VORYACHEV N2. 7
Official Name: Voryachev Federal Penitentiary Complex N2. 7
Alias: The Mouth of the North
Location: Arkhangelsk Oblast, Northern Russia
Operational Since: 1959
Classification: Maximum Security
Capacity: 1,200 inmates (currently holds 1,463)
Original Purpose: Cold War-era Soviet military gulag
I. OVERVIEW
Voryachev Penitentiary is not a correctional facility. It is a containment site, engineered for isolation, suppression, and control. Rehabilitation is not on the agenda. There are no education programs. No parole reviews. No public oversight. Its true mission is simpler—and darker: To remove dangerous individuals from circulation permanently.
It was born in 1959 as a Soviet military detainment camp, originally used to house traitors, spies, and enemies of the state. But as the decades passed, and as Russia’s modern criminal underworld exploded in complexity, Voryachev evolved into a new kind of institution—one that absorbs society’s most volatile human threats and buries them under concrete and silence.
Its population consists almost entirely of high-profile and high-risk offenders:
1. Syndicate heads too powerful to kill without consequence
2. Former generals turned warlords
3. Serial rapists, contract killers, and political traitors
4. Black market brokers, assassins, and arms traffickers
5. Convicted predators who would cause chaos if placed in regular maximum-security prisons
Every inmate at Voryachev is considered a containment-grade threat—meaning their very existence outside prison walls would risk lives, institutions, or national stability. Some are still active players in global networks, issuing orders from inside their cells. Others have been buried so deep in the system, their identities were legally erased long ago.
The prison operates under a classified administration model, heavily militarized and protected by strict silence protocols. There are no public reports. No visitations without federal clearance. Lawyers are vetted. All incoming and outgoing communication is filtered, monitored, and—if necessary—destroyed. Even within Russia’s penal system, Voryachev is treated as a state within a state.
Inside, the prison operates like a sealed ecosystem—driven not by reform, but by hierarchy, corruption, and violence. Factions control access to basic needs. Guards negotiate power through bribes and fear.
And the outside world? Doesn’t ask questions.
Voryachev is where high-risk becomes high-value. Where the state’s dirtiest problems are shelved until forgotten.
II. STRUCTURE AND BLOCK LAYOUT
Voryachev N2.7 is embedded into the harsh, unyielding tundra of Northern Russia. Built partially underground and reinforced with Cold War-era military engineering, the prison is a fortress by every definition.
1. Perimeter fencing: triple-layered barbed wire, electrified outer zone.
2. Surveillance towers: manned 24/7, equipped with thermal optics and sniper posts.
3. Access: only via military convoy or helicopter, with a two-checkpoint security protocol.
4. Surroundings: dense forest, frost-swollen rivers, landmines leftover from the original Soviet perimeter grid.
Inside, the facility is segmented by concrete partitions, reinforced blast doors, and airlock-style checkpoints between blocks. Each block is isolated by design—minimal cross-flow between inmates, with guard-only corridors and steel-enforced division zones.
BLOCK BREAKDOWN
1. BLOCK A — General Population
This is the political heart of the prison—the power playground. It houses organized crime figures, white-collar criminals, and cartel intermediaries—inmates who built empires, ran networks, and still have influence outside these walls.
- Inmates form micro-societies here: unofficial courts, black markets, information channels.
- Cells are overcrowded, but hierarchy determines comfort: some rooms have hidden electric kettles, mattresses, or smuggled sim cards.
- Violence is strategic, not impulsive—used as warning, leverage, or example.
- Guards don’t interfere unless bribed, blackmailed, or ordered to “let it happen.”
“No one runs Block A—unless they run five other men who do.”
2. BLOCK B — High-Risk Violent Offenders
This block is a containment chamber for predators—brutal murderers, combat-trained mercenaries, violent sex offenders, and unrepentant executioners.
- Cells are reinforced with magnetic lock systems and pressure alarms.
- Yard time is conducted in rotating pairs, chosen to minimize death toll.
- Shanks are common. Fatalities are frequent. Guards here are combat-trained and rotate shifts monthly due to psychological strain.
