Ruin-Shunner Republics¶
By Our Own Hands We Make Our Stand
Overview¶
The Ruin-Shunner Republics represent Valdris's most radical response to the Architect legacy—complete rejection. Where Ruin-Holders crown themselves with ancient gears and Wanderers chase mobile mysteries across the landscape, the Shunners have chosen a different path: the deliberate cultivation of purely human achievement.
These democratic republics, concentrated primarily in the Quiet Lands but scattered throughout Valdris, stand as testament to what humanity can accomplish without relying on incomprehensible mechanisms or mysterious powers. Their motto, "By Our Own Hands," echoes through council halls and craft workshops, sung in the hymn By Our Own Hands during harvest festivals and work gatherings.
Yet in a world where the Recent Awakening grants ever-greater power to those who embrace Architect technology, the Shunners face their greatest challenge: remaining relevant in an age of reactivating wonders.
Philosophy of Self-Reliance¶
The Doctrine of Human Sufficiency¶
Ruin-Shunner philosophy stems from a fundamental belief: dependence on Architect technology is not merely dangerous but degrading to the human spirit. Their theologians and philosophers argue that every gear turned by ancient mechanism is a skill lost to human hands, every problem solved by mysterious devices is wisdom denied to human minds.
The Charter of Common Craft, penned in 290 AS during the Shunner Revolts, articulates their core principles:
- The Dignity of Labor: All honest work ennobles the worker
- The Democracy of Skill: Leadership belongs to the competent, not the fortunate
- The Danger of Dependence: Reliance on the incomprehensible corrupts judgment
- The Future in Our Hands: Humanity's destiny must be human-made
The Maker's Creed¶
Central to Shunner culture is the Maker's Creed, recited by craft apprentices upon achieving mastery:
"I swear by the strength of my hands and the wisdom of my teachers that I shall create without crutch of ancient mystery. What I build shall be understood by those who follow. What I craft shall be maintained by human skill. What I achieve shall inspire others to surpass me. By my own hands I make my stand."
This philosophy extends beyond mere craftsmanship to encompass governance, education, defense, and every aspect of society. The Shunners have proven that traditional techniques, perfected over generations, can match or even exceed Architect-enhanced production in many areas.
Governance Structure¶
The Assembly System¶
Ruin-Shunner Republics operate through democratic assemblies at multiple levels, each designed to ensure that leadership reflects competence rather than inheritance or proximity to ancient power.
Local Craft Councils: In every Shunner settlement, masters of essential crafts form the basic governance unit. A typical council includes: - Master Farmer (agricultural planning) - Master Smith (tools and infrastructure) - Master Healer (public health) - Master Builder (construction and planning) - Master Teacher (education and knowledge preservation) - Master Merchant (trade and resources) - Master Guard (defense and order)
Regional Assemblies: Delegates from Local Craft Councils convene quarterly to address regional concerns. These assemblies coordinate between settlements, manage larger infrastructure projects, and resolve inter-community disputes.
The Grand Assembly of Craft-Masters: Meeting annually in Stonehaven, this body represents all Ruin-Shunner communities. The Grand Assembly elects the Speaker of the Assembly for a three-year term, though this position holds more coordinative than executive power.
Electoral Principles¶
Shunner democracy operates on several key principles:
Competence-Based Suffrage: Voting rights are earned through demonstrated mastery of a craft or profession. This typically requires five years of apprenticeship and successful completion of Mastery Trials.
Rotation of Service: No individual may serve in the same elected position for more than two consecutive terms, ensuring fresh perspectives and preventing power concentration.
Public Accountability: All assembly meetings are open to observation by any citizen. Decisions must be publicly posted for community review before implementation.
The Veto of Wisdom: Any decision can be suspended if one-third of relevant Craft Masters formally object, forcing reconsideration and broader consultation.
Economic Systems¶
The Craft Economy¶
Ruin-Shunner economics revolve around the production and trade of high-quality, traditionally-made goods. Their economic philosophy rejects the "easy abundance" of Architect food processors and automated systems in favor of sustainable, comprehensible production.
Agricultural Excellence: Shunner farmers have developed sophisticated techniques over centuries: - Crop rotation systems that maintain soil fertility indefinitely - Selective breeding programs producing Pure-Strain Crops with exceptional yields - Natural pest control methods using companion planting and beneficial insects - Weather prediction through careful observation rather than Architect sensors
Master Craftsmanship: Shunner artisans produce goods renowned throughout Valdris: - Master-Crafted Tools that last generations with proper maintenance - Textiles woven with techniques that create superior durability and comfort - Furniture and buildings designed for centuries of use - Medicines derived from carefully cultivated herbs and traditional knowledge
The Gift Economy: Within Shunner communities, essential goods are often distributed through gift networks rather than pure market exchange. Farmers gift surplus to crafters, who gift tools to farmers, creating webs of mutual obligation that strengthen social bonds.
