Helot Maximum Security Prison

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New Order era.
Helot Maximum Security Prison Complex
Geographical
Points of Interest:

Prison System

Societal
Official language:

Basic

Political
Imports:

Inmates

Exports:

Slaves

Affiliation:

Plagueis

[ Source ]


The Helot Maximum Security Prison Complex is a penitentiary in the Aliso system that was constructed for Clan Plagueis in 38 ABY. Created at the orders of the Plagueis ruling council, Helot appears as a straightforward prison facility. However, behind the scenes, it serves a more nefarious purpose: supplying slaves to Clan Plagueis and the Saraask'ar.

History

Founding and Construction

In mid-38 ABY, Shimura Keibatsu was appointed Quaestor of House Tyranus. One of the things he quickly came to admire about Clan Plagueis as a whole, but its ruling council in particular, was their legitimization of the slave trade in the Unknown Regions. The Keibatsu saw fit to further this trade, developing a proposal for a new source of acquisition of “assets” for the Clan. The ruling council unanimously approved this proposal and the Hand of Dread himself was put in charge of overseeing the facility’s construction.

Over the course of the next few months, Shimura devoted much of his time to ensuring the project went smoothly. Many slaves were reallocated to do the hard labor while the Clan imported massive amounts of ore and materials. Pushing his work force to their limit, with no particular heed for their well-being, Shimura was able to complete the construction of the complex as the year entered its fourth quarter.

Simultaneously to the construction process, Shimura sought out suitable staff and agents to bring the facility to full functionality. Djeri Moraal, a prominent member of the Willing residing on Aliso, became the complex’s financial director. Moraal quickly became busy building up a network of contacts and business partners to get the prison up and running. Shimura’s second prominent hire was a woman named Annaliv Welhul, a former prison warden for the New Republic that was currently being held for trial by that very same government. With a quick and decisive military operation, Welhul was free to take up employment as Helot’s first Warden.

With all of the pieces in place and the facility’s construction complete, Shimura was finally able to step back from the project and allow it to run itself. Inmates began to filter in and Helot entered fully operational status.

Layout

Reception

Prisoners that find themselves being admitted to Helot are first received at reception. The Reception Area has two entrances. The first entrance is in the front, which leads into a large lobby area with some sparse seating and decor. Across from the entrance is a shielded desk where a handful of security guards and prison staff are stationed to receive and process incoming guests. Doors on either side of the desk, also shielded, lead further into the prison.

The wall behind the desk separates the lobby area from the primary reception area. It is here where there is a second entrance for prisoners and prison workers. A series of rooms and hallways with testing equipment that allows the prison staff to assess and evaluate the incoming inmates, processing them before assigning them to their quarters. Completely devoid of any decoration or comfort, this area of reception is streamlined for function over form.

Cell Block A

Helot's Cell Block A is where the long-term prisoners are housed. The block is three stories tall, with cells on opposite walls. A complex network of catwalks, walkways, and stairs allow for easy and quick access to any part of the block at any given time. Prisoners will usually be locked inside of their cells for the majority of their days, only allowed out during mealtimes and yardtime. The cells consist of only the bare essentials: two bunks, a toilet and a sink. They are gated by a durasteel door with a small barred window and light shielding.

The Yard

A stark white gymnasium located in the heart of the complex, the Yard is not a literal yard insomuch as it is a large, open space. The name is more symbolic in nature, given to the area by the prison’s residents. Completely enclosed in blank, durasteel walls, there is only one door in and out, at least for the prisoners. On the outside of those walls, situated several meters up, are monitoring stations that allow the prison staff to keep an eye on the activities both within and outside the Yard. These stations, in the case of emergencies, can also provide additional entrances and exits for prison staff that are normally sealed off.

Though there is no decor within the Yard, there are a few items set in designated areas that can serve as recreational activities for the prisoners. The north section of the room is occupied almost entirely by a gravball court. There are a few tables scattered around the middle area of the Yard, some featuring scattered remains of past dejarik games. In the southeast corner of the room is a small gym: some weight-lifting and exercise equipment tucked away for those behaving themselves.