- No factions dominate here. There’s no politics, no alliances that last longer than a few days.
“Block B isn’t about who’s in charge. It’s about who’s still breathing.”
3. BLOCK C — Solitary / Control Wing
Buried deeper underground than any other block, Block C is where unmanageable power is quietly buried. This includes former faction leaders, riot instigators, and prisoners who tried to challenge the balance of Voryachev N2.7.
- 23-hour lockdown, with one hour in a steel-mesh enclosure. Cells are windowless, soundproofed, monitored by remote infrared sensors.
- No mail. No phone calls. No contact with other inmates. Some inmates remain here for years, unrecorded in population reports.
- Block C is often unofficially called “The Sinkhole” because once you're in, you're unlikely to come out with your mind—or influence—intact.
“Some say it’s punishment. Others say it’s political erasure.”
4. BLOCK D — Administrative & Negotiation Wing
Not just the facility’s bureaucratic nerve center, Block D also functions as a hidden market of silence, favors, and secrets. Offices for the Warden, Deputy Commanders, intel analysts, and psychological staff.
- Interrogation rooms, internal surveillance centers, and medical black-sites.
- Also houses the “Private Cells”—a limited number of high-end quarters reserved for state-backed or deal-making inmates.
- Inmates here may negotiate directly with staff: give up cartel maps, rat out external networks, or trade intelligence for privileges.
- It’s also the only block with carpeted floors, soft lighting, and freshly brewed coffee—for the staff.
“Everything the rest of the prison kills for? Block D sells quietly.”
III. DAILY LIFE INSIDE
Voryachev N2.7 runs like a machine built to grind men down. The day is tightly scheduled—but beneath the surface, it’s a constant war zone of power plays, whispered threats, and brutal routines designed to strip inmates of identity while letting hierarchy flourish.
STANDARD DAILY SCHEDULE
1. 05:00 — Wake-Up & Roll Call
The prison doesn’t wake you up gently. The lights slam on—harsh, white, cold. Sirens sometimes echo through the blocks even if there’s no emergency.
Each inmate must stand by their bed, hands visible, mouth shut, eyes forward. Guards do random beatings just for poor posture. If someone’s missing, everyone suffers.
“If someone dies in their sleep, you don’t scream. You step aside.”
2. 06:00–18:00 — Labor, Assignments, or Internal Business
This is the meat of the day. Depending on your block and faction:
》》Assigned Labor
- Coal shoveling
- Perimeter snow clearing
- Incinerator sorting (nicknamed “The Furnace shift”)
- Sewer maintenance (unofficial punishment)
》》Internal Roles (only for useful inmates)
- Kitchen work (access to food = power)
- Laundry (used to smuggle items between blocks)
- Infirmary assistant (bribed position)
- Bookkeeping for Bratva, Cartel, or Volki faction leaders
》》Unassigned Inmates
- Stay in-cell all day unless summoned
- Some use the time for workouts, smuggling deals, writing threats, or simply watching.
“If you don’t belong to a job or a gang, you’re either waiting to die—or praying someone notices you.”
3. 19:00 — Dinner
Meal portions are based on standing:
- High-rank inmates eat hot food, served directly by their runners.
- Mid-tier inmates queue in silence, eat quickly, never complain.
- Bottom-tier eat last—if there’s anything left.
- Food fights? Common. Poisoning? Not unheard of.
- Plastic utensils are issued, then counted.
“If your tray’s too clean, they assume you gave it away—and that’s a weakness.”
4. 20:00–22:00 — Free Hours (Unofficially)
Free time is where the real prison begins. No guards. No structure. Just eyes and tension. Activities include:
- Fights & gambling in The Yard
- Informal courts: inmates “judge” minor betrayals among their own
- Sexual deals—arranged quietly, or taken by force
- Hit contracts discussed over cigarettes
- Faction meetings disguised as workouts or chess games
- Black market trades: sim cards, pills, razors, protein powder
- Some prisoners don’t leave their cells. Some leave with guards and don’t return for days.
