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Planescape: Torment, Part 2: …to the Desktop

The photographer’s model for the visage of The Nameless One on the now-iconic Planescape: Torment box was actually Guido Henkel, the game’s producer, who was enlisted at the last minute when the planned professional model had a “scheduling conflict.”


This article tells part of the story of Dungeons & Dragons on the tabletop and on computers.

Usually if you choose the longest dialog option, that’s the best option.

— Chris Avellone

Quite some years ago now, I briefly interviewed Brian Fargo about Interplay’s 1988 adaptation of the William Gibson novel Neuromancer. He was plainly busy and a little distracted with more modern game-development matters — this was in the midst of the Kickstarter-funded Wasteland revivals — but he was helpful and friendly enough during the half-hour or so that I spoke to him. Toward the end of our conversation, he mentioned that he had a box full of papers from his Interplay days gathering dust in a filing cabinet in his home office. Upon hearing this, I leapt immediately to make a pitch for my archivist friends at the Strong Museum of Play in Rochester, New York. And lo and behold, a Brian Fargo collection showed up at the Strong within a year or so. I don’t know whether these two events are related, but I like to think that they are.

Regardless, the next time I made it up to the Strong, I naturally made it a point to go through the collection. And it was there, amidst a mishmash of other documents spanning the nearly twenty years that Fargo spent running Interplay, that I first stumbled upon the original pitch document for Planescape: Torment, the one that crossed his desk in June of 1997 and led to the project being formally green-lit. I found this document rather shocking at the time, in that its tone was so totally out of keeping with the hallowed reputation which the game had long enjoyed even then as the most credible claimant to the status of true Interactive Art that the CRPG genre has ever produced. Much of this pitch, by contrast, seemed to have been written by Joe Lieberman’s most stereotypical nightmare: by a sadistic, DOOM-addled teenager who turned it out in between dry-humping everything around him with an even vaguely feminine shape.

No more using boring swords, daggers, or bows to carve bloody swaths through opponents. Plunge scalpels into foes’ eyes, lace their food with poisonous embalming fluid, push them into man-eating pockets of ooze, sic them with sarcastic biting skulls, hurl them into razorvines, conjure burrowing rot grubs within a victim’s brain, cast spells that make them bleed from every orifice, or change a person’s scent so they attract packs of hungry rats. Deliver punishment in ways that will bring a smile to your face.

“Fireball” can go hide in the fucking corner when you unleash your arsenal. Jam your hand into an opponent’s body, rip out his soul, and tell it to kill its owner. Make a gesture and summon a blanket of crawling, biting insects to turn your enemy into a Happy Meal. Send your foes on a field trip to Hell without a permission slip. Taunt someone to death. Summon your darkest shadows from across existence and send them into battle to feed on your opponent’s physical strength. Your succubus ally can kiss your opponents to death — they die with a smile on their face.

This game will have lots of babes that make the player go wow. There will be fiendish babes, human babes, angelic babes, Asian babes, and even undead babes. Think babes. Then think more babes.

To which one can only reply, whoa… whoa. Settle down there, Beavis, before you rub that thing raw.

This document, which has long since surfaced publicly and made the rounds of the Internet, has become something of a problem for Planescape: Torment’s cult fandom, being so markedly at odds with what they wish the game to be. Some have gone so far as to claim that the juvenile profanity was nothing more than an elaborate ruse to get Brian Fargo and his marketing cronies to sign off on such an uncompromising piece of art, or that this is the only corporate pitch document in the history of the world to inhabit the category of satire. But personally, I’m not buying these pat explanations. I think that the finished Planescape: Torment that we know is a blending of the adolescent and the rarefied, the commercial and the idealistic. It’s not that the higher concepts and grander themes don’t exist. It’s just that they’re embedded into a licensed and branded Dungeons & Dragons computer game — made by, let’s face it, a bunch of nerdy twenty-something American men with the same predilections and blind spots as their peers elsewhere in the industry. We probably shouldn’t allow ourselves to get quite as precious about it as we often do.

For what’s worth, I suspect that Chris Avellone himself might more or less agree with this assessment deep down in his heart of hearts. In every interview I’ve seen him give on the subject of Planescape: Torment, he’s been distinctly reluctant to take on the persona of the auteur creating timeless art for the ages. He tends to speak more in the terms of a creative professional who was given a job to do: “Like just about every game I’ve worked on in my career, the franchise or premise was mandated, and then I worked within the parameters given.” He prefers to frame the protagonist’s journey to self-knowledge more as a way of flattering the typical gamer’s sensibilities than a conscious artistic masterstroke.

It is a very selfish game. After about ten years of game-mastering players… that’s really all they care about. They want the entire adventure to revolve around them. Players want to hear people talking about them. It’s the ultimate ego stroke.

Again, this is not to say that Planescape: Torment doesn’t resonate in certain places with the proverbial human condition. It’s merely to say that it’s a complicated, piebald beast. Is it art? Maybe, depending on how you define such things, since art is always in the eye of the beholder. Is it a penetrating work of moral philosophy? Maybe, to some extent, but maybe not quite so much as some folks want it to be. Is it well-written? Intermittently, although seldom on a sentence-by-sentence level. Is it brave and groundbreaking in the context of its time and circumstances? Absolutely. Is it a great game, full stop? Eh…


Building the perfect box-cover beast…

Fair warning: a considerable number of Planescape: Torment spoilers follow!

Baldur’s Gate, the only Infinity Engine game to precede Planescape: Torment, attempts very explicitly to recreate the pleasures of playing tabletop Dungeons & Dragons with your friends. The companions whom you collect around you could easily be the avatars of said friends. Each of them is an archetype — fighter, magic user, cleric, thief — which constitutes one part of a Gary Gygax-approved well-balanced adventuring party. The game employs the classic “a group of adventurers met in a bar and went questing” setup. There’s an overarching plot, but it’s really just an excuse to explore more terrain, fight more monsters, and grow steadily stronger.  If you want, you can even play Baldur’s Gate together with your real-life friends, with each of you taking control of one character (although it’s rather clunky in practice, being subject to the technological limitations of the late 1990s).

Whatever else it happens to be, Planescape: Torment is nothing like that. It’s the very specific story of one very specific character, presented it a way that would never have worked with a gang of others sitting around the tabletop. Companions do arrive to accompany him, but they are always peripheral to his central psychodrama. There is no multi-player mode here. Having one would make no sense.

The protagonist of Planescape: Torment is the appropriately named Nameless One, a zombified shamble of flesh and bone who wakes up at the beginning of the game on a mortuary slab in Sigil, the city of inter-planar doors, with no idea who he is or how he got there. So, he sets off to try to find out. Along the way, he meets the aforementioned companions who join him on his journey. One or two of them he even meets in a bar, but these are not your typical happy-go-lucky adventurers with mercenary stars in their eyes. The fact is that each of their stories has long ago become interwoven with that of the Nameless One himself, generally to their detriment, and even though he can’t remember any of it. His own backstory will prove to be far longer and stranger than you or he might ever have thought possible, encompassing hundreds of lifetimes lived out all over the planes of existence, during which he has been good and evil and everything in between. His true quest, it will gradually become clear, is not merely to find out who he really is. Doing so is just a prerequisite to stopping the cycle of rebirths, owning his sins, and finally bringing his story to an end.