The inmates will generally get one hour a day to spend in the yard provided they are not on restricted privileges. They are generally given carte blanche to partake in whatever activities they desire, provided they don’t cause any kind of trouble or break any of the prison’s rules. The room is large enough to host hundreds of beings before it starts to feel crowded.

Guard House and Armory

The Guard House is located between Reception and Cell Block A. While constructed similarly to the cells themselves, with blank durasteel walls and simple furnishings, it does have several differences. Primarily the rooms are a bit larger, featuring plusher bedding and cleaner plumbing. In addition, the guards have access to a set of computer terminals, the Holonet, a few kitchenettes as well as a pair of caf makers. There are also small lockers with each bed for the guards to store some small personal belongings in while they are on the job. While there isn’t much privacy, compared to the prisoners, the guards are quite comfortable.

At the rear of the Guard House is a door that leads into the Armory. It is here that all of the guards’ work gear is located. Racks, lockers, and cases line the walls, filled with riot gear, cryoban and glop grenades, and even military grade blaster and body armor. A set of spare uniforms is also located in the Armory, all of the various pieces marked with emblems branding them as property of Helot and Plagueis. The Armory can be locked down from Reception, the Guard House, the Armory, and the Command Center. With several layers of durasteel blast doors and shielding, it can prove very hard to crack open.

Command Center

On the upper floors of Helot, accessible only by a turbolift tucked away near the Reception area, is the Command Center. Broken into two sections, the Command Center is the administrative core of the complex. The first section is a small row of offices from which members of the prison staff work. Most of them are very simple and small cubicle spaces with little to no personalization permitted. Just like most of the rest of the prison, this area is kept sterile and free of distractions. The exception, however, are the two larger office rooms that belong to the Financial Director and Warden. The second section is a large operations center from which the prison can be run.

The Financial Director’s office is usually empty, since Moraal spends little time actually in the complex working. However, it is a decently sized room with carpeting and wallpaper the color of dark gold. Lit softly but adequately, a large wooden desk and computer terminal take up half the room, with a pair of soft, but rigid chairs for guests or clients to relax in. While still sparsely decorated, there are a few small pieces of interest throughout the office, notably a single plastic tropical tree in the corner and a few valuable paintings adorning the walls. Several stacks of business cards sat on a small table nearby the door.

The Warden’s Office is only slightly bigger than that of the Financial Director’s, with a similar shape and layout. A large wooden desk with a computer terminal and a pair of chairs make up its furniture, along with a filing cabinet in the corner, a bookshelf, and a side-table between the chairs. The bookshelf is entirely filled with many books about law, crime, governance, and management from many different cultures and societies. They are neatly organized and clearly labeled, as are the various drawers of the filing cabinet. On the walls of the office, Annaliv’s two degrees are hung along with a few very simplistic and linear pieces of art. The room is always nearly spotless.

The operations center is a large room with several desks, computer banks, and a large holographic table in the center. From this room the Warden and their staff can control pretty much everything that goes on in the prison. Various camera feeds, power shut-offs, lockdown controls, everything runs through the operations center. This is where the Warden will likely spend most of their time while on the job and actually managing the prison.

The Depths

Given its name by the staff and prison population, who were mostly only aware of Helot’s mysterious basement in the form of a rumor, the Depths sits stories below the rest of the complex. Those with proper security clearance, a group few in number, can access a hidden turbolift near the Reception area that descends into the Depths. The Depths itself is a two-floor basement, with the top floor being the personnel level and the bottom floor a hangar bay.

On the personnel level you will find a much smaller cellblock containing those prisoners that require longer term conditioning or are particularly hard to break. Beyond that is the conditioning room, where the selected prisoners are fully conditioned and broken into Plagueian assets. The process normally does not take exceedingly long, meaning there is a steady flow of prisoners in and out of the Depths. The conditioning area also houses a small infirmary that exists only to ensure the assets are not killed or damaged beyond repair before being shipped out. On the opposite side of the conditioning room is a small cluster of lodgings, similar to the guardhouse, that allow the staff working in the Depths to remain at the complex as long as they are needed.