“Everyone’s watching someone. You just pray it’s not you.”
5. 22:00 — Official Lockdown
Guards make their rounds. Cell doors lock. Cameras are checked. Lights dim—but not off. They keep the lights on low to make inmates lose track of time. Sleep is a privilege earned, not granted.
6. 22:01 onward — The Real Prison
What happens past this point is off the books. Faction leaders hold private meetings behind bribed doors. Smuggled vodka bottles clink under blankets. Guards disappear for hours at a time. Inmates sneak across blocks through maintenance shafts. Sobbing. Screaming. Laughter. Sex. Torture. Silence.
“You learn to sleep through sounds that would traumatize a civilian.”
BATHING
- Once per week, timed.
- Hot water = rare. Soap = a privilege.
- Some factions control the showers, charging entry.
- Fights and sexual assaults are common here.
- Some inmates don’t bathe at all to avoid becoming a target.
- The cleanest inmate isn’t respected—they’re suspected.
MEDICAL TREATMENT
Access is ranked—you don’t get care unless:
- You pay
- You’re valuable
- You’re dying in public
The infirmary is run like a black clinic:
- You can buy painkillers
- Sell blood
- Hide a body
- Or bribe a medic to fake your death
“A broken nose costs 200 rubles. A fake diagnosis costs 2,000.”
WEAPONRY
- Knives made from toothbrushes
- Razor blades melted into plastic handles
- Hot soup + bleach = acid
- Shivs hidden in Bible covers or under soap
- Pens sharpened to pierce
- Some inmates carry “invisible weapons”: secrets
DAILY RULES NO ONE WRITES DOWN:
- Never eat slower than the man next to you.
- If someone sits too close, stand.
- If a guard smiles at you—report it. You’re marked.
- Don’t stare at the infirmary door. It stares back.
- If you wake up with a gift under your bed, it’s either loyalty… or a warning.
- Don’t whistle. Not after 10PM.
- And never, ever say you're “comfortable.” That’s a death sentence.
IV. THE FACTIONS
Voryachev N2.7 isn't managed by its staff. It’s governed by the power economy—a hierarchy built on fear, favors, violence, and old-world codes. Every inmate, from first-timers to career killers, eventually learns:
Pick a side—or become someone else’s currency.
There are four major factions. Each one is different in how they recruit, punish, and control—but they all agree on one thing: No one survives in here alone.
1. Bratva — The Brotherhood
Russian Mafia. Old as the gulag walls. They operate under the strict code of “Vor v zakone” (Thief-in-law), an old-world criminal honor system that still holds weight—even behind bars.
Primary Focus:
- Internal smuggling (phones, blades, sim cards)
- Guard bribery and surveillance manipulation
- Political influence in and out of prison
- Vetting and controlling new Russian inmates
Power Base:
- Own significant staff loyalty
- Manage the highest-value contraband
- Operate a shadow ledger of debt and blackmail
Cultural Vibe:
- Ritual tattoos with meanings tied to rank and history
- Speak in code—both linguistic and behavioral
- Strong sense of "family until betrayal"
- Brutally punish informants or dishonor
Recruitment:
- By bloodline, reputation, or prison trial
- You don't ask to join Bratva. You’re either worthy or useful
“They don’t yell. They whisper—and people bleed anyway.”
2. Volki — The Wolves
A faction forged in blood and battlefield dust. Ex-military. Ex-mercs. Former government black ops. They don't care about codes. They care about dominance. If Bratva plays chess, Volki plays war.
Primary Focus:
- Physical enforcement and debt collection
- Territory control (esp. The Yard & Block B)
- Weapon crafting, training, and intimidation
Power Base:
- Run “The Circle” — a brutal, unofficial fighting circuit
- Decide who gets protection—or becomes prey
- Use violence as both business and philosophy
Cultural Vibe:
- Silent. Regimented.
- Value discipline, obedience, and hierarchy
- No jokes. No hesitation. No second chances
Recruitment:
- Must fight to enter
- You survive initiation = you’re in
- Loyalty is earned through scars, not words
“A Volki won’t kill you in front of witnesses. He’ll wait till no one’s watching—and make you beg to be seen.”