Trade Relations¶
Despite their philosophy, Shunners must engage with the wider economy of Valdris:
Export Specialties: - Traditional foods prized for flavor and nutrition - Handcrafted goods valued as status symbols - Educational services and technical knowledge - Medicinal herbs and traditional remedies
Import Necessities: - Raw materials not available locally - Exotic goods for variety and morale - Information about external threats - Limited Architect items for study and defense preparation
Trade Protocols: Shunner merchants operate under strict guidelines to prevent dependency: - No community may import more than 10% of essential goods - Architect technology may be studied but not integrated - Trade agreements must be renegotiated annually to prevent entrenched dependencies
Military Doctrine¶
The Citizen Militia¶
Lacking Architect-enhanced weapons and armor, Ruin-Shunner military doctrine emphasizes training, tactics, and terrain knowledge over technological superiority.
Universal Service: All citizens train with the militia for two years upon reaching adulthood, learning: - Traditional weapon proficiency (bow, spear, sword) - Small unit tactics and guerrilla warfare - Fortification construction and siege defense - First aid and field medicine - Local terrain navigation and survival
The Master Guards: Professional soldiers who dedicate their lives to military craft, studying: - Historical battles and tactical innovation - Engineering for fortification and siege warfare - Leadership and unit coordination - Intelligence gathering and counter-espionage - Training and drilling citizen militia
Defensive Architecture: Shunner settlements feature sophisticated traditional defenses: - Walls designed with mathematical precision for optimal defense - Overlapping fields of fire for archer positions - Hidden supply caches and escape routes - Natural terrain integration maximizing defensive advantage
Asymmetric Strategies¶
Facing opponents with Architect advantages, Shunners have developed countering tactics:
Terrain Mastery: Shunner forces excel at choosing battlegrounds that neutralize technological advantages, using: - Forests and broken terrain limiting visibility - Weather conditions disrupting Architect mechanisms - Ambush sites preventing enemy concentration - Supply line harassment over direct confrontation
Mechanical Sabotage: Specialized units train in disabling Architect technology: - Identifying vulnerable components - Using traditional explosives and acids - Exploiting harmonic frequencies to disrupt mechanisms - Capturing and reverse-engineering for defensive purposes
Psychological Warfare: Shunners exploit the overconfidence of Architect-dependent forces: - Demonstrating technology failures to demoralize enemies - Spreading stories of Architect curses and malfunctions - Offering sanctuary to those who abandon technological dependence - Proving human resilience against mechanical might
Notable Republics¶
The Quiet Lands Federation¶
The largest concentration of Ruin-Shunner Republics, the Quiet Lands encompasses rolling plains and gentle hills deliberately chosen for their distance from major Architect Ruins.
Stonehaven: The unofficial capital of Shunner culture, housing: - The Grand Assembly Hall, built entirely with traditional techniques - The Grand Library of Stonehaven, preserving human knowledge - Master Guild headquarters for major crafts - The Academy of Traditional Arts, training future generations
Craftsman's Pride: A town dedicated to perfecting traditional crafts: - Workshop districts for every major craft - The Great Market where masters display their finest work - Testing grounds for new techniques and innovations - Museums preserving historical crafting methods
Greenhill: The agricultural heartland: - Experimental farms developing new cultivation techniques - Seed banks preserving Pure-Strain Crops - The Harvest College training agricultural masters - Distribution centers managing food security
Independent Republics¶
Beyond The Quiet Lands, smaller Shunner communities maintain the philosophy:
Millbrook: Though independent, this village exemplifies Shunner ideals while maintaining pragmatic neutrality. Their Council of Seasons operates on democratic principles despite the presence of a peaceful Architect guardian.
Haven's Rest: A southern republic specializing in traditional medicine and healing arts, attracting those seeking alternatives to Architect medical devices.
Forgeholm: A mountain republic where master smiths perfect metallurgy without Architect enhancement, producing steel that rivals ancient alloys.
