Tolle Brucke
Tolle Brucke is not pretty and it is not a relaxing holiday destination. It is efficient, tough and has a constant aura of warrior spirit around it. It is where the Voda resides and rules from and acts as the bridge between the two sides of Sibi... ensuring they do not see one another as the enemy.Tolle Brucke stands between the two fractured sides of Sibi, straddling the space between the scorching hot desert sands in the south and the icy cold tundras in the north. The way the city does this is by making The Brucke Bridge the centre of the city and building around it, the hot southern side of Tolle Brucke is devoted to markets and hunters guilds whilst the cooler northern side is devoted to farming, water and acting as a thoroughfare for accommodation and preparation to enter the tundras. Almost every citizen in Sibi call Tolle Brucke their home but very few live there as it is deemed a great honour to move on and survive in the country long enough to retire and become a merchant, guild master or farmer in the capital. This is often seen as the one exception for many people in Sibi where retirement is deemed acceptable. Naturally, the exception to this cultural rule of living in Tolle Brucke is Reyva Cairnath and her advisors who ensure Tolle Brucke deals with the ambassadors of other nations and relationships across Sibi... their job is to ensure the capital runs efficiently enough to continue to be of benefit to the rest of the nation. This leaves Sibi in a strange spot as Tolle Brucke acts as the immovable sun of their country and the rest of the towns and settlements constantly move, shift and change, orbiting the capital of the nation.
- A Tolle Brucke merchant explains the culture of the capital of Sibi to foreign travellers.
Demographics
The population of Tolle Brucke is generally an old population or the vulnerable as it consists of those who survived the land and have chosen the simple life in the capital, which is still hard labour work but is far less dangerous than leaving the capital.
There is a very high turnover in population in the city due to the constant ins and outs as well as guild work.
Government
Ruled by Reyva Cairnath and her delegates who ensure that Tolle Brucke's day to day problems are sufficiently dealt with.
Defences
The city is extremely well defended with the settlements constantly rotating to come to the capital to defend it for a time before 'swapping out' it is seen as a deeply honourable moment for your settlement to have grown in power and influence enough to be chosen to defend the home of every Sibian. When defending Tolle Brucke, the settlements are expected to act with honour and pride in their role.
The city also utilises high, well defended walls and siege weaponry to protect themselves against the possibly largest beasts on other side of Epizonia.
Infrastructure
Tolle Brucke is one of very few cities in Sibi with sewers and technology on the same level as the rest of Thysia. They also notably have mastered their own technology known as Frost Forges . Many nations (particularly Anotheros with their arctic mountain ranges) have expressed interest in this technology but Sibi have been characteristically protective of this aspect of their culture.
They also notably have the Temple of the Family the only known space devoted to teaching healers in Thysia.
Guilds and Factions
Many hunters factions from outside of Sibi set up 'shop' with an outpost in Sibi, they give out work, bounties and contracts on the beasts within. Benefitting greatly from their business in Sibi.
Architecture
The Northern side of the capital has deep blue and icy designs in their architecture as well as exceptionally tall and self-contained spaces for housing, almost like apartment blocks.
The southern side instead incorporate flames and sand in their designs, with twisting architecture that make use of the reds, oranges and yellows associated with the southern desert sands of Epizonia.
Type
Capital
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Owner/Ruler
Owning Organization
Characters in Location
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