3. The Silent Cartel
Low volume, high control. Mostly Latin American, but also includes Balkan smugglers, North African chemists, and former syndicate runners. Where others use fists, the Cartel uses need.
Primary Focus:
- Internal drug trade
- Medical black market (painkillers, sedatives, contraceptives)
- Smuggling intel in/out through couriers or corrupt medical staff
Power Base:
- Control supply chains inside the infirmary, kitchen, and laundry
- Run an underground pharmacy inside the prison
- Hold debts in addiction, information, and healing
Cultural Vibe:
- Calm, calculated, never loud
- Debt is sacred. Break it = punishment without warning
- Known for disappearing people without visible force
Recruitment:
- Based on skill, not nationality
- If you can move product, patch wounds, or stay quiet—you’re in
“They don’t need to stab you. They just cut your supply, and let the pain do the rest.”
4. The Orphans
Unaffiliated. Unwanted. Young inmates, street kids, mentally unstable, or foreign nationals abandoned by their consulate. To most factions, they’re pawns or currency. But to themselves, they’re a silent swarm.
Primary Focus:
- Day-by-day survival
- Freelance service: message running, spying, errand work
- Desperate trade: food scraps, favors, body
Power Base:
- None officially, but their numbers are growing
- Several “sub-tribes” have emerged—mini gangs with shifting loyalties
- Used by all major factions for the dirty work they won’t touch
Cultural Vibe:
- Scared, twitchy, reactive
- Some are soft. Some are feral. Some are watching
- The smart ones stay quiet. The dangerous ones play both sides.
Recruitment Attempts:
- Constantly pulled at from all directions
- Some are “owned” by Bratva or Cartel as messengers
- Others rise from within and start their own cult-like followings
“No one sees The Orphans coming—until they’re holding your last meal tray with a smile and a shiv under it.”
V. CONTRABAND & ECONOMY
Voryachev N2.7 doesn’t run on rubles. It runs on painkillers, bribes, favors, and silence.
This prison isn’t just a cage—it’s a black market ecosystem where supply chains are invisible, debts last forever, and one wrong trade can get you killed.
1. Accepted Currency
Forget paper money. Voryachev’s economy is brutal and specific.
Tier 1 — Daily Survival
- Cigarettes – the basic unit of exchange
- A single one = soap bar, bread, or a bruise-free night
- Instant Coffee Packets / Tea – used by the Cartel for trade; caffeine = control
- Painkillers – harder to get than drugs. Used to buy favors, sleep, or silence
- Razor Blades / Condoms / Soap – hygiene products = dignity = power
- Vodka (homemade from kitchen yeast) – rare, valuable, used in bribery and peace talks
Tier 2 — Influence & Leverage
- Mobile Phones (burners) – guarded like gold. 10 minutes of signal = days of protection
- Clean Food (smuggled or stolen) – steak? Pasta? That’s king’s food. Only Bratva, Cartel, or staff-connected inmates eat clean
- Infirmary Access – not medical treatment, but the access to black-market meds, notes, or needle favors
- Guard Time – buying 10 minutes of a guard’s silence or assistance = $200–$500 equivalent
Tier 3 — Power Moves
- Protection (Faction-Level) – monthly fee to avoid beatings or assassination attempts
- Ghost File Modifications – bribing staff to delete your record, delay parole, or change assignments
- Outsider Contact – smuggled letters, insider info, or phone calls = high risk, high cost
- Hit Cancellations – if your name’s on a list, you’ll need favors, payment, and negotiation just to stay breathing
2. Who Controls the Market?
Bratva
- Controls guards, paper trails, and high-end contraband like phones or “new identities”
- Can get your parole extended—or erased
- Can fake a transfer order if you pay enough
Silent Cartel
- Runs the black pharmacy: painkillers, sleeping pills, sedatives, detox meds
- Also controls most of the alcohol trade, hidden in kitchen or laundry chemicals
- Known for poisoning debtors’ drinks if they default
Volki
Don’t sell—they take. But they also trade favors:
“You get one of ours out of solitary, we make sure no one touches your boy.”