Cultural Values¶
Education and Knowledge¶
Shunners place supreme value on education, viewing it as the foundation of self-reliance:
The Apprentice System: Young people spend years learning from masters: - Technical skills through hands-on practice - Theoretical knowledge through study and discussion - Ethical principles through example and reflection - Innovation through supervised experimentation
Public Libraries: Every Shunner settlement maintains a library where: - Technical manuals are freely available - Historical records preserve community memory - Philosophical works encourage critical thinking - Maps and guides support safe travel
The Debate Tradition: Regular public debates on everything from farming techniques to philosophical principles ensure that knowledge remains dynamic and tested rather than dogmatic.
Arts and Culture¶
Shunner culture celebrates human creativity:
Music: Traditional instruments and vocals create the soundscape of Shunner life: - Work songs like By Our Own Hands reinforce cultural values - Instrumental pieces accompany seasonal festivals - Ballads preserve historical memory - Children's songs teach practical skills
Visual Arts: Paintings, sculptures, and decorative crafts that: - Celebrate human achievement and natural beauty - Avoid Architect motifs and mechanical themes - Integrate functional and aesthetic purposes - Use traditional materials and techniques
Literature: A rich tradition of written and oral literature: - Technical manuals written in clear, accessible language - Philosophical treatises exploring human potential - Historical chronicles recording community achievements - Fiction celebrating clever protagonists who succeed through skill
Festivals and Traditions¶
Harvest Home: The greatest festival, celebrating agricultural success: - Display of the finest crops and crafts - Competitions in traditional skills - Communal feasts emphasizing local foods - Recognition of exceptional achievements
Maker's Day: Honoring all who create with their hands: - Apprentices present their masterwork attempts - Masters demonstrate advanced techniques - Tool blessing ceremonies - Gift exchanges between crafts
Remembrance Night: Acknowledging those lost to Architect dangers: - Reading names of the fallen - Cautionary tales of technological dependence - Renewed vows of self-reliance - Support for families affected by ruin-related losses
Recent Awakening Pressures¶
The Youth Exodus¶
The Recent Awakening has created unprecedented challenges for Shunner communities:
The Lure of Wonder: Young people, raised on cautionary tales, find themselves drawn to: - Reports of awakening ruins offering incredible power - Opportunities for quick wealth through artifact hunting - Adventure and excitement beyond traditional life - Romance of exploration versus steady craftsmanship
Apprenticeship Crisis: Master crafters report: - Fewer young people completing full apprenticeships - Shortened attention spans for traditional learning - Demands for Architect-enhanced tools - Questions about the relevance of pure human craft
Community Response: Republics have implemented various strategies: - Emphasizing the failures and dangers of the awakening ruins - Creating more dynamic and engaging apprenticeship programs - Establishing youth councils to address generational concerns - Organizing sanctioned expeditions to satisfy curiosity safely
Economic Competition¶
Awakening ruins create severe economic pressures:
Production Disparities: Architect-enhanced communities now produce: - Crops with yields impossible through traditional means - Goods with properties beyond normal crafting - Services powered by inexhaustible energy sources - Trade advantages through improved transportation
Market Pressures: Shunner goods, while high-quality, face: - Price competition from mass-produced alternatives - Demand shifts toward exotic Architect products - Transportation disadvantages without enhanced methods - Marketing challenges against "miraculous" competitors
Adaptation Strategies: Republics respond through: - Emphasizing irreplaceable qualities of handmade goods - Developing niche markets among purist consumers - Creating certified "Pure-Craft" branding - Forming inter-republic trade preferences
Military Vulnerabilities¶
The power differential grows more stark:
Enhanced Adversaries: Potential enemies now field: - Brass Legions with awakening armor - Weapons drawing on ruin power sources - Intelligence from Mechanical Envoys - Mobility through Architect transport
Defensive Challenges: Traditional fortifications face: - Siege weapons powered by ruin mechanisms - Flying scouts using Architect devices - Harmonic weapons affecting morale - Supply interdiction through superior mobility
Strategic Adaptations: Military planners develop: - Deeper integration with terrain advantages - Alliance networks among Shunner republics - Intelligence focus on ruin vulnerabilities - Diplomatic alternatives to military confrontation
Notable Leaders and NPCs¶
Master Elena Truthhammer¶
Human, 67, Speaker of the Grand Assembly
A master smith who rose through dedication and political acumen, Elena embodies Shunner ideals while pragmatically navigating current challenges. Her nickname comes from her habit of striking her gavel with the force of a hammer blow when making crucial points.
Background: Apprenticed at age twelve, achieved mastery at twenty-five, elected to local council at thirty. Rose through regional assemblies through consistent advocacy for traditional values while adapting to changing circumstances.
Personality: Stern but fair, with unexpected humor. Values precision in language and craft. Impatient with excuses but endlessly patient with sincere effort.
