47% huvarin, 21% morazham, 11% taki-ori, 8% selaphae, 13% other
Official languages
Huva, Zhunarr
Status
City State
Political structure
Representative democracy
Leadership
President Joseph Miyer
Biome
Tropical rainforest
Typical weather
Frequent storms, high humidity, thunderstorms 1/9 days
Mattok City is a densely populated city-state found on the northern shores of Mivala, named for Mattok Falls, a natural landmark the city had been built alongside. Its location has forever been a point of political economic strategy and value, both due to the strong oceanic currents that permit significant power generation from tidal generators, and it being one of few areas of the northern coast that can facilitate naval travel.
The city is currently a largely independent City State, and recent member of the Alliance of United Mivala City States (UMCS) after having seceded from the neighbouring nation of Krimarria and received financial and political support from Tark Consortium and Phoenix Industries in the wake of natural disaster.
City Structure
The city is divided into 8 interior districts, and 4 external zones. Each of these hold their own local councillor whom is elected based on the votes of those within these areas, and in turn each councillor votes for their given presidential candidate, and upon any laws or measures that may be imposed. 
Interior Districts
Bastion: A small border district which houses the seat of government and the majority of governmental and political services and related staff. Connected to the Woader's Wall district.
Tark Enclave: A moderate district owned and operated by Tark Consortium, given in exchange for their efforts in the rebuilding of the Eletar Power Complex and the continued creation of city infrastructure. This region is policed by the Citadel Security Service by Tark.
Camden: A large district directly connected to the Eletar Complex, named for President Camden whom among others died in the region when it was impacted by the Mattok Falls landslides. Since rebuilt, yet comprised solely of very low-income housing and facilities.
Midtown: A central business and commercial district, spanning with bright lights and retail outlets.
Arcadia Heights: A glamorous and high-class mixed residential and commercial district, recognized from afar by the B1 and B3 megastructures, and the skybridge that crosses between them.
Marina: Long expanded from only including the city's docks, the Marina district has maintained its name and title as district servicing the docks and secondary industrial and logistics centres, including for non-naval shipping.
Darakkan Cluster: An old district from far earlier in Mattok's history, it is known for winding and confusing roads, narrow paths, and multiple religious sites including one of the few remaining places of draconic worship. Largely comprised of low-income housing, ancient churches, and local businesses.
Tassom: A large district bordering the interior wall of low-income residential and buainesses.
Exterior Districts
Eletar Complex: A large combined industrial-residential zone outside the main walls, which includes the Eletar Power Complex and a number of other heavy factories and construction
Cowler's Crest: A physically large, but sparely populated luxury residential district spanning the Mattok City facing side of the nearby coastal mountains and hills, and is known for spectacular views and sweeping mountain roads.
Woader's Wall: Historically the home of rangers and woodsmen, this district is home to most territory protection services, military equipment, and related personnel. It is a fenced district, permitting authorised personnel only.
Mattok Perimeter Secured Zone, aka The Reaches: A large exterior district comprising most exterior low-income residential, farming, and otherwise outer-wall services and personnel. Also includes multiple plantations and greenhouses.
Landmarks
Eletar Power Complex
Comprising of a hydroelectric dam and turbine tidal generator alongside related infrastructure, the Eletar Power Complex is capable of providing more than all of the city's power demands. Originally created 82 years ago and comprising only of the Eletar Dam to provide for the power needs of the nation of Krimarria, erosion steadily resulted in the destruction of this dam and a large section of the nearby housing district. The current iteration of the dam, and its associated tidal generator, were created with the assistance of Tark Consortium after extensive negotiation and offers from Tark Consortium, the UMCS, and Phoenix Corporation.
Mattok Falls
While lost of some of their splendour after the landslide and the renewal of an hydroelectric dam, the coastal Mattok Falls are a collection of tiered waterfalls that deposit collected rainwater from the nearby Orukan Moutain Range into the ocean. The second to last step of the falls has been replaced with the Eletar Dam, though the remainder of the falls were renewed by a mixture of magically aided earth-moving by Tark Consortium and the addition of underground support structures. The Mattok Falls feature prominently in the city's cultural identity.
Gale Quarter
A large business complex seated near the centre of the city, on the border of Arcadia Heights and Midtown - known for where Moondale Enterprises and Phoenix Industries have set up their local corporate offices, along with many other local corporations operating from Mattok City. 
