Showing posts sorted by relevance for query merovingian. Sort by date Show all posts
Showing posts sorted by relevance for query merovingian. Sort by date Show all posts

Tuesday, July 12, 2011

Merovingian Role Call

So, being a bit of a history geek, I have been doing some light research on the Merovingian Kings of France. Therein I found some wonderfully evocative stories, both real and legendary. I did so with the intention of adding weight and depth to the characters of The Court of the Crimson King, which are central themes for my version of the Chateau des Faussesflammes. Here are some of the results:

Crimson King

There is an intriguing legend about Merovich, the founder of the Merovingian Dynasty. It seems that his mother was raped by a fiendish monster known as the Quinotaur (which literally means five-horned). One of the consequences of this heritage is that Merovich is the first vampire. Both of these stories fit very nicely with the title Crimson King.

Black Queen

Brunhilde was a Visigoth princess and an Arian who converted to the Catholic faith when she married Sigebert I of Austrasia. Though she was hailed as a stalwart Catholic by such luminaries as St. Gregory of Tours, she eventually earned a reputation for avarice and cruelty and stood at the center of several conflicts over succession. I need a lamia to haunt the environs of the Chateau, and Brunhilde fits the bill quite nicely as someone tempted by power — especially the fiendish kind that spawned the Crimson King.


The Purple Piper

St. Gregory of Tours is part of the Marovingian line. Therefore, he was a royal who gave up nobility in order to take up the cloth and preach the Gospel. Since purple is a royal color, he fits the role of the Purple Piper (someone who leads in unexpected ways) quite nicely.

The Pilgrim

It was through the faith of St. Coltilda that the Merovingians became Christian. She, therefore, makes a good Pilgrim (using its original meaning of a person who journeys to a sacred place for religious reasons).

The Gardener

King Clovis I was the first Christian Merovingian king. There is a legendary story about his decision to embrace Christ: he was granted the vision of an angel giving him a flower. The fleur-de-lis has been the heraldic symbol of France ever since. Given this horticultural symbolism, I thought he might make a good Gardener.

The Pattern Juggler

The Merovingians actually had several kings ruling over various sections of there territory. Despite this, they collectively were considered one political unit — much like the Roman Empire when it was under multiple emperors. As one might expect, this led to a lot of internal conflict (as exemplified by Brunhilde). This suggests a singular figure who suffers from multiple personalities, many of whom are in direct conflict with other personalities. The Pattern Juggler would have a love/hate relationship with the Black Queen.

The Yellow Jester

King Childeric was the last of the Merovingian kings. He was also a puppet. The real rulers were the founders of the Carolingian dynasty, who prior to their ascension to the thrown were Mayors of the Palace. Yellow suggests sickness, decline and the setting sun. Since the Yellow Jester smiles as the puppets dance, I think the puppet Childeric fills the role quite nicely.

The Fire Witch

I did not find any historic correlation for the Fire Witch; however, I quite like to think that she had something to do with the summoning of the Quinotaur, of which the broken bells play a part…


For the purposes of having a fantasy version of each, here are the versions of all these names I plan on using:
  • Merovich = Merovic
  • Brunehilde = Brunehaut
  • Gregory = Gregor
  • Clotilda = Iotilda
  • Clovis = Chlodovic
  • Childeric = Kildervic

Monday, July 18, 2011

An Attempt at a Finchian Monster

As far as I am concerned, one of the great monster designers in the OSR is Matt Finch (who is beginning a new monster book!). One thing that makes some of his best monsters so awesome is not the damage they do or how cool they look. Some don't even pose that great of a threat in and of themselves. What makes them so entertaining is that they change battlefield conditions — they force players to deal with a changing environment that affects the way they are able to fight and explore the dungeon/wilderness. Though I have promised myself to imitate this design technique, my output in this direction has been anemic. This is an attempt to change that.