Motivation: Preserve Shunner independence while adapting to Awakening pressures.
Secret: Maintains private correspondence with moderate leaders in other political systems, seeking allies against extremists of all types.
Adventure Hooks: - Needs discrete agents to investigate youth exodus causes - Seeks proof of Architect technology failures to counter propaganda - Requires diplomatic missions to potential allies
Marcus Seedkeeper¶
Human, 45, Master of Agricultural Innovation
Leading researcher in traditional farming techniques, Marcus oversees Greenhill's experimental farms and the preservation of Pure-Strain Crops. His work feeds half The Quiet Lands.
Background: Farm boy who showed exceptional intuition for plant breeding. Studied under three different masters before synthesizing their techniques into new innovations.
Personality: Gentle and thoughtful, speaks slowly but with great precision. Passionate about his work to the point of obsession. Sees poetry in soil composition.
Motivation: Prove traditional agriculture can surpass Architect enhancement.
Secret: Has discovered techniques that actually do exceed some Architect farming, but fears the political implications of this knowledge.
Adventure Hooks: - Needs rare seeds from dangerous locations - Requires protection for crucial crop experiments - Seeks information about Walking Gardens of Yss'andra agricultural methods
Captain Derrick Ironwall¶
Human, 38, Commander of Stonehaven Defenses
A military prodigy who has revolutionized Shunner defensive doctrine, Derrick prepares for conflicts everyone hopes won't come.
Background: Child of refugees from a ruin disaster. Joined militia at minimum age, showed exceptional tactical intuition. Studied every historical battle, especially defeats.
Personality: Intensely focused, sees patterns others miss. Socially awkward but inspiring in crisis. Constantly war-gaming scenarios in his head.
Motivation: Ensure no Shunner community falls to Architect-enhanced aggression.
Secret: Has developed tactics that could catastrophically disable major ruins, but knows using them would make Shunners pariahs.
Adventure Hooks: - Needs intelligence on awakening military technologies - Requires discrete elimination of specific threats - Seeks allies for defensive pacts
Julia Brightweaver¶
Human, 28, Master Textile Artisan and Youth Advocate
Youngest master in Stonehaven's history, Julia bridges generational divides while creating textiles that attract buyers from across Valdris.
Background: Prodigy who achieved mastery at twenty-two. Incorporates traditional techniques with innovative designs that appeal to younger generations.
Personality: Energetic and optimistic, quick to laugh. Diplomatic but unwilling to compromise core principles. Sees tradition as foundation for innovation, not limitation.
Motivation: Prove Shunner culture can be both traditional and dynamic.
Secret: Occasionally incorporates harmonic patterns learned from studying Architect designs, though never using their technology.
Adventure Hooks: - Organizes youth expeditions to safer ruins - Needs rare dyes and materials for special commissions - Seeks cultural exchanges with other political systems
Elder Thomas Memoriam¶
Human, 78, Keeper of the Chronicle
Head librarian of the Grand Library of Stonehaven and greatest living historian of Shunner culture, Thomas preserves the past while documenting the present.
Background: Apprenticed to the previous Keeper at age ten. Has read every book in the library at least twice. Memory remains sharp despite advanced age.
Personality: Gentle and grandfatherly with children, sharp as steel with scholars. Views knowledge as sacred trust. Believes every person has something worth recording.
Motivation: Ensure Shunner wisdom survives regardless of political changes.
Secret: Maintains hidden archive of Architect technical manuals, believing knowledge itself is neutral—only application creates dependence.
Adventure Hooks: - Needs rare books and scrolls retrieved - Requires documentation of distant Shunner communities - Seeks verification of historical claims
Adventure Opportunities¶
Political Intrigue¶
The Succession Crisis: When a prominent master dies without clear apprentice successor, competing claims threaten to divide a republic. Players must investigate legitimacy, mediate disputes, and prevent outside exploitation of the division.
The Corruption Scanner: A regional assembly member is suspected of secretly using Architect enhancement. Players must gather evidence while navigating political loyalties and determining if the accusation is truth or political manipulation.
The Alliance Debate: As Awakening pressures mount, some advocate for closer ties with moderate Ruin-Holders or Wanderers. Players participate in crucial negotiations while preventing extremists from sabotaging talks.
Economic Adventures¶
The Master's Secret: A renowned craftsman's impossibly fine work draws suspicion of Architect aid. Players investigate whether genius, forbidden assistance, or frame-job threatens to disgrace Shunner ideals.
The Trade War: Ruin-Holder merchants flood markets with cheap Architect-produced goods. Players must find ways to preserve Shunner economic independence through innovation, marketing, or discrete sabotage.
