Dalbanu

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Ishtar, or the Land Between Two Rivers, has been inhabited since ancient times, and many Ishtaran city states can trace their histories back for millennia. This region has one of the more unique cultural understandings of the divine, which heavily permeates into their culture, society, and governance.

Geography, flora, and fauna

Ishtar is a vast region, stretching from the western foothills of the Zagros Range to the eastern coast of the Chaska Sea. This land is incredibly diverse, encompassing forests, arid plains and hills, grasslands, rivers, lakes, marshlands, and more.

Ishtar is often referred to as the Land Between Two River, referring to River Qaro and River Qes. The twin rivers are the primary geographical distinguishing features of the region, critical not only in an environmental sense but also culturally, historically, and religiously. Both rivers begin in the east, fed by rainfall and melting snowpack from the mountains of the Zagros, joined by smaller tributaries as they flow west. For most of their courses, both rivers are quite wide and flow languidly across the landscape, turning into an expansive marshland near the coast.

While the land around the rivers is quite lush, much of the land between them is arid, receiving relatively little rainfall per year. The foothills around the Zagros and Karn Andur are similar for most of the year - while people and animals remain common in these areas, most life in the region lives closer to the rivers. Short vegetation is most common in this environment, with only scattered trees, usually in low areas around sources of water.

Along the coast of the Chaska are scattered forests, mostly cedar, pine, holm oak, cork oak, and pomegranate. While not covering a particularly large area, primarily only within Enesur, these forests are relied upon heavily for material. Similar to Tirione, the forests also have cultural importance, serving as a setting for many of the region’s oldest tales and legends

Between the Rivers Qaro and Qes lie the Dragon Scars, deep canyons that run parallel to each other. Each a hundred miles long, Ishtaran legends hold the Scars to be the the result of an ancient battle between exceptionally powerful dragons, strong enough that they reshaped the earth around them as they fought. Some even claim the Scars to have been created in the primordial battle between Apsu and Dahak, a belief particularly widespread amongst the dragons that live around Ishtar.

Wildlife within Ishtar is quite varied, especially along the rivers. Innumerable kinds of birds live in the marshlands especially, both mundane and magical. It is common for both cranes and falcons to be domesticated, the former as pets and status symbols and the latter primarily as work animals. In Ishtaran legends, the unique black and white crows of the region are said to offer advice to those who help them. Far more dangerous than any of the above birds are the axe beaks. Though disliked when wild for preying upon livestock, axe beaks are also tamed and used as mounts. An uncommon variant of the axe beak, called terror birds, are even larger and more fearsome.

Deer, antelope, onagers, boars, and gazelles are all common in Ishtar, as are a diverse selection of smaller mundane creatures. Less common but still prevalent are elephants, mostly in the dry plains between the rivers. A number of predators are native to the region as well, including lions, jackals, panthers, and foxes.

Goblin tribes of Ishtar frequently both venerate and fear the goblin snakes of the marshlands, who often form cults around themselves. On the goblin snakes’ side, this is more out of a desire to have their innate sense of superiority indulged than anything else, and also has the upside of providing servants to bring them food. Goblin snakes often gather other venomous snakes around them - those that live and travel through the marshlands know to avoid dangerous looking snakes, as where there is one, many more are likely soon to appear.

The marshlands are also home to hodags, spiky reptile-like creatures who fearlessly hunt prey regardless of its size. Hodags can grow up to 15 feet long, and have been known to upturn boats in order to knock passengers into the waters for an easy meal.

One of the more odd creatures of Ishtar is the disenchanter, a blue and red furry quadrupedal magical beast, which would look similar to a strangely-colored single-humped camel if it were not for its prehensile trunk. While they are perfectly capable of grazing like any other herbivore, when given the option disenchanters prefer to feed off magic instead, draining the power stored in magical items. These creatures are highly social - while rarely found in large herds, they strongly desire to be around other intelligent beings, whether humanoid or not. Some people, particularly adventuring types, use disenchanters as mounts and to track down treasure.

Faerie dragons, common in Ishtar, live semi-wild in the coastal forests. Faerie dragons prefer to live close to settlements in order to have someone nearby to play pranks on, and are almost always peaceful in nature (aside from times in which their whimsy puts themselves or others in danger). Despite their strong sense of independence, these tiny dragons occasionally ally with spellcasters as their familiars.