Planescape: Torment demonstrates the flexibility of the Infinity Engine. In keeping with the more personal focus of the story, the team at Interplay moved the camera in closer to show the characters on the screen better, condensed the interface down to a single bar at the bottom of the screen, and reworked the controls to make use of a popup, adventure-game-style radial verb menu.

Not only does Planescape: Torment subvert the traditional plot outline of a CRPG by turning a triumphalist power fantasy into a tragic journey of self-discovery, but it subverts many of the standard CRPG mechanics to serve its agenda. The Nameless One is immortal, which means that defeat and “death” in combat is a minor inconvenience at worst; he will always wake up once again on his mortuary slab, with all of his inventory, companions, and experience points intact. (In some places, he is even required to “die” in order to advance the plot.) With physical threats being thus robbed of their menace, a clever dialog response is almost always worth more experience points than defeating the same interlocutor in battle. Swords, armor, and most of the other usual trappings of heroic adventure are seldom seen, replaced by stranger concoctions, like a floating skull who can upgrade his attack by acquiring sharper teeth. Planescape: Torment is not your parents’ CRPG.

To wit: if you come to this game expecting a plane-skipping roller-coaster ride through a wide variety of environments, I’m afraid you’re destined to be disappointed. Most of it takes place within Sigil. You start out in the slums and eventually make your way to slightly posher districts of the city, but the general atmosphere remains one of futility and decay from first to last. I’m frankly not sure how to respond to this. My wide-eyed inner child, the one who used to consume pulpy sci-fi novels by the dozen, thinks it’s false advertising to promise us a city of doors to infinite possibility and then deliver only this sad-sack assemblage of run-down mundanities. My more mature incarnation, the one who studied (or in some cases suffered through) the literary classics at university, thinks it might be an admirable case of a game sticking to its guns. But even he begins to feel crushed under the sheer weight of misery on display here, begins to wonder what pathetic excuse for a multiverse this is that has such a squalid, nihilistic centerpiece.

Planescape: Torment has its share of interface issues, but the quest log at least is far more usable than the one in Baldur’s Gate.

In practice, much of your time in Planescape: Torment will be spent wandering through each new district of Sigil as it opens up, clicking on every character who has a name or otherwise non-generic description in order to initiate conversation. Make no mistake. These people like to talk… oh, my God, do they like to talk. A minority of them have information or assistance to offer that pertains to the main quest, or at least to one of the many side-quests. Most of them, however, just “rattle their bone-box,” as the Sigil lingo goes, for the sake of hearing it rattle, telling you all about their hardscrabble lives in paragraph after paragraph of text. I find that it becomes numbing after a while, a symphony of despair that just keeps hammering away on the same relentlessly grim note. It’s Down and Out in Paris and London, except an order of magnitude longer in a different dimension.

The Chant — the Cockney-inspired lingo of Sigil — is striking, even if it is lifted from TSR’s Planescape boxed set rather than being an innovation of this development team. All the same, the writing has a rough-draft quality to it that includes but is by no means limited to the typos and minor grammatical errors that are strewn fairly liberally throughout, the well-nigh inevitable result of laying down so very much text in a relatively short span of time. It’s enough to make you long for the days when computers were primitive enough that even text was expensive, such that developers had to choose their words with care, had to make sure that every single one of them counted. Failing that, we might wish that someone in Interplay’s marketing department had insisted that the whole game be voice-acted, which would have served the same purpose of forcing the developers to include only those words that really matter. (As it is, only the occasional line or two is voiced.)

Editing, in any sense of the word, was clearly not a priority here. Back in the 1980s, Infocom employed a full-time editor from the book-publishing world to polish and tighten the prose in its games. But alas, such work was far beyond the core competencies of a 1990s studio like Interplay. The only guiding principle here seems to be the more words, the better. Matters reach a kind of absurd climax when you wander into a bar in which the patrons spout verbatim paragraphs from the old TSR Planescape campaign setting, copied and pasted into the computer game. One can easily imagine that the developers must have been paid by the word, the way people like to say that the similarly verbally incontinent Charles Dickens once was. Whether they were or not, talk is way, way too cheap in Planescape: Torment.

At times, you can almost palpably sense Chris Avellone and his friends straining to put words in the mouths of so many superficially indistinguishable characters in ways that might make them stand out. You want to tell them that it’s okay, give yourself a break: literary merit is not measured by the kilogram of verbiage. Occasionally the writing surrounding the many bit players of Sigil can surprise you with a clever metaphor or a flash of insight or compassion, but more often it just wallows in the squalor. Many of the grotesques you meet are gross just for the sake of being gross, thus revealing that the sniggering lover of blood and boobs who wrote so much of the pitch document remains a part of the development team’s collective unconscious if nothing else.

A man is looking at you with a strange, bug-eyed stare. His eyes are huge… so huge they look ready to pop out of their sockets and roll across the cobblestones. He nods eagerly as you approach, bobbing his head like a bird… and as you near him, you suddenly notice the smell of the urine and feces surrounding him. The man sniffles, wiping his nose on his sleeve, then opens his mouth to reveal blackened, rotted gums…

Reekwind coughs, his eyes almost popping out of his skull as he does so. His cough seems to loosen his bowels, for he breaks wind loudly, as if to accentuate his point…

In a moment of levity, the game has fun with some of the tropes of golden-age CRPGs. “I’ll bet ye’ve all *sorts* o’ barmy questions! Greetin’s, I have some questions… can ye tell me about this place? Who’s the Lady o’ Pain? I’m lookin’ fer the magic Girdle o’ Swank Iron, have ye seen it? Do ye know where a portal ta the 2817th Plane o’ the Abyss might be? Do ye know where the Holy Flamin’ Frost-Brand Gronk-Slayin’ Vorpal Hammer o’ Woundin’ an’ Returnin’ an’ Shootin’-Lightnin’-Out-Yer-Bum is? I ought ta kick ye in the shins fer even pesterin’ a poor ol’ woman about it all!”

The companions with whom you hack your way through this forest of words instead of monsters are a mixed bag. Morte the talking skull is your first party member, already at your side when you wake up on the mortuary slab for the first time, already seeking to make up for having betrayed you in one of your earlier lives. His redemption arc aside, he’s clearly meant to provide a note of comic relief amidst the cavalcade of misery you encounter, even if in practice his humor misses rather more than it hits; the necrophiliac jokes about every female ghoul and zombie you meet get pretty old pretty quickly.

