The literary and digitals otters of <i>the Voyage of St. Brendan the Abbot</i> and <i>Brendan’s Voyage</i>

Abstract Composed in Anglo-Norman French during the 1120’s, The Voyage of St. Brendan the Abbot features a striking episode in which an island hermit named Paul recalls his reliance on an otter who brought fish to the ascetic for thirty years. This little studied passage is remarkable for the way in which the poet positions the otter as a humanlike source of technical skill and hospitality alongside a hermit who exhibits animal qualities in his rugged physiognomy far from human community. Such an arrangement of the otter and hermit suggests that vulnerability and hospitality are shared features of animality and humanity. This specific vision invites readers—both medieval and modern—to construe animals and humans as distinctive while sharing in a common identity rooted in bodily precarity as well as the possibility of extending aid. These dynamics recur in Brendan’s Voyage, a five-module video game prototype supported by the National Endowment for the Humanities with the aim of teaching basic features of Anglo-Norman French through the story of St. Brendan. By comparing the literary and digital otters of the medieval source poem and its video game adaptation, this article positions Brendan’s Voyage as an opportunity to remediate the original poem’s expansive vision of animals, humans, vulnerability, and hospitality for a modern audience.

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Publication Details

Journal
Digital Scholarship in the Humanities
Published
2026-02-15
DOI
https://doi.org/10.1093/llc/fqag019
Primary Topic
Medieval Literature and History
Type
article
Field-Weighted Citation Impact
0.00
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article

The literary and digitals otters of the Voyage of St. Brendan the Abbot and Brendan’s Voyage

Jacob Abell
Digital Scholarship in the Humanities
Medieval Literature and History
article

The literary and digitals otters of the Voyage of St. Brendan the Abbot and Brendan’s Voyage

Jacob Abell
article en

Abstract

Abstract Composed in Anglo-Norman French during the 1120’s, The Voyage of St. Brendan the Abbot features a striking episode in which an island hermit named Paul recalls his reliance on an otter who brought fish to the ascetic for thirty years. This little studied passage is remarkable for the way in which the poet positions the otter as a humanlike source of technical skill and hospitality alongside a hermit who exhibits animal qualities in his rugged physiognomy far from human community. Such an arrangement of the otter and hermit suggests that vulnerability and hospitality are shared features of animality and humanity. This specific vision invites readers—both medieval and modern—to construe animals and humans as distinctive while sharing in a common identity rooted in bodily precarity as well as the possibility of extending aid. These dynamics recur in Brendan’s Voyage, a five-module video game prototype supported by the National Endowment for the Humanities with the aim of teaching basic features of Anglo-Norman French through the story of St. Brendan. By comparing the literary and digital otters of the medieval source poem and its video game adaptation, this article positions Brendan’s Voyage as an opportunity to remediate the original poem’s expansive vision of animals, humans, vulnerability, and hospitality for a modern audience.

Digital Scholarship in the Humanities
Baylor University (US)
Openalex Percentile: Top 20%
Medieval Literature and History
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