Merovingian Hound



But you, O Lord, do not be far away! O my help, come quickly to my aid! Deliver my soul from the sword, my life from the power of the dog! — Psalm 22:19-20



Number Appearing: 1d6
% in Lair: 80%
Alignment: Chaotic
Armor Class: 5
Move: 12
Hit Dice: 1+1
Attacks: 1d6 + special
Special: see below
Save: F2
Morale: 12
Hoard Class: none
XP: 45

Easily mistaken for some kind of undead creature, Merovingian Hounds are actually a construct, using many of the same techniques used to make golems. They are used by necromancers, vampires and other dark powers as guardians.

Upon a successful attack, a Merovingian Hound will lock its jaws upon its victim and begin emanating a piercing noise somewhere between a whine and a growl. This is will result in an immediate wandering monsters check, with a 50% chance of success. Until the noise is stopped, the party will be subject to this wandering monster check every turn. This noise will continue until the hound lets go of its victim, even in death.

The hound will only let go if its victim is killed, even if the hound itself is reduced to 0hp. These victims will take no further damage, but will have their movement rate cut in half. If anyone attempts to cut the victim free, the victim will take 1d6 damage and must make a save vs. death. If successful, the victim is free of the jaw. If not, the procedure must be done again, doing another 1d6 damage. The only way to force a Merovingian Hound to let go of one of its victims is to pour a vial of holy water on it.

Being a type of golem, Merovingian Hounds are immune to sleep, charm and hold spells as well as fire and cold attacks. Electric attacks will heal them. Further, they may only be hit by silver and magic weapons.

Wednesday, December 19, 2012

Racial Table for Averoigne

I only was able to play Stormbringer a couple of times in my life (our group always saw it as a challenge to see who could survive rather than as legitimate bait for an ongoing campaign due to the brutality of the system). One of things about it, though, that I remember with great fondness is character creation. Players roll on a race table to determine which of the plethora of backgrounds their character can come from and what possibilities this background provides.

While certainly not as diverse as Elric’s stomping grounds, my version of Averoigne does have a number of different possibilities for character background. Therefore, I thought it would be fun to provide a table for players to roll on to provide some of their character’s background.

Included with each entry is a list of starting equipment (which should help speed character creation). There are also a couple of incentives:
  • The only way to be able to have a character with a noble, scion or half-elf background is to roll on this table.
  • Depending upon the outcome of the roll, a player can outright switch one characteristic for another (where characteristics are rolled in order).
Hopefully, that will be enough encouragement for players to roll:
01-05 Romani — Scimitar + Throwing Daggers + Leather + Shield
06-15 Wolfshead (S): Flail + Sling + Leather + Shield
16-25 Wolfshead (A): Spear + Short Bow + Leather + Shield
26-45 Peasant (S): Polearm + Sling + Leather
46-65 Peasant (A): Polearm + Short bow + Leather
66-71 Burgher (S): Short Sword + Crossbow + Chain + Shield
72-75 Burgher (MS): Long Sword + Crossbow + Chain + Shield
76-81 Burgher (A): Handaxe + Longbow + Chain + Shield
82-85 Burgher (LS): Javelin + Longbow + Chain + Shield
86-88 Noble (S): Bastard Sword + Crossbow + Plate + Shield
89-90 Noble (MS): TH Sword + Crossbow + Plate + Shield
91-93 Noble (A): Battle Axe + Longbow + Plate + Shield
94-95 Noble (LS): Throwing Axe + Longbow + Plate + Shield
96-97 Half-Elf*
98-98 Elf*
99-99 Dwarf*
00-00 Halfling*