Your companion Dak’kon belongs to the githzerai, a planar race of ascetics who prize order and harmony over all else. Unfortunately for him, a crisis of faith has led to him being cast out by his own people.

Nordom is not so much cast out as dropped in from what feels like it ought to be a different game entirely. Recruitable only via a lengthy side-quest that’s disarmingly easy to miss completely, he’s a robot who has evolved into sentience and is trying to figure out what to do next. He’s essentially WALL-E nine years before Pixar came up with him; he’s even drawn in a cartoon style, a jack-in-the-box with big, sad eyes and way too many gangling limbs.

And then we have the two female companions. They are defined by their gender and sexuality in a way that their male counterparts are not, occupying an uncomfortable liminal space between adolescent wish-fulfillment and earnest character-building. The pitch document tells you most of what you really need to know about them when it promises “to fill the game with deep, meaningful interactions with characters that happen to have swaying, pendulous breasts.” Both Fall-from-Grace the reformed succubus and Annah the reforming tiefling thief look like your standard videogame hot chicks. The way they’re written, on the other hand, arguably provides less fodder for students of literature or philosophy than it does for psycho-anthropologists who happen to be studying a certain subset of turn-of-the-millennium young men.

Fall-from-Grace runs the embarrassingly named “Brothel of Slaking Intellectual Lusts.” This establishment is full of hot chicks just like her, who invite their male customers in to… well, just to talk to them about all the nerdy interests that cause other comely young women to roll their eyes and start sidling toward the nearest exit.

Annah is an apparently jaded girl of the streets who, it will eventually turn out, has never known the touch of a man (because of course she hasn’t) and thinks that The Nameless One might be the right one to finally teach her the ways of love (because of course she does).

Fun fact: Annah the tiefling was voiced by Scottish pop singer Sheena Easton. Sadly, The Nameless One never does get to spend a night inside her sugar walls.

Now, I don’t want to jump all over Chris Avellone and his friends for this. I believe we should weigh intent at least as heavily as effect when passing judgment on anything, and the intent here is as sweet in its way as it is perchance inadvertently revealing. If the “babes, babes, and more babes” guy from the pitch document is the person these lads were with their peer group, then the wide-eyed romantic who came up with Fall-from-Grace and Annah was likely the person they became alone at night after their buddies had gone home. I remember seeing the girls I crushed on — the one I really crushed on, that is — in much the same way when I was their age or only a little younger. To my adolescent eyes, they were well-nigh celestial beings whom I wanted to shelter from the ugliness of the world (not least all those other guys who were better at sports than I was) and commune with in a way that transcended sex (not least because I was none too confident in my own abilities in that department in comparison to those other guys). It’s a phase a lot of us go through, but also one that we hopefully outgrow. The problem with such attitudes, of course, is that they still preclude one from seeing the object of one’s fancy as a fully-realized human being with a full measure of agency in her own right. Men have been using these velvet cages, sometimes consciously and sometimes unconsciously, to hold women down since time immemorial. The women of Planescape: Torment contribute to the sense of a writing team who are punching a little too far above their own weight — or, maybe better said, their life experience.

The overwriting and the gawkiness are present in the main plot line as well. Below is a short extract from the game’s turning point, a long-sought-after and predictably prolonged dialog with Ravel Puzzlewell, a witch who knows much about The Nameless One’s real nature.

“A shadow with substance, a-seeking that which casts the light. I know you more and no… know…” Ravel pauses, her eyes dimming. “No more than I know the nature of ANY man. Crossed pasts have we… a man tainted with un-death, still feeling the pangs of separation, and an old withered crone, now all-imprisoned. Seems it that we are a-meeting for the first time? No, no, not, not… knot?” Ravel seems confused for a moment, then shudders, as if throwing off a weight. “Knot at all. An echo of a future meeting this is… or a past meeting, depending on which way time is facing.”

The first thing we notice here is the inverted sentence structures of Yoda-speak, a kind of default setting for mysterious and profound characters in way too many games. It serves to remind us that, for all their aspirations toward Philosophy, these writers are better versed in the works of George Lucas than Aristotle or Nietzsche.

Meanwhile all this punning on “know” and “no,” “passed” and “past,” “not” and “knot,” is the sort of thing that clever and ambitious young writers often turn out, and grizzled and remorseless editors draw a line through just as quickly. For it works only on the page (or the screen, in this case); if it was spoken, as we’re supposed to imagine dialog being, it would all fly right past the interlocutor. In the end, then, the only purpose it serves is to point out the cleverness of the author, which isn’t — or oughtn’t to be — the purpose of writing anything. If we keep at it long enough, most of us writers learn to nip such cherished little darlings in the bud before they can pull our readers out of the story we’re trying to tell.

And now, looking back on what I’ve written, I see that I’ve been hard on Planescape: Torment, harder than I really intended to be. And yet there are criticisms I haven’t even gotten to yet. For example, I haven’t mentioned how unsatisfying and annoying the combat is — yes, it does exist, and is actually quite extended and extensive at times, such as when you have to leave the streets of Sigil to delve into its tombs and sewers, or when you leave Sigil’s dimension entirely during the last quarter or so of the game. (Never fear: the other dimensions you visit are if anything even bleaker than this one.) Ironically, the same changes to the Infinity Engine that make this game feel more personal than the likes of Baldur’s Gate also serve to explain why Bioware made the choices they did for their own, more conventionally combat-oriented CRPG. Here, the close-in camera makes it harder to keep track of what is going on during a fight, even as the other interface changes make it harder to micro-manage your party when you really need to. Most of the standard CRPG elements — character levels, ability scores, spell books, etc. — feel like phantom limbs here; tragic psychodrama makes a strange fit with the power fantasy of Dungeons & Dragons. The final impression which I just can’t escape is that of an engine and system of rules which are badly out of sync with the game they’re being asked to present. If you want to call that further evidence of subversive intent on the part of the development team, be my guest. I just call it unfortunate.

For all that, though, I don’t want what I’ve written to read as an invalidation of the experience of those who have played Planescape: Torment and felt a wind of profundity blowing through its dreary environs. I’ve felt the same wind myself. (And no, I’m not talking about our friend Reekwind.) As you learn more and more about The Nameless One’s endless cycle of pain and suffering, both caused and endured, themes and ideas that games seldom touch on begin to emerge. One particular question is brought up again and again: “What can change the nature of a man?” To its credit, the game never offers a definitive answer, but two possibilities come to the forefront: “Regret” and “Belief.” As Saint Augustine tells us, these are two sides of the same coin: the weight of Regret engenders Belief, while our Belief fills us with Regret for all the ways we fail to live up to our moral potential. Thus the need for Confession to cleanse our souls and be worthy of that which we believe in… and so the cycle continues.