The Hangar level is relatively small, capable of holding only two shuttles and one freighter. These vehicles are provided so that prison staff, Saraask’ar, and asset transportation can be done without revealing a connection to Helot. The exit of the hangar tunnel is camouflage with natural rock outcroppings and protected with a ray shield. Ships that access the appropriate encrypted comm channel can signal the hangar staff when they approach or make their leave in order to gain access.

Operations

To any outside observer, Helot Prison Complex appears as just another maximum security prison facility. Even of those stationed within it, only a select few know the station’s true function. Outside of the Clan Summit, the Warden, the Financial Director, the Saraask’ar, and the few key staff members needed to run the operation, everyone is kept in the dark. The facility’s remote location aids in this front and, while there is certainly evidence one could find to cause concern, nobody bothers snooping around the place. Key areas of the facility are loaded with concealed blaster turrets, so even in the worst case scenario, eliminating a pest shouldn’t be an issue.

Prisoner Processing

Prison staff perform physical and mental health screenings on all new inmates as well as an aggression evaluation. All inmates are categorized by their mental health assessment, “10” being the most difficult to treat while “1” is the least difficult. They are also categorized by their aggression score: “A” being the most aggressive while “E” is the most docile. Unbeknownst to the majority of the prison staff, these ratings indicate where prisoners would be sent. A10's will eventually see themselves moved to The Depths of Helot to undergo conditioning, then later to Aliso for Asset Training. E1's, for their clear mind and docile nature, will be transported off the facility to be sold by the Saraask'ar. Those that score in the middle of the pack will be left at Helot to continue the facade of the prison facility.

Staff

Warden Annaliv Welhul

History
Early Life

Born to a middle-class family on Coruscant in 1 BBY, Annaliv Welhul grew up in comfort but also had her fair share of struggles. Throughout her childhood and adolescence, she was quite unpopular, leading to a difficulty in making friends. During this time, she had a tendency to see things in black and white and had a reputation as a snitch, never letting anyone get away with any rulebreaking. This stunted her social skills somewhat as she became somewhat introverted, turning more to focus on her studies.

As she grew into her young adult years, Annaliv’s life and experiences began to expand her perspective. She saw more shades of gray in people, but still had trouble empathizing with them. She didn’t have much pity for those that crossed her and wasn’t fond of people who broke the rules, still snitching but learning to be more subtle about it. When it came time to choose a career, she already knew she wanted to go into law enforcement. Studying criminal justice and the law at the Coruscant College of Law, Annaliv excelled in the field.

One of her mentors at university was able to land her job as a correctional officer in one of Coruscant’s more notable penitentiary facilities. Her strict adherence to the rules and practices of her position as well as her pitiless stance towards the prisoners made her reputation as a strict but competent officer who knew her stuff. She continued to make contacts and network in her field, earning some respect and begrudging admiration, but never friendship. In 33 ABY she transferred to a new prison to serve as an Assistant Warden. Only a year into her tenure there, a prisoner riot occurred in which the Warden lost his life. Annaliv impressed the board immensely with her quick quelling of the riot and her ability to get the facility back in order, so, rather than hire a new warden, they promoted her to the position.

Warden for the Republic

It wasn’t long before Annaliv’s newfound position of power began to slowly corrupt her. She was strict when it came to adhering to the rules, but it didn’t take long for her to begin manipulating loopholes. Her merciless treatment of the prisoners continually crept towards greater extremes as she sought to ensure that another major riot never occurred. She wanted to cement her position and assure the board that they had made the right decision in appointing her. She eventually began crossing lines, however. One of the board members became suspicious and performed a secret investigation of the prison, discovering that Annaliv may be committing several human rights violations in her treatment of the prisoners.