Mattok Lighthouse
While no longer functional, the Mattok Lighthouse remains an important cultural and historical site within the city, and once a year on the night of the Winter Solstice, the lighthouse is lit in honouring of the city's history. The lighthouse has been a site of political discourse and activity throughout its life.
Megastructures
Mattok City is home to a number of megastructures with different primary design purposes.
Megastructure C9 aka Camden Heights: Built in Camden, Megastructure C9 was the first megastructure built in Mattok City under agreement by Tark Industries, to provide long-term housing to recover from the 1673 Landslide. It is a high-density, low-income housing complex and arcology.
Megastructure B7: A high-density, low-income housing arcology built near the docks in the Marina district.
Megastructure B1 & B3: A pair of close-proximity megastructures built as combined entertainment, business, and housing sectors for the upper middle-class - especially for international trade and corporations. Connected by a Skybridge, and found it Arcadia Heights.
Tark Arcology: Specially designed for use by Tark Industries, the Tark Arcology is a nearly self-sufficient complex providing housing, facilities, and business offices for the core of Tark's operations in the region of Mivala.
Municipal Operations
Legal System: Burdened but operating. Many minor cases thrown out or stalled indefinitely. Still government-controlled, supported by UMCS initiatives. Strong anti-corp sentimentality.
Laws:
Firearms: All semi-auto legal with a Firearms License. Automatics restricted, requires specific license for each item. Machine guns and explosive ordnance forbidden except to PMCs. UCMS PDED available to all.
Identity: Electronic identities strongly encouraged, not required.
Public Services: Government-owned, very limited funding. Some corporate investment.
Police:Mattok City Police Department. Heavily struggling, relying on public funding, volunteering, and used equipment requisitions. Some areas have megacorporate sponsored aid to improve effectiveness.
HTR: MPCD Tactical Response Unit providing basic HTR services, with an additional Solaris Tactical team provided by Phoenix Industries.
Military: Weak but growing, relying on UMCS allies.
Megacorporate Involvement:
Tark Heavy Industries: Large involvement in politics and lobbying, particularly in logistics and construction. Extraterritorial agreement (Tark Enclave).
Phoenix Industries: Subcontracted for the majority of shipping & logistics, and provision of HTR services.
Aegis Medical Corp: Trauma Services Agreement.
Bloodhounds PMC: Trauma Services Agreement. Occasional contractor for escort services.
External Politics
United Mivalan City States (UMCS): Moderate influence, member of UMCS. Military ally of all member states. Provides a large amount of power to UMCS states; relies on UMCS states for food.
Republic of Krimarria: Political hostility. Frequent trade embargos and military posturing. Point of contention: Mattok City was originally part of the Krimarran Republic before becoming independent and joining UMCS.
Construction of Eletar Dam: T-82 years. Most advanced hydro-electric dam to date. Major political effects.
Independence from Republic of Krimarria: T-22 years. Independence recognised by UMCS. Government-sponsored vote. Rumors of extensive attempts at corruption to prevent the outcome.
Collapse of Eletar Dam: T-19 years. Major damage due to erosion-caused landslide. Tark-sponsored restoration effort and expansion.
UMCS Member State: T-17 years. UMCS invests in continued restoration efforts.
Eletar Power Complex Complete: T-15 years.
Appointment of President Miyer: T-2 years. Voted in by a 3% margin. Hotly contested. Victory over incumbent President Aina Pearce (Left).
Loading from Sickle-BBS Document Library...
Mivala's Latest Melting Pot
Written by *Neon-Hydra for Cancellular* - this better count as clearing my tab, fucker.
Welcome to Mattok City, the port city every corpo and government wanted to get and keep their hands on even before Tark sunk their teeth in and added a power complex strong enough to power the ego of at least one megacorporate CEO.
Background
Mattok used to be one of Krimarria's best assets. It is one of few servicable ports along Mivala's northern, rocky coast and it sits right against the Khazud-owned mountains, making it great for trading with short stout souls while also accessing Agunaen trade. They built a hydroelectric dam that damaged their own natural landmark, became a corporate and political powerhouse as everyone traded with them for access into the continent, and eventually decided to give a collossul middle-finger to Krimarria and try defect. They tried this for a few years, and every time Krimarria told them to hold a vote which inevitably failed by a landslide.