*roll again for background & equipment, ignoring 96-00
(A)=Averni (S)=Salian (MS)=Merovingian Scion (LS)=Luernian Scion
  • Romani can swap CON with one other characteristic of the player’s choice.
  • Wolfshead can swap DEX with one other characteristic of the player’s choice.
  • Peasant can swap STR with one other characteristic of the player’s choice.
  • Burgher can swap INT with one other characteristic of the player’s choice.
  • Noble can swap CHA with one other characteristic of the player’s choice.
All characters also get 10gp, a quiver/pouch with 20 arrows/bolts/stones as well as one of the following kits:
  • Kit 1 (10 oil flasks, lantern, spade, 12 iron spikes, 10ft. chain)
  • Kit 2 (10 torches, ink & pen, blank scroll, mirror, crowbar)
  • Kit 3 (five torches, 3 cloves of garlic, fist of wolfsbane, 50 ft. rope, grappling hook, wooden pole)
In addition:
  • Clerics begin with a cross (silver for Nobles and Scions, otherwise wooden) and swap out any non-class melee weapon with a Mace (Averni, Luernian Scion or Romani) or a Warhammer (Salian or Merovingian Scion) and any non-class missile weapon with a sling.
  • Fighters begin with one extra weapon.
  • Magic Users begin with a spell book and can trade out any non-usable weapons and armor for cash.
  • Burglars begin with lock picks and may trade out any armor and shield for leather and extra cash.
Obviously there are a couple of things that need some clarification:
  • Romani are gypsy-like wanderers who call no place home. They may choose to speak one extra language of their choice besides Common.
  • Averni are the native people of Averoigne. They may choose to speak Elvish (Occitan) in addition to Common.
  • Salians are outsiders whose homeland is trying to unite the entire region into a new Holy Roman Empire.
  • Wolfsheads are bandits, outlaws and those who live outside the protection of the feudal system. They are tied to no land and have few loyalties.
  • Peasants are either serfs or freemen who work the land of a local noble.
  • Burghers are middle class merchants.
  • Nobles who adventure are usually younger siblings who have no right to the lands of their father.
  • A Merovingian Scion is someone who either through illegitimate (in the case of Burghers) or legitimate lines can trace their lineage back to the Merovigian kings of the Salians (who are no longer in power).
  • A Luernian Scion is someone who either through illegitimate (in the case of Burghers) or legitimate lines can trace their lineage back to the Luernian kings of the Averni (who are no longer in power).
  • This is meant to be a human-centric campaign world, which is why the chances of being a demi-human are so small. Demi-humans roll twice because they come from a human background, but are fey-touched and have embraced their demi-human status. They can speak their racial tongue (Elvish in the case of halflings) in addition to Common
  • Half-elves are fey-touched who have rejected their demi-human status. They still have some of the demi-human abilities, but suffer penalties when using them. They get to function like the elves of 0e — adventure as either a fighter or a magic user — without the level limits. When they choose to use their demi-human abilities, they suffer an XP penalty and can operate at a maximum of 8th level, regardless of XP.

Thursday, July 14, 2011

A Longhaired Ghoul

In light of how many monsters Holmes includes in his Sample Dungeon that do not appear in his Monster section, I decided that I had better start making a few creatures for use in my version of the Chateau des Faussesflammes. For ease of use, I am using my modified version of the LL stat block.

Merovingian Ghoul


If they say, "Come with us, let us lie in wait for blood; let us wantonly ambush the innocent; like Sheol let us swallow them alive and whole, like those who go down to the Pit…" my child, do not follow them in their way — Proverbs 1:11-12;15



Number Appearing: 1d4
% in Lair: 20%
Alignment: Chaotic
Armor Class: 4
Move: 9
Hit Dice: 2 (turn as 3 HD)
Attacks: by weapon
Special: see below
Save: F2
Morale: 12
Hoard Class: XXI
XP: 47

These vile creatures are sometimes mistaken for vampires, due to their habit of drinking the blood of their victims; however, they are merely the undead soldiers of the Black Queen. From a distance, they appear as normal fighting-men — dressed in armor bearing the Black Queen's heraldic crown and armed with a variety of weapons (the Two-Handed Sword is most common). From up close, however, their near featureless faces and blood red eyes can be seen beneath long locks of hair.

There is only one way to permanently kill a Merovingian Ghoul: cut short its hair. Otherwise, 2d6 turns after being reduced to 0hp, it will reanimate with full hp and then relentlessly hunt down and seek revenge against the one who delivered the felling blow. When on such a hunt, the burning hate within them results in supernatural strength. All attacks and damage are made at +2.