In a revelation that genuinely shook me, you learn near the end of the game that resurrection isn’t free, that every time The Nameless One is brought back to life on his familiar mortuary slab after a failed combat or some other misguided escapade, the life of some other poor mortal schmuck is taken in compensation for his rebirth. The “best” ending has him breaking that cycle by recognizing, acknowledging, and internalizing the suffering he has caused, looking that unwanted self-knowledge and its terrible consequences straight in the face. What follows is by no means conventionally happy, but it is the only fitting way to bring his story to a close. Kudos to Chris Avellone for not chickening out at the last minute, as other game designers have done.

Planescape: Torment is the first game of any stripe that I know of since Infocom’s Trinity to unabashedly don the mantle of Tragedy in the classical sense. Although Chris Avellone’s understanding of what that means is perhaps less nuanced than that of “Professor” Brian Moriarty, the author of Trinity, his take on it is more searingly immediate. For Trinity is the tragedy of an entire civilization, bereft of any characters at all who aren’t bit players, while Planescape:Torment is the tragedy of an individual whom we come to know all too well. Regular commenter P-Tux7 asked in response to the first article of this little duology of mine whether “it is right to punish someone who doesn’t remember doing the crime,” whether “someone can ever become not the person who did the crime,” and whether “justice demands an equivalent amount of suffering.” Such questions constitute the essence of tragedy, which writers have been struggling with as long as the written word has existed.

Despite all its granular failings of execution, then, Planescape: Torment leaves us with much to ponder, regarding both the nature of a man and — on a slightly more plebeian note — the nature of game design. Some of the themes that this game broaches are among the most profound we can wrestle with as human beings. The story of The Nameless One rhymes with the myth of Oedipus, who also looked terrible self-knowledge right in the face and had his soul shriven to the core. Or we might choose to read The Nameless One as a Christ figure, who redeems his fallen companions through a supremely unselfish final sacrifice. But there are likewise obvious parallels to Eastern religion and philosophy, which stress the need to escape the very same eternal life that Christianity purports to offer us. Meanwhile the existentialists among us must ponder whether a Nameless One who can’t remember the actions of his previous incarnations, who possesses no obvious continuity with his previous selves, can be said to truly be the same man at all. In fact, can any of us be said to be the same person we were when we were younger? After all, time is a river that changes all of us second by second, and, as Heraclitus told us almost 3000 years ago, it is impossible to step into the same river twice. Any game that can make its player ponder such thoughts as these is not to be dismissed lightly.

At the same time, though, Planescape: Torment belongs to a category of critic’s darling that always seems to get my curmudgeonly dander up (and tends to land me in hot water with some of my readers): games which are said to be so ridiculously effective as stories and settings that any gameplay inconveniences that dog them pale into insignificance by comparison. Grim Fandango is one of these: we’re told to forget the clumsy interface and nonsensical puzzle design and just enjoy the ride with a walkthrough by our side. Final Fantasy VII is another: forget the endless cavalcade of tedious random encounters and the fact that you can win all of them just by pounding the “attack” button over and over and enjoy the story. No matter how hard I try, I can’t see my way to giving games like these a pass. I love a good story and setting, but the fact remains that interactivity is the defining attribute of a game. It seems to me that it needs to work well too if we are to start throwing around accolades like “masterpiece.”

Much of what strikes me as flaws in this particular would-be masterpiece could have been fixed with a little more time and some more judicious oversight The writing could be pared down at the same time that it was polished up; 800,000 words are not needed to convey a vivid sense of place and atmosphere, only a subset of the right ones. The tedious combat could be overhauled or perhaps eliminated entirely. Indeed, I sometimes think that my ideal Planescape: Torment would be a ten-hour point-and-click adventure game that doesn’t waste my time with unneeded mechanics or unnecessary talk, that makes every moment count. I doubt that Chris Avellone would go that far, but, again, I sense that he may just agree with me about some of the game’s infelicities. It’s just that he would prefer to improve the other systems rather than narrow the focus to the core story. “If the moment-to-moment gameplay is lacking,” he says, “then you’ve failed as a game designer. The combat was pretty weak, and I did feel it could have used more dungeon-crawling areas for players to explore and have fun in in addition to having fun exploring the conversations in the game.” Who knows? Maybe that would work too.

For when it comes right down to it, I still don’t know quite how to feel about Planescape: Torment; when I called it confounding at the start of this pair of articles, I meant it. I first tried to play it not long after it came out, only to give up after a few hours, bored by the depressing setting and all of the people there who never shut up. I returned to it in order to write these articles, and my sense of professional duty carried me all the way through this time around, even though I was once again bored for much of the time. Still, I’m glad I stuck it out, glad to truly know one of the most celebrated computer games in history. Yet I must confess that I’m equally glad to be done with it. I am of the opinion that the most fundamental responsibility of a game, before theme and meaning can even enter the discussion, is to entertain or at least interest its player. Planescape: Torment failed that test too often for me to call it a great game. If you want me to call it a brave and intriguing one, though… well, that I can definitely get behind. Seldom has any group of creators in this field challenged the expectations of their audience so thoroughly. And that in itself is a brave feat well worth applauding.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book Beneath a Starless Sky: Pillars of Eternity and the Infinity Engine Era of RPGs by David L. Craddock; Computer Gaming World of March 2000 and April 2000; the 2015 GamesTM special issue on “controversial” games; Retro Gamer 113. Plus the materials found in the Brian Fargo Collection in the archives of the Strong Museum of Play.

Online sources include Soren Johnson’s interview with Chris Avellone for his Designer’s Notes podcast, a Last Game Standing interview with Avellone, and Guido Henkel’s pictures and memories of posing for the Planescape: Torment box cover.

Where to Get It: Planescape: Torment is available as digital purchase from GOG.com in an “enhanced edition.” Buying it also gives you access to the original version.

 

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This Week on The Analog Antiquarian

A Portrait of the Bard as a Young Man

Also, a quick scheduling update for The Digital Antiquarian:

The next article will appear here on Monday, June 8, rather than the preceding Friday. I’m sorry for the delay. I’m going to be incommunicado all weekend on a long hiking tour, and I thought it best to hold the article until I get back, so that I’m around to respond to your comments where necessary, make any needed corrections quickly to the article itself, etc. Thanks for your patience!

 
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Posted by on May 29, 2026 in Uncategorized

 

Planescape: Torment, Part 1: From the Tabletop…

By 1999, Interplay had begun crediting its internally developed CRPGs to “Black Isle Studios,” a distinction that represented very little difference, given that Black Isle shared office space and personnel with its parent publisher. Note the careful choice of words on the box above, to call Black Isle the “producers” — not the developers — of Baldur’s Gate.


This article tells part of the general story of Dungeons & Dragons on the tabletop and on computers, which includes the more specific one of the Infinity Engine games.

