Kinsmen, Clan, and Foster Family
It is recommended that bonheddig characters all begin as members of the same clan. Since inheritance rules stipulate land is to be equally shared among all surviving sons (including bastard sons) to the third generation, brothers tend to be hostile to each other while first cousins are serious rivals. Third cousins do not share a patrimony, however, and hence can be allies within the clan.
In addition to their family and clan status, starting players should consider their alliances outside of the clan. Cymbrians practice a system of fosterage, in which young children are sent to be raised by foster parents, usually outside the clan. The children remain with their foster parents until the age of 14 (for the boys) or 12 (for the girls) when they are returned. A young Cymbrian has closer emotional ties with his foster parents, and often knows them better than he knows his own immediate family.
Background and Skills
There are several different starting “classes” for a player to choose from. The woodsman is a ranger-like class combining some of the characteristics of traditional fighters and thieves. They are skilled trackers, and also adept at concealment, silent movement, and setting or detecting snares and pits. The warrior is a skilled horseman, with a broad array of weapons and good combat abilities. The bard also combines some fighting skill with deep knowledge of culture and history. They are well versed in lineage and lore, able to recite from memory long genealogies as well as something of history and folklore. Spell-casters are most commonly encountered as NPCs, whether Enchanters, Saints, Hedge Wizards, or Necromancers. PCs can always learn magic, and may even become potent spell-casters themselves. But development of magical powers is something that happens during the campaign and not as part of the general character background.
Character “class” should not be thought of in the traditional way as an almost guild-based profession, but rather as an index of the character’s identity and a way of charting future development. The “class” of the character is rooted in his experiences; but there is no reason a warrior character should not, at some later time, become a wizard, or a saint.
A Note on Cymbrian Names
Cymbrians are proud of their lineage, and unfold that lineage when introducing themselves. This is most often the case in reciting their parents and grandparents, where the prefix “ap” is used in the same way as “mc” for the Eruish and “mac” for the Skotti.
Sometimes very formal or ambitious Cymbrians will attach their names to stories—“I am Rhys ap Yfor ap Llywarch, third son of the Celi Mawr, Penteulu of Athrwys Breyr Gwent, Ergyng, and Ewyas, Overlord of Glywysing and Scourge of Brycheiniog.” Cymbrians will tailor their introduction to their audience and to their own interests; with enough at stake, simple introductions can turn into epic recitation.
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