Although they need not make morale checks, when fighting in groups, they are known to retreat when one or more of them have been "killed," taking their "dead" with them so that they might hunt with supernatural strength once their comrades have reanimated.

As undead, they are unaffected by the spells charm person, sleep, or hold person.

Saturday, May 26, 2012

Saintly Saturday: St. Augustine of Canterbury

Today is the Feast of St. Augustine of Canterbury. An Italian Benedictine monk, he was sent to Britain at the request of Bertha, the wife of King Ethelbert of Kent. Though pagan, the king had married into the Merovingian line of Frankish kings, which by this time had become Christian. She wanted to restore a church built during the Roman era of Britain at Canterbury and dedicate it to St. Martin of Tours.

The request was granted by the bishop of Rome, St. Gregory the Dialogist (who we Orthodox credit with the Liturgy of the Presanctified Gifts and who also, inspired by the chant he encountered in Constantinople, was the creator of Gregorian Chant). St. Augustine arrived at Kent in 597.

Despite his pagan beliefs, Ethelbert was very cooperative with St. Augustine. The church was restored and the Christian Gospel was preached throughout the kingdom. Eventually, through his relationship with Augustine, Ethelbert became a Christian himself (and is today recognized as a right-believing saint celebrated on Feb. 25).

According to St. Bede, Augustine was consecrated as Archbishop of Canterbury, built Christ Church (the predecessor of the present cathedral at Canterbury) and the monastery of Sts. Peter and Paul (now known as St. Augustine’s Abbey which eventually fell prey to the dissolution of King Henry VIII).

St. Augustine was not entirely successful in his mission to Britain, however. Celtic Christians from Ireland had also been sending missionaries into Britain from the north (most notably from their outpost at Lindisfarne). St. Augustine came into conflict with these Celtic Christians over local customs (primarily over the date of Easter and monastic tonsure). While Augustine championed the customs of Rome, the Celtic Christians did not want to abandon their own. When he met with some of their bishops to seek unity in 603, the Celtic bishops had been instructed by a hermit to act based upon how Augustine greeted them. If he remained seated, he was to be rejected as arrogant and an unfit leader. St. Augustine remained seated. He would die two years later and it wasn’t until the Synod of Whitby in 664 that this conflict was settled in favor of the Roman customs.


You will excuse me if I find this whole story incredibly inspiring: Pagan kings, Christian missionaries, native Christians vs. imperial Christians and ancient ruins being explored and restored. What more could I want for the basis of a D&D campaign? I could even import some of the stuff I’ve done for my version of Averoigne.

I even see a way to insert some Gygaxian goodness into all of this by re-skinning one of my all-time favorite modules — T1 The Village of Hommlet:

  • The Village of Hommlet is caught in-between the Roman and Celtic Christians as they argue over which set of customs to follow.
  • The Church of St. Cuthbert is currently under control of the Roman faction.
  • All the “old-believers” in town follow the Celtic customs.
  • Jaroo Ashstaff (the Druid) is a monastic hermit that serves as the spiritual leader for all the local Celtic Christians.
  • Rufus and Burne represent Frankish/Merovingian influence in the area.
  • While these two Christian factions argue with each other, the menace of an ancient pagan cult is finding the time and space in which to flourish.
  • The local cult is lead by Lareth the Beautiful out of the Moathouse.
  • Is there a possibility that one or more of the local nobles are funding this pagan cult as a means to discredit the newly Christian king?
  • Can the players discover the pagan plot, unite the Christians and save the king before it is too late?

Grrr. Now I want to play...

Friday, August 12, 2011

A Sample Wandering Monster Table

Yesterday, after making much about how the sample Wandering Monster Tables in Holmes & Cook suggest "a living, breathing environment that is in constant flux, where creatures from different levels are, if not constantly interacting with each other, moving through each other's territory on a regular basis." A look at my working cross section for my version of the Chateau des Faussesflammes, however, reveals that the first level of the dungeon is largely isolated from the rest of the dungeon. Therefore the tables as implemented and modeled in Holmes & Cook don't make much sense in context of the dungeon I am trying to use them for.