My power fantasy when playing a role-playing game is to confront a villain, explain point by point why his master plan is flawed, and then get him to admit that he hadn’t thought things through as carefully as I had, and ask me what I think he should do. Conversation-based player characters can have their bad-ass moments just as much as someone wielding a gun…

— Chris Avellone

Planescape: Torment is the damnedest game. Its list of failings is longer than that of many a game that I’ve simply written off as bad, full stop, and moved on from without a second thought. The pacing is glacial for long stretches; the interface is fussy and clunky; the combat is both irritating and utterly superfluous to the game’s design goals. Even much of the writing, by far the most celebrated aspect of Planescape: Torment, tends to seem proportionally less profound and more banal as one becomes farther removed in age and life experience from the twenty-somethings who first put all of these words — so many, many words, a reported 800,000 of them in all — onto our monitor screens more than a quarter-century ago. In so very many ways, Planescape: Torment is an undisciplined hot mess.

And yet it’s a hot mess that refuses to be dismissed lightly. For Planescape: Torment is also a vanishingly rare thing in the realm of game narratives: a genuine interactive tragedy, in the sense that Aeschylus, Shakespeare, and Nietzsche understood that word. That it recognizes the tragic side of life while inhabiting a genre whose whole point in the eyes of most of its fans is the triumphalism of going from a weakling to a demigod is incredibly brave and subversive. That it did this in 1999, when the games industry was smack dab in the middle of one of the most homogenized, risk-averse periods in its history, is as inexplicable as it is astonishing.

Clearly we have much to unpack…


TSR sold surprisingly few copies of the original Planescape campaign setting, even at the stupidly cheap price of just $30. It goes for $250 among collectors today.

Whatever else it is, Planescape: Torment is first and foremost a licensed adaptation of Dungeons & Dragons, a part of Interplay’s attempt to revive that storied tabletop game’s digital fortunes amidst the collapse of its parent company TSR and TSR’s acquisition by Wizards of the Coast. This particular computer game was no mere branding exercise, as was the case with some of them that came out in Dungeons & Dragons trade dress during the 1990s. On the contrary, Planescape: Torment was deeply, intimately informed by the creative work that took place in TSR’s Wisconsin headquarters earlier in the decade. The extent to which this is the case is often glossed over or forgotten entirely when retrospectives of it are written today. So, let me make it crystal clear here right from the start: love it or hate it, a huge chunk of what makes Planescape: Torment so unique and memorable originated not in Interplay’s Southern California offices but in the nation’s dairy-cow heartland.

It will presumably surprise no one when I write that the “planes” of Planescape are alternate planes of existence, separate from the “Prime Material Plane” in which most Dungeons & Dragons campaigns take place. They were introduced by Gary Gygax already in the late 1970s, in the iconic first editions of the Player’s Handbook and Dungeon Master’s Guide. His cosmology was a melange of a little bit of everything: quantum physics, Renaissance-era alchemy and astronomy, the holy texts of various religions, New Age philosophy, Dante and Milton, twentieth-century fantasy and horror novels.

Gary Gygax’s vision of the Dungeons & Dragons multiverse, as found in an appendix to the Player’s Handbook.

The Prime Material Plane stands at the center of it all, much like the Earth was once imagined to stand at the center of our universe. It is surrounded by the Inner Planes that embody the physical building blocks of existence, which are in turned enclosed by the Outer Planes that embody the metaphysical alignments, those nine possible combinations of Lawful, Neutral, and Chaotic, Good, Neutral, and Evil.

Gygax was always prepared to muse and to elaborate, on this subject as on so many others. Small wonder that these alleged rule books — surely the most chatty and discursive books of rules ever written, the heart of the Gospel of Saint Gary — were perused and pored over endlessly by his young fans, many of whom were discovering for the first time the countless disparate philosophical ideas he threw into the pot. Gygax wasn’t an overly sophisticated thinker in most contexts, but he was a prolific one, who always had ten more ideas waiting in the wings if you didn’t respond to his last one.

For those of you who haven’t really thought about it, the so-called planes are your ticket to creativity, and I mean that with a capital C! Everything can be absolutely different, save for those common denominators necessary to the existence of the player characters coming to the plane. Movement and scale can be different; so can combat and morale. Creatures can have more or different attributes. As long as the player characters can somehow relate to it, then it will work…

I have recommended that Boot Hill and Gamma World be used in campaigns. There is also Metamorphoses Alpha, Tractics, and all sorts of other offerings which can be converted to man-to-man role-playing scenarios. While as of this writing there are no commercially available “other planes” modules, I am certain that there will be soon — it is simply too big an opportunity to pass up, and the need is great.

This was a remarkably prescient description of where planar travel in Dungeons & Dragons would go — eventually. For a long time after The Dungeon Master’s Guide appeared in 1979, the other planes of existence were one of those Dungeons & Dragons concepts that were kind of floating out there in the ether (or was it the Ethereal Plane?) without anyone knowing quite what to do with it. Apart from some sketchy guidelines for “ethereal” and “astral” travel and combat, the rule books remained sadly short on specifics. The 1980 adventure module Queen of the Demonweb Pits, designed by Gygax and David C. Sutherland III, did take players on a jaunt to the Abyssal Plane, but that was a one-shot thing. For all that Gygax had claimed, in his indelibly Gygaxian way, that “the need is great,” as if an understanding of the planes of Dungeons & Dragons was an urgent matter of national security, neither he nor anyone else seemed to be in all that much of a hurry to address said need. The occasional slightly dodgy article in Dragon magazine aside, Dungeons & Dragons remained in practice a very Prime Material sort of game.

This situation first started to change in the latter half of the 1980s. By then, Gygax was on his way out of TSR and the Dungeons & Dragons craze of the decade’s beginning had just about run its course. Necessity was forcing TSR to adjust its business model, from selling the core Dungeons & Dragons game to new players to selling an ever expanding lineup of rules extensions, campaign settings, and pre-crafted adventures to its surviving base of loyal, hardcore players. The planes seemed like fresh fodder for all three types of product.

A longtime TSR stalwart named Jeff Grubb took the first concerted swing at it. In 1987, the company published his Manual of the Planes, the latest in its ever-growing line of new Dungeons & Dragons hardbacks for the hardcore. Grubb took it as his mission to give Gygax’s abstract cosmology a grounding in lived experience, to explain what it would actually be like to visit these places. Unfortunately, he prioritized alchemical realism over playability, winding up with a collection of environments that were as brutally, hilariously inhospitable to even high-level characters as one might imagine a plane of nothing but fire or air to be. “The book was fascinating reading,” notes Dori Hein, an ordinary Dungeons & Dragons fan at the time whom we will meet again in another role. “I loved the mythology and the grand majesty of all the planes, but — try as I might — I couldn’t create an adventure without killing all my players.” In the same vein, Sean Gandert of the website Exposition Break writes that “the planes’ complete resistance to being remotely welcoming is both what makes them fascinating to read about and also makes the book completely skippable and largely irrelevant. It is a work of cosmology and mythology, not a plan for where to send adventurers.”