Ishtar is known for two types of intelligent magical beasts in particular. First are the lamassu, creatures with the head of a human, the body of a lion, and wings of a bird. They are joined by the shedu, similar in appearance to the lamassu but with horns and the body of a bull. Both types of creatures typically dwell away from population centers, often in old ruins, caves, or other inaccessible locations. While both lamassu and shedu greatly value quiet contemplation and philosophy, lamassu are by far the more outgoing of the two. Shedu are content to live in isolation except when sought after, while lamassu view themselves as protectors of the world against evil.

History

Like much of the land on the eastern Chaska, Ishtar has been inhabited for almost all of recorded history. Many cities of the region are quite ancient, though they have continued to grow and expand as populations increase. Though there have of course been great changes over history, and especially as a result of cultural diffusion, many of the aspects of Ishtaran culture can be traced back for millennia.

Ishtar was briefly a part of the Dominion of Viridia, between Y6355 and Y6402.

Ishtar is historically considered to consist of four broad regions, which today are also used as dividing lines for government.

Demographics

The population of Ishtar is primarily human, with significant numbers of dwarves, half-elves, half-orcs, suli, ifrit, sylphs, goblins, kobolds, and orcs. Individuals of other ancestries can be found in smaller numbers. A small number of samsarans live on the edge of Ishtar, in the Zagros mountains.

Culture

Religion

While the deities of the common pantheon are respected and worshiped in Ishtar, especially Erastil, the city gods of the region are afforded more direct concern and importance. Each major settlement in Ishtar has its own local deity, usually strongly reflective of that city’s location, culture, or history. Despite being higher deities, these gods, goddesses, and agender divine beings are heavily anthropomorphized. Within Ishtar, the affairs of the material world are viewed as the reflection of the divine, and therefore their deities are seen as having personal interests, goals, failings, and relationships just like mortals. An elaborate mythology tells of the history and relationships between the gods, and their involvement with the material realm. If two deities are seen as having a particular relationship, a similar relationship highly likely exists between their two cities - it is often difficult to tell which developed first.

The deities of the peoples of Ishtar are understood to simultaneously live in their own realms on distant planes as well as within a temple in the city that worships them. These ziggurat-like temples are seen as the gods’ material homes, and a material reflection of their realms. Each temple houses an idol that is viewed as the god itself, or more accurately, a shard of the god. These temples and idols are tended with great care and reverence by the city’s priests, who clothe, bathe, and provide food for the idol to “feast” from. As part of prayers, the priests consult the idols, requesting assistance and advice in both spiritual and mundane matters. It is rare for anyone other than the priests and local rulers (who are often priests themselves) to be allowed entry to the temples or close proximity to the idols. Physically disrespecting the idols is one of the greatest crimes in Ishtar and is punished harshly.

Each temple of each deity also includes boats and chariots, so that the divine being may participate in religious festivals, civic affairs, and, at times, even visit battlefields to directly bless soldiers and watch the proceedings. Whatever other hostilities between cities may exist, with very few exceptions the gods of opposing settlements are still treated with respect if not fear. In times of great crisis, the idols will be transported to a meeting place so that they, along with local rulers, may join in a grand assembly to provide guidance in critical decisions.

See the page for Geshtinanna for an example of an Ishtaran deity.

Languages

A number of languages have developed in Ishtar over its history, though most are now functionally extinct and are only used in scholarly works, if at all. The only widely spoken Ishtaran language is, predictably enough, Ishtaran , which is spoken across the region. Sataru is the only other historical language that the common people of Ishtar might be expected to know, as it was used in original tellings of ancient legends and remains used in some modern artistic works. Especially in the southern part of Enesur, Telan is widely understood as well. Other foreign languages are less common, but not unknown, especially in larger and coastal cities. Racial languages can also be frequently heard, particularly Dwarven and Orcish.

Arts

The people of Ishtar are proud of their ancient stories and legends. While almost all are written down as well, retelling them from memory is seen as the best way to share and experience these narratives. These often take the structure of a play, usually without a set, involving multiple storytellers/actors. Basic magic is often used as well to enhance the theatrical nature. In addition to written narratives, nonfiction works and poetry are common as well. A form of poetry written in a ring is especially popular - when read clockwise the verse has one meaning, which changes when read counterclockwise. These poems are often humorous in nature, usually as a result of the contrast of the two readings.

Ishtaran artists are experts of working with stone and clay, and are primarily known for their statues and reliefs. Many temples and palaces are covered in reliefs that wrap around rooms and the outside of the structures, depicting tales of legends or the divine. These are viewed not only as artistic works but also as a means to assist in recounting these stories. Jewelers from the region are also highly renowned, producing beautiful wares made of agate, jasper, chalcedony, and other material.

