Gelder
We Gelders are an industrious folk. Ever since we founded Flochnos near the end of the First Era, we have been the most technologically and scientifically advanced nation in the world. The great river Floch is the source of our good fortune; from its polychromatic waters we scavenge all kinds of alien devices providing our society a distinct advantage over our neighbours. Of course, it is not by mere chance that we have come to our riches, we Gelders are a hard-working people, to the extent that our professions determine our whole being. A Gelder is not given a name at birth, rather they take the names of each profession they have had during their lives. This can lead to quite long-winded names, but we bear them proudly. Of course, people of other nations do not see eye to eye with us on this, so we use tradenames when dealing with outsiders. Tradenames are usually a mix of abbreviations of our true names, constructed into a form fit for casual use. There's not much more I can say without sounding self-indulgent so I will leave it at that.
-Supreme-Archivist Empirist Kataloguer (Sar.E.K.), 497th Suncycle, Second Era
Gelder:
ASI: +2 Int, +2 Dex
Master of Machina: You are proficient with Firearms. You can figure out how to use any technology if you are given a minute to tinker with it. In addition, you can start out with a single option from this list in your possession:
- Three renaissance firearms, 100 ammunition and 300 gold
- Two modern firearms, 50 ammunition and 100 gold
- One futuristic firearm, an energy cell and 10 gold
- Three renaissance firearms, 100 ammunition and 300 gold.
- Two modern firearms, 50 ammunition and 100 gold.
- One futuristic firearm, an energy cell and 10 gold. If an option includes multiple firearms, you can swap any of them out for 100 ammunition or a pack of 12 grenades (4 frags, 4 smokes, 4 flashbangs). A modern firearm counts as two choices (yielding 200 ammunition or 2 packs of grenades). Futuristic firearms use energy cells that can be recharged in a camp fire during a long rest (8 hours).
Naming Traditions
Unisex names
Gelders names are a combination of professions they have worked in, said in their entirety when talking to other Gelders, but when talking to outsiders they instead use Trade-names, that are made from a combination of abbreviations instead. Examples of Gelder names include:
- Arkanatekt-Supreme Truth-Elector River / AS.TE.R.
- Kommission-Sailor Empirist Kataloguer / Kat.E.KoS.
- Anon (Nameless, only very young Gelders bear this name, or those who have managed to scrape by without ever contributing to society somehow)
- Apochrad (Renegade, Deserter, Traitor; This name is not worn by any Gelder still living in Flochnos, they are exiled from the island nation and left to fend for themselves)
- Arkanatekt (Artificer)
- Arkhivist (Scribe)
- Empirist (Chemist)
- Opinion-Elector (Jury; very common profession, often left out by self-respecting Gelders)
- Halsman (Fisherman)
- Irrigator (Farmer)
- Kataloguer (Explorer)
- Kommission-Sailor (Commissioned Navy Officer)
- Kyniger (Rifleman, Soldier)
- River (River guard and technology scavenger)
- Truth-Elector (Judge)
- Tektor (Builder)
Culture
Shared customary codes and values
Gelders value the needs of the many above the needs of the few. A Gelder is only worth the value they bring to society, and since an individual can only be recognized by their names, which a conniving Gelder could easily fake having, rare artefacts have become status symbols in Flochnos. In the end, it matters not to the Gelder if a person fakes their name and profession, if they get the job done in the end. In this way, many brave Gelders have managed to achieve a high position in society at a very young age, faking it until they make it. But even Gelders recognize that it would be disastrous for an incompetent person to work certain professions. These professions, such as Truth-Electors, a role of Supreme in a profession, or a position on the Trade Council, have a badge of office attached to them, usually in the form of a unique artefact, the production of which is a closely kept secret. Attempting to impersonate such an official, or trying to teach non-authorized people how to make the artefacts, is a crime punishable by exile.
Common Dress code
The heavily polluted air of Flochnos forces Gelders to wear protective equipment that covers their entire body. As such, identifying an individual becomes difficult and is the cause for their utilitarian culture. Gelders do not need to wear their masks and robes outside their homeland, but many of the older Gelders do it out of habit.
Encompassed species
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