The Manual of the Planes went out of print in fairly short order anyway, after TSR commenced rolling out a second edition of Advanced Dungeons & Dragons in 1989. The cynical interpretation of this initiative is that it was the best way TSR had yet devised for continuing to extract money from its static pool of players, by forcing them to buy the game they loved all over again in its most basic form in order to stay up to date with the times. The idealistic one is that it let TSR clean up a game system that had grown ever more baggily shambolic over the past decade of supplement after supplement. In reality, the second edition was doubtless a little of both, being seen one way by the people surrounding Lorraine Williams in her executive suite and another by the creative types in the cubicles.

That said, and looking back on what I’ve written about the later period of TSR’s history elsewhere on this site, I fear I may have overemphasized the cynicism at the expense of the idealism. There’s no question that the company fell prey to a set of perverse incentives during the last decade of its existence, many of them born out of idiosyncrasies in its longstanding distribution contract with the book publisher Random House. By the early 1990s, this had resulted in an absolute hailstorm of product brought down upon the heads of Dungeons & Dragons fans, more than all but the most well-heeled among them could possibly afford to buy, much less find the time to bring to the tabletop. But there’s likewise no question that these products were made with enormous love and care by the creative staff. This was the heyday of the alternative campaign setting, when TSR offered up the chance to leave conventional high fantasy behind and play Dungeons & Dragons in post-apocalyptic worlds, in the lands of the Arabian Nights, in Gothic castles, on the high seas, even in outer space. So what if there was no way to justify so many settings’ existence as commercial products, if each successive one sold worse than the one before, especially after the collectible-card game Magic: The Gathering arrived on the scene to tempt away large chunks of TSR’s remaining customer base. Circumstance had granted the people making these settings a rare reprieve from the harsh logic of supply and demand, and they didn’t let it go to waste.

Given this cavalcade of rich but disconnected settings, it was perhaps inevitable that TSR would look once again to the planar multiverse as a way of unifying a crazily diverse set of experiences bearing the name of Dungeons & Dragons. A boxed set reviving Gygax’s multiverse could bring them all together conceptually, could even provide a set of practical mechanisms to allow the same set of player characters to jump from setting to setting, just like Saint Gary had first proposed all those years ago.

In addition to being a unifying force for Dungeons & Dragons itself, Planescape was quite explicitly intended as a response to Vampire: The Masquerade, an RPG from an upstart company known as White Wolf Games that flipped everything you thought you knew about the tabletop scene on its head. Whereas Dungeons & Dragons, even in its supposedly cleaned-up second-edition incarnation, was infamous for the complexity of its rules, Vampire gave you just enough of them to provide a runway for storytelling. That fact, combined with its subject matter, attracted fresh blood to the hobby: Goth rockers and theater kids and Anne Rice readers, among them a surprising number of girls and women. At the end of the day, Vampire may have been full of as many clichés as vanilla Dungeons & Dragons —  clichés which are all the more evident from the perspective of today, after several more decades worth of vampire fictions — but they had the advantage of feeling relatively fresh from the perspective of the early 1990s. Indeed, this was the only period in the entire history of tabletop RPGs when it seemed possible that a different game might just unseat Dungeons & Dragons from its throne as the undisputed standard bearer for the hobby. Vampire’s rise made TSR nervous enough to want to make something of its own that was grittier, messier, and a bit less morally straightforward, less of a single-unit wargame and more of a vehicle for improvisational drama. It was no accident that the Dungeons & Dragons brand appeared on the eventual Planescape box only as a small logo tucked away in the corner.

David “Zeb” Cook, another veteran TSR hand, was made lead designer on Planescape. Dori Hein, who had by now graduated from merely playing TSR’s games to working there, became the producer, overseeing a team of artists, cartographers, writers, editors, and play-testers. They pulled out all the stops for a set that wound up consisting of no fewer than four separate books, printed on thick and creamy Pentair Suede paper, and four sturdy cardboard posters. The luscious package was capped off by the most intimidating Dungeon Master’s screen ever devised. One of TSR’s purchasing managers had a sign hanging in his office: “The pleasure of a product well done lingers far longer than the excitement of a bargain.” As it happened, though, the Planescape set was both: it sold for just $30, a ridiculously cheap price for such a luxurious product even by the standards of the 1990s. It may have been no more than a break-even price, or not even that, settled upon in the hope that Planescape would revive TSR’s flagging fortunes in the longer run by spawning a whole new ecosystem of supplements, adventure modules, and tie-in novels.

The Planescape Dungeon Master’s screen. Sitting down around a table that had this thing on top of it, you knew you were in for a mind-bending journey that was more Salvador Dali than Boris Vallejo.

Zeb Cook’s first and most important stroke of brilliance was to give his vision of the planes a hub around which to operate. This was Sigil, a “city of doors” giving unto the many other planes, a meeting ground and melting pot for the entire multiverse. Ranging far afield from the pulpy fantasy of Jack Vance and the stately epic fantasy of J.R.R. Tolkien, the two most obvious inspirations for traditionalist Dungeons & Dragons, Cook read postmodern, experimental novels by Milorad Pavić and Italo Calvino for inspiration. Sigil, a city of angles as well as doors, became a physical embodiment of their twisted, self-referential approach to narrative: “Get it right out front: Sigil’s an impossible place, a city built on the inside of a tire that hovers over the top of a gods-know-how-tall spike, which rises from a universe shaped like a giant pancake.”

Sigil is not so refined a place as some might expect for the central hub of the multiverse, but that’s fair enough, given that Cook’s multiverse itself isn’t all that refined. The dominant note of the city, even outside of its plentiful and teeming slum districts, is what we might call dirty Victoriana, of a piece with 21st-century novels like Sarah Water’s Fingersmith and Michel Faber’s The Crimson Petal and the White, which read like genuine Victorian “sensation novels” with the added ability to state outright the disreputable things that their ancestors could only imply. The dialect of Sigil’s streets is vintage Cockney slang in spirit if not always in the details of the vocabulary, with the same uncanny talent for being roundabout and penetrating at the same time: “berks” and “cutters” are no-account people; “the dark” is knowledge; “jink” is money; one’s “kip” is one’s (usually humble) abode; one’s “bone-box” is one’s mouth; to “pike off” means to scram. In keeping with all the best slang, these are words that you know when you hear them even if you don’t actually know them, if you take my meaning. As we’ve already seen, the books in the Planescape box that describe Sigil are themselves written in this vernacular: “Welcome, addle-cove!” begins the Planescape “Player’s Guide.” This is not the Dungeons & Dragons of 1980s school cafeterias; both dungeons and dragons are mostly missing from Sigil, replaced by far stranger things.

