Alliance of the Belsire States

To the south of the Emerald Islands lies the Alliance of Belsire States, a group of small dukedoms and republics ruled by a council with members from each nation. Their major export is Belsire iron, a special variety desired commonly by mercenaries and warring states for its special use in armor. Despite numerous disagreements, these small nations band together to protect their resource.
== History ==
In ancient times, the region was home to primitive fishermen, herders, and farmers loosely allied with fey. However, like the Westerlings on the main continent, they never fully became absorbed into the fey culture.
As the Azan Empire expanded, many of the fey banded together to form the First Elven Empire, and the Belsirya region grudgingly became a member province. But the people always had a strong independent streak, and for thousands of years the region (or parts of it) shuffled between independent states, and being a part of (or at least allied with) the Azan or Elven Empires.
After the Elven Empire was finally driven out of Scimitaria for good, the Kingdom of Belsirya was created to serve as a vassal territory to the Azan Empire. It was allowed a fairly high level of autonomy, and its strongly anti-fey noble houses often created tensions with neighboring vassals Calcabra and The Domains (Sea Elves). During this period many fey affiliated folk left for The Domains and some to Calcabra.
Belsirya was then briefly conquered by the drow of the Second Elven Empire, but once Azan went back on the offence, the occupiers stretched themselves too thin and the Belsirya region was able to rebel.
Unwilling to give up independence again, the various rebel leaders instead split the region between themselves, and it was many centuries before it was once again under one government, the Second Kingdom of Belsirya.
However, the increasing centralization of power within the kingdom caused unrest, as did the growing use of slavery by some of the wealthiest noble families (the anti-slavery movement had two main motives, one was that slavery reduced salaries among free folk, the other was the increasingly popular anti-slavery teachings within the New Azan Faith).
However, it wasn’t until about a century ago that the tensions finally exploded into widespread violence. Worried that the ruling family would use recent major gold discoveries in the Highlands to cement their power, much of the north rose up in rebellion following a worker’s revolt in a major gold mining town.
The four rebellious northern Lords Paramount and their vassals formed a coalition known as the “Alliance of the Blesire States” and succeeded in driving out the southerners, but attempts to form a unified kingdom fizzled when no one could agree who would rule. House Bolivard ruled the Aurous Highlands where much of the new gold was found, but it had no heirs, and the other three Paramount Houses burned bridges with each other trying to jockey to replace them. In the end, a lesser House (Guivarch) was able to claim the Highlands due to family ties and well placed bribes, and the four states went their separate ways, though agreed to defend each other from southern aggression.
Guivarch was the only Paramount House to maintain its power. In the other three states, the old landowning noble class faced increasing pressure to modernize by the powerful urban bourgeois class of the three main cities. In the end, one was demoted to a ceremonial role, another was overthrown, and a third was essentially absorbed into the other two after a string of incompetent leaders. The three cities became republics, absorbed some of the surrounding duchies, and formed a council with the leaders of the rest.
The territory ruled by this council eventually brought back the name “Alliance of the Blesire States” to distinguish themselves from the Highlands and South Belsirya. After a rough start, its council has developed a highly competent reputation, and the region is also well on its way to developing a distinct national identity based around cooperation, pragmatism, and equality.
== Government ==
The Alliance consists of three large republics and five rural duchies, who send representatives to the ruling council.
Once upon a time, the region had three Lords Paramount, ruling over thirteen duchies, who then ruled over thirty-three counties, who ruled over seventy-five baronies. But now titles above Duke/Duchess have been abolished and the number of lesser noble families with hereditary fiefdoms has decreased significantly.
The council has authority over a wide range of matters including military, foreign trade, and most legal codes, but the component republics and duchies still have a large amount of autonomy.
== Economy ==
One of the main sources of wealth in Blesire is Blesire Iron. This blackish colored iron is unusually tough and lightweight when forged properly, and is popular with many mercenaries and elite formations.
Other exports include wool, other textiles, hunting dogs, whale oil, coal, and beer.
The commonfolk are relatively well off and make a living farming, herding, fishing, crafting, and mining.
Wealthier folk include merchants, bankers, master craftsmen, scholars, mine owners, landowners, investors, and old money nobles. The middle and upper class in Blesire have a reputation for being wealthy but relatively restrained and frugal. Lavish spending and debauchery are frowned upon in favor of stilted manners and dry intellectual discourse. However, there are still some outlets for those who want to show off their wealth like expensive balls, collecting rare items, or buying purebred animals. Likewise, each city has at least one district that bends the law a bit while catering to wealthy irresponsible youth.
== Foreign Relations ==
=== Kingdom of South Belsirya ===
The two nations generally dislike each other, as it is known that South Belsirya hopes to one day reunify their kingdom. However, thus far the South has yet to contest Blesire directly, and instead tries to promote political strife. One of their favorite proxies are anti-elf and anti-dwarf factions in Blesire. Sometimes escaped slaves from South Belsirya end up in Blesire. 