This is, in part, why I wanted to do all that math — in order to understand the methodology in order to adapt it from three tables into one table. I want to paint the picture of a living, breathing environment but cannot logically do it in the same manner.

Holmes uses a d12 to determine wandering monsters. Cook uses a d20 — as will I because it gives be more entries to help emulate a larger population. As I noted yesterday, Holmes allows for a 25% chance for a 2nd level encounter and an 8% chance for a 3rd level encounter for every wandering monster roll on the first dungeon level. On a d20 this translates into five second level encounters and two 3rd level encounters; however, there is also one 2nd level encounter already present on Holmes' first level list — the Gelatinous Cube. Thus, I will up the number of 2nd level encounters on my list to six.

Conceptually, the idea that Holmes & Cook imply by having so much cross pollination between dungeon levels is that there are different factions that co-exist and/or are fighting over territory. Since there is very little interaction between the first level and other levels in my dungeon, one of the sources for interaction (and therefore factions) needs to be outside the dungeon.

Therefore of the two basic factions (in which there might be sub-factions — I haven't decided yet), one is native to the dungeon and one is an outside interloper. Since CAS specifically refers to goblins being one of the main dangers of the Forest of Averoigne, they will play the role of interloper. The natives I will simply call the Merovingians. They will include various undead (the first level being a crypt), berserkers (normal men who have been possessed by malevolent spirits) and red caps (the most likely of the goblin-types to be affected by the aforementioned spirits).

So, without further ado, here (closely cleaving to the math I did yesterday) is my Wandering Monster Table for the first level of the Chateau des Faussesflammes:

  1. Jaques de la Lanterne  (1)
  2. Fire Beetles (1d3)
  3. Tettix (1)
  4. Gelatinous Cube (1)
  5. Giant Ticks (1d3)
  6. Giant Rats (2d6) + Pookas (1d3)
  7. Giant Toad (1) + Pooka (1)
  8. Kobolds (3d6)
  9. Goblins (2d4)
  10. Bogies (2d4)
  11. Skeleton (2d8)
  12. Zombies (1d3)
  13. Zombies (1d4)
  14. Ghoul (1d2)
  15. Merovingian Ghoul (1d6)
  16. Merovingian Hound (1d3)
  17. Berserkers (1d4)
  18. Berserkers (2d4)
  19. Red Caps (1d4)
  20. Red Caps (2d4)

Wednesday, May 15, 2013

The Salian Scion Class for ACKS

The next class to tackle in my conversion process to ACKS for my Averoigne campaign is my Holmesian Paladin. This class really came about as an opportunity to offer an HTH-only fighter type in the way the Holmesian Ranger is missile/thrown-only. I also took advantage of the DEX-based initiative system of Holmes by allowing the Holmesian Paladin to trade places with people on the initiative order.

Since initiative is dynamic in ACKS and a mere +1 to an individual’s initiative is considered a custom power, I am not going to try and go the initiative route. Rather, I am going to play up the original meaning of paladin which refers to a trusted military leader or imperial officer.

Since I have heavily used the history of the Merovingian Kings as a source of inspiration, I thought it apropos to allow the Salians to have a flavored version of the fighter type in the same way that I made my ACKS ranger Averni for flavor purposes. Thus, I will use the name Salian Scion to describe this conversion of the Holmesian Paladin:

The Salian Scion Class for ACKS


Prime Requisite: STR and CHA
Requirements: Must be Salian or have an approved backstory for a non-Salian
Hit Dice: 1d8
Maximum Level: 14
Although the Salians are recent interlopers in Averoigne, theirs is a Kingdom that has lasted nearly a thousand years. Thus, the noble families of the Salians are both well-established and steeped in tradition. There is also a need for those who are not first born to go out on their own and make a name for themselves, since they are not to inherent the family title or lands. Salian Scions represent these title-less noble born who seek to carve out lands of their own.