Instead of embracing the simplistic good-versus-evil dynamics of traditional Dungeons & Dragons, Sigil is divided into fifteen factions whose adherents are aptly described as “philosophers with clubs,” from the chivalric and vaguely fascistic Godsmen to the nihilistic Bleak Cabal, who preach that “once a sod believes it all means nothing, it all starts to make sense.” Ruling over the whole place, ensuring that no single faction gets too powerful, is the Lady of Pain, who can flay the skin from a poor berk just by looking at him. The overriding theme is that ideas and beliefs matter, are literally woven right into the substance of the multiverse, and can kill or save you just as indubitably as the physical elements of earth, air, wind, and fire. Sigil is the ultimate argument for the value of a good humanities education.

The Lady of Pain.

If there’s a weakness to the Planescape set, it’s that it spends so much space on Sigil that it doesn’t have enough left over for all those other planes of existence that were supposed to be the whole point of the endeavor. Instead of offering a wide-open set of possibilities, it can feel paradoxically claustrophobic, like the crowded filthy alleyways of the city itself.

Nevertheless, the Planescape box was endlessly audacious and imaginative, as different from the typical Dungeons & Dragons experience as anyone could have asked for. But, whether despite or because of these factors, it was not a commercial success. It sold just 60,000 copies over the five years after its release in April of 1994, a thin foundation indeed on which to build a new gaming ecosystem. The add-on lines, which offered opportunities to flesh out the multiverse in some of the way that the boxed set had failed to do, continued in fits and starts for longer than you might expect — another tribute to the topsy-turvy economic incentives that marked TSR at the time — but petered out for good after the failing company was acquired in 1997 by its own worst enemy Wizards of the Coast, the maker of Magic: The Gathering. The Vampire craze did eventually fade, but its travails had nothing to do with TSR’s efforts. It was rather something to do with the ever-shifting winds of pop culture, which soon replaced teenagers’ Cure and Alice in Chains records with the Backstreet Boys and Britney Spears.

So, had things turned out just a little bit differently, Planescape would be fondly remembered today only by a few tabletop nostalgics as a piece of work of unusual vision that never got its due. Instead, though, it went on to become a landmark of another stripe, in a different medium entirely.


Chris Avellone.

TSR had begun dangling the prospect of a Planescape computer game in front of publishers even before the boxed set shipped; such a thing was regarded as a potentially vital part to the product line that had become the latest Great White Hope for reversing the company’s accelerating downward spiral. Interplay rose to the bait, signing the contract before 1994 was out. In fact, it went so far as to hire Zeb Cook himself, who had concluded that “it didn’t seem like there was going to be a long-term future” for him on the tabletop. But the initial rush of enthusiasm petered out; Cook soon departed again, leaving the digital future of Planescape in limbo. And yet the idea of a Planescape computer game never completely went away. Late in 1995, when an inexperienced youngster named Chris Avellone came to Interplay for a job interview, he was asked how he would design such a game. He brainstormed in the spur of the moment the genesis of the eventual Planescape: Torment: “I would start it after the death screen. What happens after the main character dies?”

Avellone had grown up in the 1980s playing Dungeons & Dragons with his friends in his hometown of Alexandria, Virginia. By the time he went off to university, he had two possible futures in mind for himself: either to become a comic-book author or to become a tabletop-RPG designer. Neither field could exactly be called a growth industry at the time, but he made the best of it. On the gaming side, he sent a long string of submissions not only to TSR but to Steve Jackson Games, the maker of GURPS (“Generic Universal Role-Playing System”), and to Hero Games, the maker of the superhero RPG Champions. Initially, he met only with rejection; his closest brush with his heroes at TSR came when Monte Cook, yet another well-known name among the Dungeons & Dragons cognoscenti, took time out to plead with him personally to just stop submitting stuff already.

But Avellone persevered, and finally began to see some of his gaming material accepted and published. Yet he still had to confront the reality that the life of a freelance tabletop-RPG writer and designer left a little something to be desired: specifically, money. Most of the royalty checks that came in from the beleaguered companies that published his work — the Magic: The Gathering craze was in full flight, pushing RPGs to the margins of the same shops where they had once been the dominant attraction — had just two digits before the decimal point. Avellone, who had by now graduated from the College of William & Mary with a Bachelors in English, was still at loose ends when it came to the all-important question of how he was going to put food on his table as a responsible adult. Everyone told him that the wise choice was to acquire a teaching certificate, but all he wanted to do was find a way to make games full-time.

Oddly enough, he had never seriously thought about becoming a computer-game developer, despite having played his fair share of The Bard’s Tale and its ilk as a teenager. It took Steve Peterson, his editor at Hero Games, to point out to him how different the economics of that adjacent industry were. Peterson pulled some strings to secure Avellone an interview at Interplay Productions, for something which he was unlikely to find anytime soon in the moribund tabletop field: an honest-to-goodness full-time job. He got the job.

Although he had been asked about Planescape at his interview, he wasn’t allowed to spend all or even most of his time on that perpetually incipient project after he was hired. As the low man on the totem pole, he was shuffled around from team to team, plugging gaps in the design plumbing wherever needed. He worked on the infamous Descent to Undermountain, the nadir of digital Dungeons & Dragons during the 1990s; on Conquest of the New World, Interplay’s workmanlike take on the same theme as MicroProse’s Colonization; and on Starfleet Academy, an attempt to do TIE Fighter in the Star Trek universe that never felt true to its source material, in that it had the usually stately likes of the USS Enterprise dog-fighting in space as if it was, well, a TIE Fighter.

But betwixt and between all of the above, Avellone sat in his cubicle writing his Planescape game. He did so as much for his own peace of mind — because he needed something that he could feel passionate about — as out of any real conviction that the game would ever get made. The winds blowing against it seemed positively gale-force. For by now it was clear that Planescape would not prove the savior of Dungeons & Dragons on the tabletop. The TSR boxed set had barely sold at all, even as, commercially speaking, CRPGs were scarcely in better shape than their tabletop counterparts in the mid-1990s. Interplay already had one game in the stagnant genre under active development, in the form of Fallout. That looked like one too many in the eyes of most of the bean-counters.

Slowly, however, the murky picture started to take on some brighter shades. Just as 1996 was turning into 1997, Blizzard Entertainment unleashed a game called Diablo. Debate raged on Usenet and the young World Wide Web over whether Diablo, with its procedurally generated dungeons and its emphasis on constant action over a fleshed-out narrative, was a “real” CRPG at all or just a watered-down pretender. What was undeniable, though, was that it sold like crazy, raising the question of whether more complex, textured CRPGs might be ripe for a revival as well. Meanwhile a bankrupt TSR was by now in the process of being acquired by Wizards of the Coast. Wizards was saying all the right things about resurrecting Dungeons & Dragons for this new era, and its Magic revenues left it primed to spend more money on that endeavor than TSR could ever have dreamed of even before the collectible-card-game craze had cleaned its clock.

