Zilla

"Ah, the city of Zilla. It's the largest known settlement anywhere in the Deepest Dreaming, and one of the oldest. This city has seen Vestiges enter into the Deepest Dreaming and sail past as the gods that were are forgotten, all the way into dissolution into the Eternicorpus Vortex. Tread lightly, the institutions here are old, and can be entrenched."   ~Astral Navigatrix Sallerida Valiant

Demographics

Majority: Humans    Significant Minorities: Astral Elves, Plasmoids, Planetouched    Minorities: Fey, Dwarvenkind, Autognome    Enclaves: Gnome, Hadozee, Dohwar, Celestials, Fiends    Embassies: Giff, Thri-Keen, Mercane

Government

The Supreme Council of Zilla is comprised of two chambers: the Aristopian Chamber as the upper chamber and the Chamber of the Freemans' Voice as the lower chamber.    The upper chamber is made up of representatives and fellows. Representatives are those chosen by their aristocratic houses to represent the house. Currently, forty one houses have sent a representative. Fellows are not from any noble house, but rather they represent some important entity in the city such as the three most prominent guilds, one each representing the Society of the Heart, the Cyanocyte Guard, and the Supplicants of Fate's Embrace. Representatives and Fellows can both propose laws and proclamations, but only representatives can vote on them. The Upper house elects a Premier every year, though the current one has held the title since anyone can remember and has never faced significant opposition. None that survived until the vote, anyway. Votes in the upper chamber may be public, but are more often anonymous ballots.   The lower chamber is made up of three representatives from every Borough, three representatives from each accredited guild, three representatives from each species with a presence more significant than an enclave, and one representative from each business or group that pays an annual fee, one general representative for every 1,000 people, chosen by a popular vote every three years in a vote known as the Hustling. Entities that send three representatives still get one vote chosen by majority of the three. The lower chamber votes for laws that raise and spend money, and can vote to veto any bill passed by the upper house. All votes in the lower chamber are publicly recorded, meaning that an unpopular vote cast by a member is available to any voter. The lower chamber is headed up by the three Tribunes.    The Supreme Council gathers together at the same time in the same room on only two occasions; First, when the previous Doghe retires or dies they gather to elect a new one. Second, when they are debating whether or not to go to war.    The Doghe manages the Bureaucracy, enforcing the laws and responding to the proclamations made by the upper chamber. The Bureaucracy of Zilla is extensive, and depending on the day and the situation is somewhere between a well oiled machine and a jumble of bickering functionaries. The Bureaucracy oversees the raising of taxes, manages the funds being spent on infrastructure, sees to licensing and taking records.    The Cyanocyte Guard, as the major guard force of the city, enforces laws passed by the upper chamber, as well as by individual councils of the various Boroughs. They jail criminals and dissidents, and the Assembly of the Unblinking Eyes investigate crimes and gather evidence. The Ministry of the Hounds hunt fugitives when they flee or go to ground.   The Congress of Magistrata serve as judges and juries, using magic to extract the truth from suspects. Most crimes receive either fines or periods of public service, with more serious crimes receiving penalties of incarceration on penal work colonies or death.

Defences

The Cyanocyte Guard serves as the main line of defense from threats from both inside and outside of the city. The Ministry of the Hounds serves as advanced scouts and rangers that are meant to sound the alarm should there be an invasion. The elite Zilla Marines are the main offensive (and counteroffensive) force in the city.

Industry & Trade

Overall, the major exports of Zilla as a whole are mainly preserved foodstuffs, water from the Tears of Phane, and Firelight Oil. There is a lesser trade of Firelight Engines, though obviously any buyer from another settlement would already have access to their manufacture or that of the Spelljammers.   An illicit trade in Numbskull is smuggled out of the Sinistrauss, both around the city and to other settlements where there may be a market.

Districts

The Skull - Center of Government   The Mandible - The major port of entry, home of the Kerropolis    The Heart - Religious district, home of the Society of the Heart   The Dextrose - Manufacturing center   The Sinistrauss - Ghetto, home of the Hag's Cauldron, the largest and most vicious criminal organization in the city.   The Guts - Food manufactories, greenhouses, farms   The Basket - Warehouses, junkyard, recycling center   The Flank - Largely residential district, home of many guilds.   The Shank - Largely residential district, dotted with parks and focused on tourism from the other Boroughs.
Alternative Name(s)
The City of Phage, Civilization (in the context of homesickness)
Type
Metropolis
Population
Metropolis
Inhabitant Demonym
Zillan
Location under
Owner/Ruler
Ruling/Owning Rank
Related Tradition (Primary)