Shape: Cylindrical
Height: About 12,000 feet
Diameter: Five miles
Levels: 5
Positions: Chief warden, vice chief warden, first commander, second commander, apprentice
Zurraith Prison is Zurraith's most notable landmark next to Zurraith Mountain. It was built in ancient times by the intelligent dragons that came from the other planet and built as a small scale model of their own. The doors to the front have an etched in design of two dragons standing on their hind legs, their front talons connecting at the crack where the door opens. When you're facing it from the beach, on the right side of the prison is a window, the only window in the prison, located on the chief warden's level.
The prison is built on magic. Each level also changes to reflect the current warden's personality. The window is monstrous in size, but a force field keeps the weather out, but allows people to pass through it with ease.
On the bottom most floor is a very thin level built as the residential area. There is a large cafeteria and plenty of rooms for all the workers to sleep in; and in the prison, no one except the wardens and their apprentices have special set rooms or uniforms. 3 bunks are in each room and people find an extra one and sleep in that. For uniforms, every other day they are put in a pile to be washed and they pick up a new one in their size.
First floor: Chief Warden
- Executions are held in the warden's office every Saturday.
- It is the level where the worst of prisoners go.
Second floor: Vice Chief Warden
- N/A
Third floor: First Commander
- N/A
Fourth floor: Second Commander
- The second commander position is filled by a family descended from Aeloz and they have been in that positions ever since the prison opened.
- For generations dragons have been bred by them and they wander the level, munching on prisoners.
- Judgement is held here by the second commander every Sunday.
The bridge is two miles long and connects the prison to the shore. Prisoners who filled their time are thrown out and a majority of them are too weak to make it across. Only a handful of people ever live.
Around the prison is the rest of the island to be roamed by the wardens-- and only the wardens-- whenever they choose. Again, if you are facing the prison from the beach, there is a forest to the right. The water curls around under the trees, right up against the prison, and forms a small lake. In the back is a beach with craggy rocks and a large, igneous chunk where all the wardens have scribed their names. A mountain is against the prison and very snowy. The top of the prison is usually where the first commander resides.
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Tagging along with the prison is a force that is not directly connected with them. They were given an office and rooms, and they are known as the detectives. 50 bloodhound hosts who either take cases based off what the Government gives them, what the wardens give them, or what the general populous gives them.
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Tagging along with the prison is a force that is not directly connected with them. They were given an office and rooms, and they are known as the detectives. 50 bloodhound hosts who either take cases based off what the Government gives them, what the wardens give them, or what the general populous gives them.
- The intelligence group is your normal, traditional detective
- The scent group is the stealthy, cautious kind
- The speed group is the kind who rushes like the wind and captures the enemies
Often detectives are placed into one or more groups, but they are placed by the head of force by careful assessment. There are only 50 main detectives, but there are usually about 20 apprentices at one time who stay back and run errands for their mentors.
To be edited later
To be edited later