Clopin Trouillefou, King of the Court of Miracles
“Meet Clopin Trouillefou: The Cunning King of Thieves, Master of Deception in the Enigmatic Court of Miracles!”
- Alias: The King of Thunes, Prince of the Argotiers, Bishop of Fools
- Gender: Male
- Race: Human
- Occupation: Counterfeit beggar, Leader of the Truants in the Court of Miracles
- Religion: Unknown
- Allies: The Truants, the Duke of Egypt (Romani and one of the authority figures in the Court of Miracles, he is also the guardian of Esmeralda)
- Enemies: Authorities and those who threaten the Court of Miracles
- Abode/Base of Operations: The Court of Miracles in Paris
- Nationality: French
- Languages: French, Thieves Cant, Romani
- Alignment: Chaotic Neutral
- Affiliation(s): The Court of Miracles, Romani Community
- Significant Others: None specified
In the labyrinthine streets of medieval Paris, there emerges a figure both beguiling and cunning – Clopin Trouillefou. Known as the King of Thunes, this enigmatic character navigates the bustling city with the grace of a cut-throat and the guile of a master manipulator.
Introduction: Clopin is the charismatic leader of the Truants, an eclectic assembly of outcasts and rogues who find solace in the shadowy corners of the Court of Miracles. With a title that echoes through narrow alleys – Prince of the Argotiers and Bishop of Fools – Clopin is a man of many facets, draped in mystery.
Character Traits: In his counterfeit beggar’s guise, Clopin preys on the compassion of unsuspecting passersby, feigning disabilities with a practiced finesse. By night, he transforms into the sovereign of the Court of Miracles, mocking the authorities and commanding the loyalty of his subjects with eloquent speeches.
Motivations and Fears: Clopin’s motivations intertwine with the survival of his makeshift kingdom. Fearful of losing his grip on the Truants, he weaves intricate tales and blurs the lines between reality and illusion. Beneath the bravado lies a man who, despite his lack of genuine care, yearns for the preservation of his power and influence.
Aspirations: Driven by a desire to maintain dominance over the Court of Miracles, Clopin orchestrates schemes and disruptions. His ultimate goal is the preservation of the delicate balance within his hidden realm, ensuring the continued existence of the Truants against the ever-looming threat of the outside world.
In the shadows of Notre Dame, where whispers of rebellion and tales of beguilement echo through cobblestone streets, Clopin Trouillefou’s tale unfolds – a captivating saga of survival, deception, and the pursuit of an elusive kingdom.
Clopin Trouillefou
Medium humanoid (human), chaotic neutral
Armor Class 13 (leather armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 16 (+3) | 14 (+2) | 12 (+1) | 18 (+4) |
Skills Acrobatics +6, Deception +8, Performance +8, Sleight of Hand +6
Senses Passive Perception 11
Languages Common, Romani
Challenge 5 (1,800 XP)
King’s Command (Recharge 5-6). Clopin Trouillefou asserts his authority as the King of the Court of Miracles, compelling each creature of his choice within 15 feet to make a DC 15 Wisdom saving throw. On a failed save, a creature becomes frightened of Clopin for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Multiattack. Clopin Trouillefou makes two attacks, either with his dagger or sling.
Reactions
Cunning Escape. When Clopin Trouillefou is hit by an attack, he can use his reaction to attempt to dodge out of the way. He makes a Dexterity saving throw (DC equal to the attack roll). On a success, he takes no damage and can move up to half his speed as part of the same reaction. On a failure, he takes full damage.
Lair Actions
On initiative count 20 (losing initiative ties), Clopin takes a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Illusory Distraction. Clopin creates illusory duplicates of himself that scatter in different directions. Each creature within 60 feet must succeed on a DC 15 Wisdom saving throw or be distracted. Distracted creatures have disadvantage on attack rolls until the start of Clopin’s next turn.
- Thieves’ Gambit. Clopin signals his Truants to perform a coordinated attack. All Truants within 60 feet gain advantage on their next attack roll.
Legendary Actions
Clopin Trouillefou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Clopin regains spent legendary actions at the start of his turn.
- Dagger Attack. Clopin makes a dagger attack.
- Thieves’ Tactics (Costs 2 Actions). Clopin grants advantage on the next attack roll made by a Truant within 30 feet.
Equipment: Leather armor, dagger, sling, colorful garments, tambourine.
Traits
Court of Miracles Expertise. Clopin has advantage on saving throws against being charmed or frightened.
Magic Resistance. Clopin has advantage on saving throws against spells and other magical effects.
Cunning Action. Clopin can take a bonus action to take the Dash, Disengage, or Hide action.
Background: King of the Court. Clopin has a unique connection with the Court of Miracles, gaining information, support, and shelter from the members of this clandestine community.
Roleplaying Tips: Clopin Trouillefou is a charismatic and cunning leader, driven by a desire for the freedom of his people in the Court of Miracles. He instills fear in those who oppose him and employs cunning tactics to lead his Truants effectively. His flamboyant and eloquent nature makes him a master of deception, rallying his followers with passionate speeches. Despite his roguish tendencies, Clopin has a complex sense of morality, guided by the harsh realities of his life as the leader of outcasts.
Currently in the World
Clopin Trouillefou stands in the midst of the Court of Miracles, draped in vibrant, mismatched garments that mirror the eclectic nature of his realm. A tattered, multi-colored cloak billows around him as he addresses his fellow Truants. His attire, a patchwork of stolen fabrics and bold hues, reflects the chaotic energy of the streets he roams.
His sharp, dark eyes dart around, taking in the faces of those gathered in the hidden sanctuary. A mischievous grin plays on his lips as he orchestrates the evening’s activities. The flickering torchlight casts dynamic shadows on his weathered face, revealing the lines etched by years of cunning survival.
Clopin’s expressive hands emphasize his animated storytelling, and his charismatic presence captivates the diverse assembly. The air is filled with a sense of camaraderie, and the scent of various street foods mingles with the distant sounds of Parisian nightlife.
In this moment, surrounded by the hustle and bustle of the Court of Miracles, Clopin’s mood is one of lively revelry, embracing the freedom of the streets he calls home.
In Fiction
Clopin Trouillefou, dressed in his ragged royal insignia, with his head circled with what appears to a mockery of the king’s crown.”
The King of Thunes, Prince of the Argotiers, Bishop of fools. He is a cut-throat he makes his living through counterfeit begging, in which he fakes an illness, disability, or deformity in order to beg alms off people.
At night leads the Truants in The Court of Miracles. Clopin is a very practical man, probably due to his many years growing up as a vagabond and theif. In his Court of Miracles, he mocks the king and his running of the country.
Clopin is obviously not a man of education but has a natural talent for leading. Despite the fact he couldn’t really care for his subjects. He’s very “eloquent” in his speeches. Recent Clopin disrupted Pierre Gringoire’s play, begging the audience for money.
Later that night, Gringoire runs into him once again in the Court of Miracles, where Clopin is revealed not as a beggar, but as the King of Truands. He prepares to execute Gringoire for trespassing, until the beautiful Esmeralda agrees to marry him in order to save him. Clopin received news of Esmeralda’s upcoming execution for the framed murder of Captain Phoebus. In order to rescue her, he has rounded up all of the Truands to attack Notre Dame Cathedral where Esmeralda is protected by Quasimodo.