Salian Scions may wear any type of armor but their sense of honor and military tradition frowns upon any weapons other than swords, daggers, morning stars, maces, or lances. Likewise, they eschew one fighting style according to their Family Military Tradition (see below). When the player chooses a weapon, the primary way that weapon is used will determine the fighting style the character will not have available:

  • If the weapon uses the two weapon fighting style than no two handed fighting style.
  • If the weapon uses the two handed fighting style than no weapon and shield fighting style.
  • If the weapon uses the weapon and shield fighting style than no two weapon fighting style.

In addition, Salian Scions have the following Custom Powers:

  • Blood of Kings: Due to their noble lineage, Salian Scions are allowed to take one more henchmen than their CHA allows and all henchmen have their morale raised by 1.
  • Family Military Tradition: Salian families are closely associated with certain weapons. For example, those who are descended from the Merovingians are known for their prowess with the Two-Handed Sword. A Salian Scion is trained starting at birth using this family weapon. Therefore, the player may select one weapon as a family weapon at character creation which cannot be changed later. The Salian Scion receives a +1 to attack rolls with this weapon. In addition, readying or sheathing this weapon counts as a free action.
  • Inspire Courage: At 2nd level, Salian Scions have perfected the art of improving morale of troops. Prior to battle, the Salian Scion may spend one round encouraging those around the character (50’ r.) and these allies gain a +1 to attack throws, damage rolls, morale rolls and saving throws against fear. This bonus lasts 1 turn. This can be done to any given character once per day per class level. This does not work on characters already engaged in combat.
  • Command of Voice: At 4th level, Salian Scions have earned enough of a reputation that their very words hold power. They receive a +2 bonus to reaction rolls to creatures spoken to. If the result is 12 or more, the subject acts as if charmed. Creatures with a higher WIS than the character’s CHA are immune.
  • Heroic Resilience: At 9th level, the Salian Scion has established himself as a hero and a leader. As a result, when the character is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred results. The character may also subtract class level from the number of days of bed rest required to recover. [This is the same as the Savage Resilience custom power.]

Salian Scions fight and save as fighters, have the same proficiencies as fighters and use the Castle rules to build a Stronghold at 9th level.

XP progression looks like this:

  • Level 2: 2,600
  • Level 3: 5,200
  • Level 4: 10,400
  • Level 5: 20,800
  • Level 6: 41,600
  • Level 7: 83,200
  • Level 8: 164,400
  • Level 9: 328,800
  • Level 10: 448,800
  • Level 11: 568,800
  • Level 12: 688,800
  • Level 13: 808,800
  • Level 14: 928,800

Thursday, January 26, 2012

Map: Manor House

I have been re-tooling some of my work on my version of the Chateau des Faussesflammes, concentrating primarily on the ruins that are above the dungeons below. The first step I took was to make a map of the Chateau (which is really a manor house) prior to its ruination. This way I can make various adjustments, depending on when the Chateau is entered.

This manor house sits atop a hill. The stairs lead up to the front terrace and there is a ramp leading up to the back terrace. The fortifications (including the barracks at the front and the towers at the back) are later additions. Originally built during a time of stability and peace, the fortifications became necessary as the Merovingian dynasty declined from its apex. Though it adapted an already existing space, the chapel is also a later addition, after the line adopted Christianity.

Here is the map itself:


Here is a rough key:
  1. Entrance Hall
  2. Inner Court/Garden
  3. Sitting Room
  4. Music Room
  5. Storage
  6. Kitchen
  7. Storage
  8. Servant's Dining Room
  9. Servant's Foyer
  10. Powder Room
  11. Sitting Room
  12. Great Hall
  13. Gallery
  14. Trophy Room
  15. Dancing Room
  16. Dancing Room
  17. Dining Hall
  18. Storage
  19. Trophy Room
  20. Coat Room
  21. Storage
  22. Gallery
  23. Dining Hall
  24. Storage
  25. Trophy Room
  26. Coat Room
  27. Gallery
  28. Study
  29. Sitting Room
  30. Changing Room
  31. Training Room
  32. Changing Room
  33. Sitting Room
  34. Reception Room
  35. Study
  36. Narthex
  37. Chapel; a=Vestry
  38. Reception Room
  39. Study
  40. Reading Room
  41. Library
  42. Secret Study
  43. Front Terrace (protected by a portcullis)
  44. Back Terrace
  45. Tower
  46. Entrance Ramp
  47. Barracks; a=Soldier's Quarters; b=NCO Quarters; c=Officer's Quarters; e=Guard Room
Stairs labelled with 'd' go down and those with 'u' go up.