- They rent out their fists like hired mercenaries
Orphans
Act as runners, couriers, or errand boys
Can move small items, notes, blades—for a price
Many survive solely on trade deals, sexual favors, or info-selling
3. Debts & Deadlines
No deadlines are flexible. If you owe a faction and don’t pay on time, you:
- Lose your teeth
- Lose your bunk
- Lose someone you care about (even outside)
“One guy owed a single pill. They cut off his pinky and mailed it to his ex-wife.”
4. Examples of Price Tags
- Extra shower time (15 minutes): 2 cigarettes or a small favor.
- Hot meal (non-canteen): around $100 or a favor from a faction lieutenant.
- Supervised phone call (5 minutes): $300 minimum, sometimes paid in pills.
- Transferred to a different cell/block: bribe + guard connection, around $1,000+
- Monthly protection from assaults: ranges between $150 to $1,000 depending on your enemies
- Getting someone injured or “transferred” by force: $500–$2,000 depending on the target
- Getting a surprise visit approved (bypassing background): insider deal, around $800+
- Bribing infirmary staff for painkillers: $50 per pill or “interest-free” services
- Avoiding Block C punishment: 1 favor + guard fee + silence (not publicly priced)
- Delaying paperwork to avoid parole or extend another inmate’s time: minimum $2,500
5. Smuggling Routes & Systems
Guards
– Most common couriers. Paid off regularly.
Infirmary Runners
– Cartel uses patients or interns to hide vials, packets.
Laundry Carts / Food Trays
– classic but high-risk. Volki dominates this.
Body Stuffers
– Orphans or desperate newbies used as mules. If caught, they die first. “Ghost Drops” – hidden compartments in walls, vents, or old Soviet tunnels.
VI. POWER STRUCTURE & STAFF
Inside these walls, the law means nothing. Power is who controls the flow of blood, secrets, and favors.
1. WARDEN VIKTOR MIKHAILOVICH
Position:
Chief Warden
Background:
Former FSB (Federal Security Service) officer, discharged under sealed circumstances
Traits:
Cold, unreadable, calculating
Style:
- Military quiet. Strategic terror. Never raises his voice—but every order hits like a bullet.
- He views Voryachev as a closed ecosystem—and himself as its god.
- Accepts corruption as long as it maintains balance.
- Known to host "private" meetings with high-value inmates—always behind closed doors.
- Keeps a glass case of inmate “gifts”: an ivory comb, a gold-plated razor, a child’s drawing.
- His only written rule? “Noise attracts attention. Violence attracts loyalty.”
2. DEPUTY ZHENYA LEBEDEV
Position:
Deputy Warden
Background:
Ex-Spetsnaz, decorated but disgraced
Traits:
Brutal, stoic, physically terrifying
Style:
- One-man storm. Silent force. Moves like a butcher in a ballet.
- Nicknamed "The Hand"—when he moves, bones break.
- Personally handles Block B and C transfers.
- Maintains a scarred leather notebook of inmate names. No one knows what's written inside.
- Rumored to fight inmates in the underground ring... and never lose.
- Loyal to Viktor. Feared by everyone else.
3. OFFICER DANIIL VORONOVA
Position:
Senior Officer & Faction Liaison
Background:
Law graduate, once destined for civil court. Took this job “to do something real.”
Traits:
Unshakeable, perceptive, quietly manipulative
Style:
- Calm negotiator. Makes people feel like they made the choice—even when they didn’t.
- The only officer all major factions respect.
- Handles secret negotiations, ransom exchanges, and “clean-up diplomacy.”
- Carries no weapon. Wields information like a blade.
- Secretly working on a personal file he calls “The Exit List.”
- Inmates say if he looks you in the eye too long, you’re either saved… or marked.
4. THE RANKS BELOW: THE REAL ENGINE OF VORYACHEV
1. LINE GUARDS
- Your standard daily officers—the ones who unlock doors, move inmates, and “accidentally” miss stabbings.
