changed. They are neither fun nor comfortable to live in, and so hours and accommodations can be made flexible for lesser criminals in certain wings of the prison.
Standard Privileges:
Limitted Television Use.
Access to Wood and Metals Shop during free hours.
Access to Support Groups and Rehab Programs during set hours.
Phone Calls during free hours.
Use of out-of-cell private facilities.
Unsupervised (As in you don't have personal guards following you around. Inmates are never
unsupervised unsupervised.) roam of the prison wings, Cafeteria (When open) yard, commons, and bathing facilities during free hours.
15 hours of free time. Mandatory Curfew for all inmates is 10:30, with an hour or so to fall asleep, giving inmates a (Hypothetical) 8 hours. Schedules can be adjusted for inmates with
Heliophobic properties...
Privileges may be altered or restricted as a result of poor behaviour.
Privileges that can be earned for good behaviour:
You may have up to three books at once in your cell. Must be requested from administration and its content must be screened for appropriacy. (Weapon Manufacturing and potentially Reality-Influencing grimoires of Death are not allowed in inmate possession!)
You may sign up for the Pen Pal Program.
You may apply to borrow a movie from cooperating library systems. Must be requested from administration and its contents must be screened for appropriacy. (Pornography and potentially magical movies (not the Disney kind, fortunately!) are not allowed in Prisoner Possession!)
Supervised use of blank papers and pencil may be allowed within contained areas such as your cell or the Rec Room. Some inmates have been known to use paper and pencil to summon real-life things. That cannot be allowed.
You may be allowed to play any available board games in the Rec Room (Cafeteria when it's closed off to non-“honor-roll” inmates) with screened peers and employees that are not marked down for disciplinary action. We have most of the standards, (Monopoly, Cluedo, Four in a row, etc.) Chess (Chinese and Everywhere Else-style) Checkers, and one of the older editions of Ogres and Oubliettes, if you've got lots of free time! (O&O will be banned the moment it seems to cause suspicious or gang-like behaviour.)
You may be allowed a speakerless ipod with headphones. Music will be screened for content and anomalous properties. Groups of inmates may apply for a communal speaker-ed CD player for use in the yard. They will be screened for gang affiliations.
You may be allowed one musical instrument for use in the Rec Room.