Tuesday, August 16, 2011

Heraldry of Faussesflammes

I am a big fan of heraldry and intend to use it as a visual cue for players while exploring various levels of the Chateau des Faussesflammes. Thus, I spent some time putting together these designs as well as a brief explanation for each of the main characters of the Chateau:

Crimson King



I chose the image of a crow for a couple reasons. Firstly, it has pagan overtones, given their association with the Wotanic mythology. Secondly, it calls to mind the collective noun murder, as in a murder of crows. The color crimson is indicated by both the border and the crown.

Black Queen


I like the simplicity and starkness of this image. Since I plan on have the Black Queen being the most active of these background characters (by way of her various minions) I hope that the characters will be filled with dread when they see a black crown...

Purple Piper



The imagery here comes from the vestments of an Orthodox Christian monk. It represents Golgotha (the place of the skull) with the sponge of vinegar and the spear the pierced Christ's side. This is one of the most misleading of the images here. I plan to use the Purple Piper as a kind of patron — someone who passively directs the players and sends them on missions through hints and riddles; however, I don't necessarily want the players to immediately trust him. Thus, I have left off the Cross, which would normally be part of this image.

Pilgrim



The three birds at the top are peacocks and the ermine below is one that could pass for feathers. In Orthodox Christian iconography, peacock feathers are used to represent the (many-eyed) Cherubim. I felt this angelic imagery (where angel means messenger) was very appropriate for the Pilgrim.

Gardener



As I mentioned before, when King Clovis became Christian, he was granted the vision of an angel handing him a flower. I thought this image was quite apropos given this heraldic symbol is not only associated with French kings, but could pass for the symbol of a gardener as well.

Pattern Juggler


Coats of arms can get quite complicated, especially when trying to represent various lineages and individuals all at the same time (take a look at the heraldry associated with the English crown, for example). Thus, in order to represent the multiple personalities of the Pattern Juggler, I mimicked this heraldic trope of complicated patterns in quarters and the mini-shield in the middle.


Yellow Jester



Finally, this image pulls together some themes from both the Pattern Juggler (with the background pattern representing the chaos surrounding the last of the Merovingian Kings as well as their shrinking power) and the Crimson King (the crown, creating a visual bookend for the beginning and end of the line). The yellow lion is somewhat related to French heraldry and I thought it ironic that such a strong image should be associated with such a pathetic character.

Wednesday, June 22, 2011

Monastic Orders

In the wake of the creative onslaught that assaulted my brain after reading The Beast of Averoigne by CAS, I have been brushing up on Western monasticism in order to be able to piece together an appropriate ecclesial structure for a campaign set in a fantasy version of southern France. In order to do this, one actually has to start in the east.

Christianity has from the very beginning had a monastic character. Though he was certainly not the first monk, St. Anthony is considered the grandfather of Christian monasticism. He was a hermit of the Egyptian desert in the late 3rd century and early 4th. His life was record by St. Athansius the Great. This was translated into several languages and became an extremely popular book. It inspired an entire generation (and continues to inspire, I might add).

With the advent of Christianity not only being tolerated by the Roman Empire, but being the preferred religion of emperors, the first great era of martyrdom came to a close. Facing a world where there was no possibility of following in the footsteps of the great Christian heroes into martyrdom and inspired by the Life of St. Anthony, an entire generation went into the desert.