- Underpaid, overworked, and almost always corruptible.
- Some align with factions (especially Bratva or Cartel) for extra money or protection.
- Most look the other way unless ordered otherwise.
- Nicknamed “The Wall” because they block without thinking.
2. BLACKSHIRTS
- Hand-picked riot control and lockdown enforcers.
- They operate in Blocks B and C—and no one wants to see them coming.
- Wear matte black riot gear, visors down.
- Trained in limb disabling, head trauma, and takedowns.
- Rarely speak. Never hesitate.
- Used by Deputy Zhenya for intimidation and target removals.
3. SURVEILLANCE OPS
- Tech staff in Block D who monitor over 800 live camera feeds.
- Often bribed to “lose signal” for 5 minutes.
- Know more secrets than they’re paid for.
- Some feed footage to outside clients—lawyers, enemies, or the press.
- Certain areas, like parts of Block C, are deliberately kept “off-record.”
4. INFIRMARY STAFF
- Doctors, nurses, and inmate-trained medics.
- Headed by Dr. Davinov Rudin—a disgraced surgeon with excellent skills and no ethics.
- Medicine is expensive. Painkillers are currency.
- Rumors of unauthorized surgeries, organ trades, and testing.
- One inmate medic reportedly learned to stitch wounds… by stitching shut a rival’s mouth.
5. MAINTENANCE CREW
- Handle all repairs, plumbing, wiring, and fireproofing.
- Composed of civilian staff + a rotating group of inmates (mostly Orphans).
- Often discover contraband tunnels or secret stash spots.
- Some “accidentally” disable cameras or unlock a gate... for the right price.
6. KITCHEN & SUPPLY TEAM
- Control over food = control over morale, poison, and starvation.
- Staffed by a mix of external hires and inmate trustees.
- Bratva often runs the inside kitchen hierarchy.
- Smuggling routes include: soup pots, floor grates, and lunch trays with false bottoms.
- If you insult the wrong cook, you might choke on powdered glass next meal.
VII. SEX & POWER IN VORYACHEV N2.7
“Sex here isn’t intimacy. It’s influence. It’s currency. It’s control.”
In Voryachev, power doesn’t come from fists alone—it comes from how you use your body, and whose body you claim.
1. Consent Is a Privilege, Not a Standard
Sex within these walls is rarely mutual. More often, it’s a transaction or a tactic—exchanged for survival, used as punishment, or taken by force.
Some trade sex to stay alive. Some weaponize it to climb the hierarchy. Others become “owned” by stronger inmates, losing agency in exchange for protection.
“If you’re not the one choosing, someone else is choosing for you.”
2. Exploitation by Class & Vulnerability
Not everyone enters Voryachev equal. Some are marked the second they arrive:
- Young inmates
- Foreign nationals
- Non-violent offenders
- Falsely accused men
All instantly become targets. Those who can't fight back often become commodities—traded between factions or "gifted" to settle debts.
3. Strategic Sex Work
Not all sexual dynamics are forced. Some inmates choose to offer their bodies—for safety, resources, or influence.
Known as “kept property” or “favorites”, they’re provided with better food, cleaner beds, warm water, or medical perks.
They’re not respected—but they’re not unprotected either. Some rise in rank by attaching themselves to powerful figures… only to be discarded when no longer useful.
4. Sexual Hierarchies & Dominance
Sex in Voryachev is a show of strength. Being “on top” isn’t just physical—it signals command over another body, and by extension, their worth.
Being “owned” or “kept” is a form of submission—but also survival. Some inmates are treated like pets. Others like trophies.
Faction uses vary:
Bratva:
Keeps submissives as public warning and personal luxury. Status.
Volki:
Use sex as humiliation—punishment, submission, erasure of ego.
Silent Cartel:
Broker deals through sex. Trade “flesh” as part of diplomacy.
Orphans:
Often become the property. Or the commodity.
“If you belong to someone powerful, no one else touches you. Unless he lets them.”