Annaliv was adamant that she was staying within the bounds of the rule of law, but the board quickly turned on her, handing her over to the police. A long trial began and Annaliv found herself coming to distrust the New Republic, as she saw this as a frame job. She was sure they just wanted to get rid of her for some reason. One day, while she was being transferred to a different holding facility, a small strike team assaulted the escort and grabbed her. Unable to defend herself completely, she was taken captive and delivered to Shimura Keibatsu.

Shimura explained that he was looking to fill a position and, after an extensive intelligence operation, had deemed her an appropriate candidate. She was to oversee a prison facility that was, in secret, a slave processing center. At first, she refused, but after realizing that she was no longer in Republic space, would have much more flexibility in her style of governance, and would be paid quite a bit, she relented. She wanted to learn much more about this Dark Brotherhood and Clan Plagueis in particular, but she was happy to do it from the comfort of a Warden’s office.

Appearance

A human woman, standing at 160 cm and weighing roughly 59 kg, Annaliv has a relatively small but fit frame. Despite this, she has a serious and intimidating aura that doesn’t make her seem quite as small. Pale skin, an oval face, and narrow brown eyes retain a youthful appearance even as she nears middle age. Blunt bangs and straight, shoulder-length, black hair crown her head, occasionally pulled up into a tight bun. Minimal make-up and accessories allow her naturally attractive features to shine. Her plump lips rarely shift from a slight resting scowl.

Her clothes are always neatly pressed, perfectly clean, and without flaw. Her standard work-wear consists of a light gray variant of the guard’s uniform with a fitter cut and a few extra pieces of regalia along with a long, black overcoat, black peaked cap, black gloves, and black military boots. In casual settings she will usually wear simple combinations of blouses and skirts or pants while for more formal wear she does own a few conservative dresses. Her natural bearing carries authority and intelligence with it, and her glare is cutting.

Personality

Annaliv is, first and foremost, overly serious. To the point where most jokes or sarcastic remarks are likely to fly right over her head. She does not make light of things and will generally stay focused on the business at hand. She can come across as rude, blunt, or persistent due to an insistence on honesty and refusing to obfuscate the truth. She will not use ten words when two can get the job done. As a result, she isn’t much of a talker, but is an active participant in conversation and will carefully listen to and remember just about everything she hears.

Not particularly social, she has trouble empathizing with people and doesn’t often get very emotional herself. She is generally cold and emotionless, generating an air of uncaring authority. She is merciless and pitiless to her enemies or people she disrespects and cordial and polite, but never friendly, to her allies or superiors. Driven entirely by an inner morality in which she sees the law as an unbreakable truth and those that would defy it as traitorous deviants, she is not afraid to voice her thoughts when it is called for.

Annaliv is a woman of action first, dealing with the problem without worrying about the consequences. That is not to say she is careless. On the contrary, she is quite intelligent and shrewd. However, she will take the route required of her regardless of any moral or ethical qualms. The one thing that may stop her is her careful consideration of the law and a deep knowledge of it. She will bend and twist it to her will, but will not break it.

Financial Director

Djeri Moraal is the current Financial Director of the Helot Maximum Security Prison Complex. A citizen of Aliso with rising prestige, this work is far from his only income source. Nevertheless, he does his due diligence in making sure the money continues flowing, meeting business contacts, and making connections. He travels a lot for his work and, even when he’s not travelling, he is often checking in on his Alisoan properties. Although he isn’t present at the prison very much, he often has meetings over hologram with the Warden or other officials to give reports of how his work is going.


Clan Plagueis
Units Clan: Plagueis
Houses: TyranusVentress
Battle Team: None
Leadership Clan: Consul Selika RohProconsul TuQ'uan Varick
Tyranus: Quaestor Nora Olen
Ventress: Quaestor Tahiri Drakon Night-Thorn
Territory AlisoAliso systemThe Anchorage
Groups & Organizations di PlagiaAscendant ForcesSaraask'ar ClanValneikian HiveSubjugatesRavagersWraiths
Adapt. Ascend. Avail.