There, two basic styles of monasticism developed: cenobitic (communal) and eremitic (hermit-like). St. Basil the Great is seen in Orthodoxy as a founding monastic legislator, whose rules are still used by Orthodox monks today. St. Benedict, using St. Basil's rules as a model, wrote his own Rule which became the model for Western monasticism.

During the period of approx. A.D. 1100-1350 there were at least three orders within France that could be used as inspiration for a fantasy setting:

  • Benedictines: (mentioned in The Beast of Averoigne), also known as black monks (because of their black/dark robes) who are followers of the Rule of St. Benedict. It is a cenobitic order.
  • Cistercians: also known as white monks (because of their undyed robes). They also follow the Rule of St. Benedict, which they attempt to follow in exactness. They emphasize field-work and are famous for their agriculture (they introduced a lot of agricultural technology to Europe) and as horse breeders. The only income they accepted was from this field-work (no gifts, no tithes, etc.). It is a cenobitic order. The Knights Templar were Cistercians.
  • Carthusians: also known as charterhouse monks. This is the most austere of the orders. They shaved their heads, wore horse hair shirts and took a vow of silence. They lived as hermits, gathered together only for services and ate together only on Sundays. It is an eremitic order. In more modern times, they made famous a green liquor known as chartreuse, from which the pale green color gets its name.

For the purposes of using these three orders to inspire monastic orders for a fantasy world, I am going to adopt the names black monks, white monks and green monks. These primarily refer to the color of the robes that they wear.

One of the basic credos of the Rule of Benedict is the simple phrase Pray and Work. White monks emphasize work, being excellent farmers and horse breeders. They live in communities in rural and wilderness environments. Green monks emphasize prayer. They are famous for their elixirs (derived from the same plants that they use to dye their robes) and live primarily as hermits in the wilderness. Black monks seek to find a balance between work and prayer. They tend to live in communities in or near urban centers.

Besides their robes, the three orders can also be distinguished by their form of tonsure. White monks wear the classic "bald spot" tonsure we all associate with medieval monastics. Green monks shave their heads. Black monks do not cut their hair or beards at all. Therefore, they are also sometimes known as Nazirites (see Numbers 6:5). [This latter style has two sources of inspiration. Orthodox monks normally do not cut their hair nor shave and the Merovingian Kings of France were known as the "long-haired kings" because not only did they wear their hair long, but if their hair were cut, they would be unworthy of ruling.]

In addition to monks, each order would have two sub-orders: Canons and Swords. Canons are those ordained priests who have taken monastic vows. Interestingly, the Eastern Orthodox practice of allowing marriage prior to ordination was still in use in Western Christendom at this time, though frowned upon. I like the idea that cleric characters don't necessarily have to start out as ordained clergy, but would have to be ordained in order to receive 3rd level spells or higher — thus marriage is a possibility for those inclined. Swords are the military arm of the order. These would be the Knights Templar or the Hospitallers of this fantasy world.

To summarize:

Black Monks

Cenobitic order whose abbeys are primarily in or near urban centers. They seek to find a balance between prayer and work. Known for their black/dark robes and their uncut hair and beards. Also known as Nazirites.

Black Canons

Ordained priests who have taken a monastic vow with the Black Monks.

Black Swords

The military arm of the order. They have served extensively in the East, explaining the heavy eastern influence on the order.

White Monks

Cenobitic order who emphasize field-work. They are especially gifted farmers and horse breeders. Known for their undyed robes and their "bald spot" tonsures. Their abbeys are primarily in rural or wilderness areas.

White Canons

Ordained priests who have taken a monastic vow with the White Monks.

White Swords

The military arm of the order. While they also have served in the east, they have had more influence in the West. There are rumors of corruption, hidden treasures and even sorcery among its members.

Green Monks

Eremitic order who primarily live in the wilderness. Emphasizing prayer, they are known for their green robes, which are dyed with the same plants that they use to make their green elixirs. They shave their heads and take various vows of silence.

Green Canons

Ordained priests who have taken a monastic vow with the Green Monks.

Green Swords

The military arm of the order. The smallest of the three military orders, these soldiers are famous for their unarmed fighting techniques.