=== Kingdom of the Aurous Highlands ===
The two nations have a lot in common culturally, and also have a defensive pact against South Belsirya. However, some nobles remain resentful they couldn’t get in on the gold rush.
=== Grand Duchy of Calcabra ===
Calcabra has some influence over Blesire due to its status as a major trading partner, but this works in reverse as well as the Blesire is both a trading partner and major investor in Calcabra.
=== Sea Elves ===
Another major trading partner of Blesire.
=== Earldom of Chrysovica ===
A moderately important trading partner of Blesire, and also a nation with whom they have many cultural traits in common, however, Chyrsovica remains resentful that their fellow human nations don’t do anything to support them against the Sea Elves.
=== Isle of Wizards, Arangea, Bumi, Mountain Hobbits ===
Blesire and other Northern Scimitarian nations have a defensive alliance with them against the drow, but Blesire only does relatively small amounts of trade with these nations. 
=== Drow City-States ===
Like much of North Scimitaria, Blesire sees the drow as the biggest potential threat to their well-being. However, Blesire is located far from the border as is therefore almost never raided. 
=== Azan Empire ===
Despite rebelling against them long in the past, Blesire generally views Azan positively these days due to trade and shared values.
=== Terpysythea/Hithlone ===
About as far south as ships from Blesire typically go, Hithlone is a moderately important trading partner, trading whale oil and wool for dyes, silk, wine, pearls, and other luxury products.
=== Moreelse ===
Moreelse is disliked due to it being the source of White Death, but White Death has never really caught on in Blesire like it has in some other nations.
=== Cocoon Islands ===
Ships from Blesire avoid the Cocoon Islands.
=== Scarred Phantoms ===
Although many in Blesire consider themselves tame and civilized compared to most nations, occasionally government spymasters or ruthless nobles and merchants will seek out the services of the Scarred Phantoms.
== Geography/Locations ==
Blesire is known for its rugged, windswept terrain. Although it has few mountains, the soil is thin in many areas, and rocky hills and ridges are common. Such land is mostly used for grazing and mining. There are many valleys and some low-lying areas where the soil is thicker, which is mostly used for farming, but many woodlots and some protected forests can also be found.
The southwest coast is warmer, but also drier, and is more suited for vineyards and fruit farms.
Buildings are mostly made with stone and tile or wood roofs, but half-timbering is used in a some areas. The southwest coast often uses the white plaster and terracotta tile method that is popular in Azan and Terusia, among other areas. Away from the cities and valley, buildings are often spaced far apart, and there are several famous paintings depicting a small castle, manor, church, or farmstead sitting on ridge surrounded by vast expanses of rock and grassland. 
The three city-states republics are known as Ship’s Haven, Sharpton, and Porthaethwy, while the five duchies are Northbury, Travercraig, Haedleigh, Findocherry, and Farnfoss.
== Demographics ==
=== Humans ===
Most folk in Blesire are humans from the westernmost branch of the racial grouping known as Westerlings, which includes many folk in the nortwest part of the world. Some humans from other racial groups can be found as well.
=== Fey Remnants ===
There are a few pockets of hobbits, sea elves, and true fey like fairies and nymphs left over from the First Elven Empire, though a few have also immigrated more recently.
=== Other Non-Humans ===
Mostly dwarves, half-drow, half-elves, or half-sea elves. Most are merchants, sailors, and craftsmen that settled in Blesire, but some are escaped slaves from South Belsirya. Some of the slaves were criminals or political prisoners, others bought from drow (secretly), Three Sisters, or Morelse.
=== Unknown ===
There are a few areas in Blesire that are considered haunted, but sources conflict whether it is undead spirits, rogue fey, demons, or something else.
== Religion ==
By far the most common religion is that of the Nine Saints. Once a wilder religion more in line with those of other fey influenced Westerling cultures, it was heavily influenced by the values of the Azan Faith, and more recently the New Azan Faith.
There are still some followers of the Azan Faith in Blesire, specifically the New Azan Faith (the Blesire churches are subordinate to the Patriarch in Calcabra). Religious tensions sometimes occurred due to theological differences or politics mixing with religion, but generally the two get along, to the point where Alara, the founder of the New Azan Faith, was adopted as a Saint of the Nine Saints Faith. 
The religions of the Lady of Lake (more common in Chrysovica) and Irem (more common in Arangea) are not unheard of, nor are certain non-human faiths like Caijin and the Moon Goddess.
== Military ==
Blesire’s military is fairly standard for a modern human nation, with gunpowder weapons becoming more popular, but pikes, swords, and crossbows still considered essentials. 
Blesire soldiers tend to wear dark colored clothing and armor as a tribute to the military importance of Blesire Iron, which is also naturally darkish.
Category:Nations
Category:Scimitarian