The Lost Technique: Ancient manuals reference a traditional technique that could revolutionize Shunner production. Players race against Architect-seekers to find the knowledge first.
Military Missions¶
The Weapon Test: Intelligence suggests an enemy kingdom prepares to test devastating Architect weapons. Players must infiltrate, gather intelligence, and potentially sabotage without starting a war.
The Fortress Design: Players help design and construct defenses for a vulnerable Shunner community, balancing traditional techniques with necessary innovations while managing limited resources.
The Mercenary Question: Experienced soldiers offer services to Shunner republics, but their Architect-enhanced equipment creates philosophical dilemmas. Players must evaluate, negotiate, and potentially reform these forces.
Social Challenges¶
The Returning Child: A prominent family's child returns from ruin-seeking, changed by experiences and carrying forbidden knowledge. Players mediate between family love, community law, and youth perspectives.
The Festival Sabotage: Someone attempts to disrupt Harvest Home with Architect displays. Players must identify perpetrators, prevent panic, and address underlying tensions the incident reveals.
The Master's Heir: An exceptional apprentice shows talent surpassing their master but radical ideas about tradition. Players navigate generational conflict while preventing either stagnation or destructive revolution.
Exploration Missions¶
The Pure Land Survey: Rumors suggest an untouched region perfect for new Shunner settlement. Players explore, evaluate, and potentially defend the claim against competing interests.
The Salvage Rights: A newly discovered ruin sits precisely on Shunner-claimed territory. Players must decide whether to destroy, study, or secretly exploit while managing political implications.
The Refugee Route: Disasters drive refugees toward Shunner lands. Players establish safe routes, evaluate genuine need versus infiltration, and help communities adapt to population influx.
Long-Term Campaigns¶
The Generational Shift: Players witness and influence a Shunner republic across decades as Awakening pressures mount, youth attitudes evolve, and traditional values face ultimate tests.
The Craft Revolution: Players help develop new techniques that could secure Shunner independence—or fundamentally change their society. Navigate innovation versus tradition across multiple adventures.
The Quiet Lands Defense: As surrounding powers grow stronger through Architect awakening, players coordinate republic defenses, diplomatic initiatives, and internal reforms to preserve independence.
Conflicts and Tensions¶
External Conflicts¶
Versus Ruin-Holder Kingdoms: Ideological opposites clash over: - Territory containing awakening ruins - Trade route control and market access - Refugee populations fleeing both directions - Philosophical debates becoming political warfare
Versus Wanderer Confederations: Mobility creates friction through: - Wanderer routes crossing Shunner territory - Competition for youth seeking adventure - Disagreements over ruin site responsibilities - Trade disruptions from unpredictable movements
Versus Awakening Forces: The ruins themselves threaten through: - Expanding influence zones affecting crops - Mechanical Envoys ignoring borders - Environmental changes from ruin activity - Temptation undermining cultural values
Internal Tensions¶
Generational Divides: Young versus old dispute: - Relevance of traditional techniques - Adaptation versus preservation - Individual freedom versus community obligation - Romance of adventure versus satisfaction of craft
Economic Pressures: Rich versus poor struggle over: - Resource allocation during difficult times - Market adaptation strategies - Education access and apprenticeship opportunities - Political representation based on economic contribution
Philosophical Debates: Purists versus pragmatists argue: - Absolute rejection versus selective adoption - Isolation versus engagement - Traditional interpretation versus innovation - Security versus principles
The Future of Self-Reliance¶
As Valdris transforms through the Recent Awakening, Ruin-Shunner Republics face existential questions. Can purely human achievement compete with reactivating miracles? Will their youth remain to carry forward traditions? Can democratic craft-based governance survive in an age of magical monarchs and wandering wonders?
Yet the Shunners have survived every crisis through adaptation without abandonment of core principles. Their libraries preserve knowledge that may prove crucial when Architect technology inevitably fails again. Their communities offer refuge to those who flee ruin-related disasters. Their techniques, slowly perfected over centuries, achieve results that surprise even Architect enthusiasts.
Perhaps most importantly, they offer Valdris a choice: a future built by human hands for human needs, comprehensible to those who inherit it. In a world increasingly dependent on incomprehensible forces, the Ruin-Shunner Republics stand as testament to an eternal truth—by their own hands, humans can indeed make their stand.
"We do not reject the past—we choose our future. We do not fear the ruins—we surpass them. We do not serve ancient masters—we master our own fate. By our own hands, now and forever." — From the Charter of Common Craft