Magic

Though viewed with distrust by many, blood magic has become somewhat popular with Ishtaran mages. These mages typically seek out isolated locations in which to learn and practice their craft, away from the prying and interfering eyes of the rest of society. While not strictly evil, this path of magic does tend to lead its practitioners to unpleasant conclusions and actions.

Food and cuisine

The Ishtaran diet is quite varied. Staples include bread and beer, both made primarily out of barley, the meat of goats, sheep, and other livestock, as well as wine, apples, grapes, figs, apricots, pears, plums, beans, peas, cabbage, beets, and a number of different kinds of nuts. Olive oil, salt, and a variety of spices are used to help add extra flavor to dishes.

Architecture

Most buildings in Ishtar are blocky, rectangular structures of mud brick, often plastered and painted, with wooden doors and open (or sometimes glass) windows. Bricks are either unmortared or held together with bitumen. Buildings are often two or three stories tall, but it is uncommon for them to be any taller. Houses are usually built around a central courtyard that serves as a combination garden, kitchen, dining area, and common space. While houses tend to be somewhat large, multiple generations of a family usually live within, often accompanied by close relatives. Ishtaran temples are built as ziggurats. These multi-tiered, flat-topped, pyramid-like structures contain space for the idol and living quarters for priests, as well as space for civic institutions. Ziggurats are often roofed with gardens and waterworks.

Society

Ishtaran cities are known for their detailed and heavily codified sets of laws, built upon over the centuries. While cities may have some variation in the minutiae of their legal codes, they are broadly consistent across Ishtar. These laws tend to emphasize retributive punishment - an eye for an eye, and so forth. While harsh, these are a long standing pillar of Ishtaran traditional governance, despite an increasing opposition from the growing numbers of followers of Sarenrae.

There is a distinct social hierarchy within Ishtaran cities. At the top are the priests, who not only direct religious life but also control the civic activities within the cities. The priesthood tends to be inherited between generations, but it is not exclusively so - while most priests and priestesses had a mother or father who served the temple before them, it is still possible for initiates with no family history to join. Priests serve religious and governmental roles, and are also often trained in astrology, architecture, and mathematics. The upper middle class of merchants, scholars, and scribes has a role of social prominence as well. Outside the cities, in smaller communities, social structures tend to be based more on familial systems, though still subject to rule from city administrators.

Travel

Most internal travel in Ishtar is undertaken by boat - most population centers are along the rivers, so this is the most convenient and efficient method. Qaro and Qes are mostly wide and slow, and most smaller boats are steered and powered by using long poles to push off the riverbed. Sails are less common but still used. Roads exist for overland travel between major cities, but many smaller towns and villages are unconnected from this system. Long distance travel in Ishtar is generally safe - bandits and dangerous animals remain an ever present concern, but are mitigated somewhat by the lamassu.

Names

Though most Ishtarans use both their given and family names, figures of high importance and renown are likely to be referred to by a mononym.

Government

Ishtar is far more of a cultural region than a unitary state. The region is nominally governed by a council of four figures, known as ensi-kingal, or regional governors. While sometimes called kings by foreigners, this is quite inaccurate - Ishtaran government is not autocratic, and the positions are all democratic to a degree. Each of the ensi-kingal represents one of the four regions of Ishtar, and are elected from among the ensi, the rulers of each city. Ensi, or governor (literally: lord of the plowland), each lead a city and the surrounding lands with the assistance of the city priesthood. The position of ensi is both civic and religious - they are simultaneously the leader of the city and the head of the temple to that city’s deity. Ensi are elected from among the priesthood of the temples.

In practice, the centralized aspect of this system is almost never put to use. Cities are functionally independent for the ensi to govern as they see fit - accountability from above only comes if the leadership begins to take actions that are seriously out of line. The higher council is a relatively new system compared to many of the other traditions of Ishtar, and many do not trust or are willing to accept the rule of those outside their cities. This is partially rooted in the religion of the region - accepting the leadership of those in another city is seen as also accepting the rule of their god over one’s own.

Economy

While much of Ishtar is agrarian, and many Ishtaran live as farmers or pastoralists, there is significant specialization and industry in the cities as well.

Its location on the eastern Chaska gives Ishtar easy access to the vast maritime trade networks - in the larger cities, it is easy to find goods that originated in far away lands.

Outside the cities, Ishtar has significant mineral wealth as well, some of which is used as trade goods.

A side effect of the marshlands, the coastal cities in Enesur and Aqaran have become quite widely known for their print industries. The reeds of the marshlands led to the creation of paper mills in the area, and print shops soon followed.

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