5. Forbidden Bonds & Real Affection
Amid the cruelty, some bonds are genuine. Two inmates sharing warmth in cold walls. A silent partnership built on shared wounds. A connection born not from power—but from understanding.
But love is dangerous here. True affection is a liability. Lovers are separated, manipulated, or punished. Some even die trying to protect each other.
“Affection is the one currency you can’t afford.”
6. Staff Involvement & Corruption
The guards aren’t neutral. Some profit by renting inmates out. Some blackmail the vulnerable into sex. Others indulge privately, behind locked rooms in Block D, where no cameras reach.
“Night visits” can be arranged—for a price:
- A couple cigarettes? Get you five minutes.
- A phone, painkillers, or cash? Buy you a whole night.
- Someone powerful enough? They don’t even ask.
7. Silence, Secrets, and Shame
Sex in Voryachev is not spoken of. Not openly. Inmates wear bruises without complaint. Rumors are traded in whispers. Everyone watches. But no one interferes. Because in this prison? Sex isn’t about pleasure. It’s about politics. And politics here… always draw blood.
VIII. THE YARD
“If the blocks are where power is kept, The Yard is where it’s tested.”
Cracked concrete, rusting weights, a perimeter of barbed wire and dead trees. Surveillance towers loom above—but inside the fence, the rules change. Here, everyone watches. And no one interferes.
1. Purpose
Officially, The Yard is a place for “outdoor exercise and rehabilitation.” Unofficially, it’s Voryachev’s gladiator arena—a theater of intimidation, recruitment, debt collection, and ritualized violence.
No cameras reach the blind spots. And those blind spots exist for a reason.
2. Daily Cycle
- Morning (07:00–09:00): Cold workouts, silent routines, muscle displays
- Midday (12:00–14:00): Controlled sparring, debt settlements, occasional public punishment
- Evening (17:00–19:00): Informal meetups, smuggling exchanges, blood feuds resolved
Entry to the yard is rotated by block and often limited by favor or bribe. Some inmates go daily. Others are denied for weeks—unless they’re being sent out as a warning.
3. Known Zones in the Yard
The Circle
Center of the yard. Fights happen here. Some arranged, some spontaneous. Stepping into The Circle without invitation is a challenge. Winners gain protection or promotion. Losers gain scars or silence.
The Benches
Outer perimeter. Claimed by Bratva, who use it to conduct business. Sitting here without permission is a death sentence. If they offer you a seat, it means they own you now.
The Wall
A segment of concrete marked with tally lines and red stains. It’s where Volki drag inmates for punishment. Nobody talks near The Wall. But everyone listens.
The Ash Spot
A burned-out section near the incinerator fence.
Used for ritual “send-offs” of traitors or suicides.
Rumors say it’s cursed. But Cartel sometimes use it for low-profile meets.
4. The Yard Rules (Unspoken but Enforced)
- Don’t run. If you’re running, someone’s going to stop you.
- Don’t scream. Screams invite wagers.
- Don’t interrupt a fight unless you want to join it.
- Don’t bring anything you can’t afford to lose.
- Don’t bleed on someone else’s bench.
- Never enter The Circle without someone watching your back.
5. Killings & Rituals
Some executions are public—meant to send a message. Victims are stripped of rank, stabbed with improvised shivs, and left in The Circle until a Blackshirt drags them away. Some factions offer a final cigarette. Others spit on the corpse.
The Yard remembers—the concrete still holds stains from every power shift.
6. Current Control
Block B’s Volki dominate the physical space. Bratva manages the benches and transactions. Cartel runners move quietly along the fence, dealing through coded exchanges. Orphans stay near exits. Close to guards. Just in case.
“No place shows you who’s prey and who’s predator faster than The Yard.”
IX. FINAL NOTE
Voryachev isn’t a prison. It’s a marketplace of power, a theatre of revenge, a tomb of ambition.
Inside these walls, sex, death, debt, and loyalty are weapons. And even the strongest eventually get used.
In here, you're not innocent. You're just not dead yet.
GOOD LUCK
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