Then one year it passed - and three years after that, Mattok Falls collapses in a massive landslide that takes out a quarter of the city's working class and its own president. Moondale and Phoenix both throw up their hands offering to help, and both get some short-term contracts to do things like rebuild the falls or help with supporting the power grid, but Big-T somehow managed to get their fingers deepest into that pie and with the UCMS' blessing built the new Eletar Power Complex.
Now there's a Tark Enclave, an entire district owned and operated by the corp, Krimarria is pissed claiming that the vote was rigged and trying every other month to find a way to get their golden goose back - and other megas are trying to muscle their way in for their own slice of the usually corpo-averse UMCS.
Where to go
There's a few neat little runner landmarks around town - some, you should know and go find. Others, you should know and then avoid unless you get a proper invitation.
The Terminal: Unfinished metro station turned runner hangout - if you're new to the city and need work, pop in here, play nice with the bartender and don't make any enemies. Cops aren't allowed in, but almost everyone else is if they pay the fee - so watch what you talk about in the open spaces, but also know there'll be some civilians there desperate for some help and with the scratch to offer. 
Lotus Grove: The runner hangout for those that think sunlight is for the weak and drinking the blood of your enemies is worth a bank holiday. They're a runner den that's highly secretive, and run on an invitation only basis - even if some idiot who doesn't have the authority to invite you, invites you. Paranoia runs deep here.
Aunt Penny's Hostel: A safehouse that not even the local cops want to fuck with. Bring bug repellent, keep your head down, and don't fuck with Aunt Penny and you'll get on fine if you need to lay low for a while. Not cheap, not the most discrete, but the Ivacerri family keep it secure.
The Roost: Hidden in the B1-B3 skybridge, this is a high-class runner bar that gives a beautiful view of the city - one of the best places to do a deal if you get the opportunity, and one the corpos love. Access is limited only by having the coin to pay the fee, and knowing who to ask.
Subsector 13: An occasional event that sets up in the Marina, the exact location changes a bit and the timing isn't consistent but it's always the same thing - a storage area gets turned into an underground market for a night where every peddler and scrapper shares their latest finds. 
The Haven: By request, the location isn't actually written anywhere but if you ask around you'll find it. Run by a long retired merc turned spiritualist, it's a retreat where you can recover your nerves and senses. The cost? Recordings of your runs. 'You come here to forget - I'll make sure you're remembered'.
The Pit: Found in the Megastructure C9 sub-levels, it's an underground bar and 'dojo' where many go to practice their fighting and engage in combat contests. Occasionally holds competitions or betted matches.
*The Spiderweb & Underbelly:* Smuggling has been a major part of this city from before Tark grew out of their mountainous asshole. If you learn them, there's all manner of underground corridors and passages throughout the city - and above, the habit of joining buildings with ropes and shortcuts still lives on. Learn the routes, and you can get anywhere without touching the street.
Who's Here
A few folks to worry about around Mattok, and a few to enjoy the presence of. 
Ivacerri Crime Family: Are you a knife-eared fuck that can speak the language perfectly? No? Then these people will tell you to fuck off - until they need you to do something they don't want to get their own hands dirty with. They're the most publicly known organised crime outfit in the city, though not the only or strongest. They get a mention here because they're assholes and a bullet in any of their heads is a blessing.
Tamanni Group: Typical extortion, racketeering, and drug-smuggling gang selling themselves as the 'good guys' in the places they operate, 'taking care of the abandoned communities'. Look for gold chrome, gold cars, and anything else that looks like a tripped-out dronehead's best depiction of 'badass thug' and you'll recognize them. Got some sort of code of honour. Good luck working it out.
NovaKats: Our local chromegang of transhumanists. Crazy fuckers obsessed with 'ware, and think everyone should be augmented - that flesh is weakness. Many of them call for 'ascension' and pray to join the Bridge. Crazy fucks.
Riptide: Works for the cops, corps, and anyone else that will pay him to cut loose hunting other mercs. Rigger, styles himself as a one-man HTR team. Truth is somewhere in between. He gets called in when a HTR team is overkill or can't be spared, and they need to stop an escape. Absolute cunt.
Gray Fox: Retired ex-merc. Lives here now. Just ask him shit, he knows stuff and he's a gloomy fuck that pretends not to miss the glory days.
Bloodhounds & Aegis: Aggressively eager to shoot anyone that harms their clients, and to save the clients as well if they can. Both can operate throughout Mattok - except in the Tark Enclave. On your own there, choom.