In what had seemed at the time like a triumph of hope over recent experience, earlier in 1996 the Interplay producer Feargus Urquhart had enlisted a fledgling Canadian studio known as Bioware to make yet another Dungeons & Dragons CRPG for Interplay to publish. In what had seemed a minor stipulation of the deal at the time the contract between Bioware and Interplay was signed, the former had agreed to allow the latter full access to the “Infinity Engine” it planned to use to build and run the game. By the spring of 1997, those arrangements were looking like they might prove more important, both to Interplay and to the whole industry, than anyone had anticipated at the time.

The Bioware game, for which Feargus Urquhart himself had come up with the name of Baldur’s Gate, was pitched straight down the middle, being about as traditionalist as a Dungeons & Dragons CRPG could get. It took place in the game’s more or less default setting of the Forgotten Realms, a world that took every cliché of epic fantasy and ran with it. Obviously this was the safest choice for a revival. But, in the wake of Diablo’s smashing success, Urquhart thought there might be space to throw up a curve ball as well to serve as a more outré companion piece. He asked Chris Avellone to condense his massive Planescape notebook into a proper project proposal.

The proposal reached the desk of Brian Fargo, the founder and head of Interplay, at the end of June 1997. “There was always a balance in running a studio between being commercial, being creative, and having your creative people be happy, and having them do things that are interesting to them,” says Fargo. “I was willing to take creative risks from time to time in order to allow these things to happen. Planescape: Torment was clearly one of those. When it came across my desk, I said, ‘Well, that’s as high-concept as you can get.’ But I thought that RPG players would like it, and I loved the writing and sensibility they put into the document. That got me interested in doing it.” It didn’t hurt, of course, that it ought to be possible to do the game fairly cheaply, since it would be able to re-purpose Bioware’s Infinity Engine.

The heart of the Planescape: Torment team was lead designer Chris Avellone, lead programmer Daniel Spitzley, the artists Tim Donley and Aaron Meyers, and producer Guido Henkel (a recent German immigrant who had helped to make the CRPGs Blade of Destiny and Star Trail in his native land). The project was not a major priority at Interplay for the majority of its existence, even after Fallout came out late in 1997 and sold pretty well, thus demonstrating that there truly was a reasonably sized market for more complex, conversation-heavy CRPGs than Diablo, provided that they were done well. In fact, in an ironic sort of way, Fallout’s success was to Planescape: Torment’s detriment. Eager to capitalize on the first non-sequel, non-licensed Interplay release to garner an appreciable buzz among hardcore gamers since Descent in 1995, Brian Fargo decreed that a Fallout 2 had to come out within a year of its predecessor. As a result, Planescape: Torment was all but suspended for much of 1998, while most of the team, Avellone included, moved over to pitch in on the Fallout sequel.

Although they did get it done on time, the biggest CRPG success story of the Christmas of 1998 proved not to be Fallout 2 but rather Baldur’s Gate, which introduced digital Dungeons & Dragons to a whole new generation of gamers who were more familiar with Diablo than Pool of Radiance. Just like that, Dungeons & Dragons on the computer became a hot topic again. With a Baldur’s Gate II not slated for release until 2000, Planescape: Torment was left to carry the Infinity Engine water in the interim. That brought a fresh influx of energy and resources to the project, and these were sufficient to get the game finished just in time for the Christmas of 1999.

It entered stores accompanied by stellar reviews whose fulsome praise felt only slightly obligatory in a Stockholm Syndrome sort of way. (Many reviewers did point out the “tome of text” to be read in tones that suggested that they might not have found it as uniformly delightful as their five-star verdicts suggested.) Nonetheless, as a computer game based on a tabletop setting that had been discontinued more than eighteen months earlier, Planescape: Torment was in a strange position for a licensed product. Even against weak competition — the only other high-profile CRPG release that holiday season was the abjectly terrible Ultima IX — the game’s sales were a shadow of the figures put up by Baldur’s Gate. In an ironic way, the lack of ringing commercial success may have been a positive for Planescape: Torment’s legacy, confirming its modern status as a cult classic that’s for the CRPG sophisticates rather than the hoi polloi.

As for my opinion… well, I’m afraid I’m going to need another article to properly interrogate the reputation and reality of the game. For, whether one happens to be sitting with the prosecution or the defense or just back in the jury box trying to sort through it all, the case of Planescape: Torment is a complicated one.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Slaying the Dragon: A Secret History of Dungeons & Dragons by Ben Riggs, Beneath a Starless Sky: Pillars of Eternity and the Infinity Engine Era of RPGs by David L. Craddock, and Designers & Dragons: A History of the Roleplaying Game Industry volumes 1 (the 1970s) and 3 (the 1990s) by Shannon Appelcline; Dragon of March 1994, April 1994, May 1994, July 1994, and August 1994; Computer Gaming World of March 2000 and April 2000; the 2015 GamesTM special issue on “controversial” games; Retro Gamer 113. Plus the Advanced Dungeons & Dragons Player’s HandbookDungeon Master’s GuideManual of the Planes, and the Planescape boxed set. Plus the materials found in the Brian Fargo Collection in the archives of the Strong Museum of Play.

Online sources include Soren Johnson’s interview with Chris Avellone for his Designer’s Notes podcast, a Last Game Standing interview with Avellone, and Sean Gandert’s series of articles about the evolution of planar travel in Dungeons & Dragons for the website Exposition Break.

Where to Get It: Planescape: Torment is available as digital purchase from GOG.com in an “enhanced edition.” Buying it also gives you access to the original version.

 

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The Mystery of Rennes-le-Château, Part 5: The Man Behind the Curtain

Pierre Plantard in 1942, at age 22.


This series of articles chronicles the history, both real and pseudo, behind Gabriel Knight 3: Blood of the Sacred, Blood of the Damned.

It is possible to trace the Plantard family tree a fair ways back without relying on the Lobineau dossier, but not as far back as the time when the Merovingian kings ruled over the nascent nation of France. The real genealogical record shows that the Plantards were not a line of kings or demigods; they were rather ordinary laborers. The first trace we can find of them comes in the form of one Jean Plantard, who arrived from parts unknown to the town of Sémelay, about 300 kilometers southeast of Paris, during the first half of the seventeenth century. His descendants continued living in this region of France.

A Pierre Plantard was born in the village of Magny-Cours on October 11, 1877. Following a stint as a coal miner and a term of service in the French Army, he moved to Paris early in the new century to become a valet and butler, probably to one of the officers under whom he had served. (Such arrangements were common at the time.) He was called up again in that fateful month of August 1914, and spent the entire First World War fighting on the Western Front with his artillery regiment. He then returned to Paris to take up his domestic duties once again, working now for a wealthy Russian family who had fled the Bolshevik revolution in their country. He died in 1922 from a fall out of a second-floor1 window he had been attempting to clean, a sadly ironic fate for a man who had managed to survive four and a half years of brutal war.

The older Pierre Plantard died from a fall out of one of these windows. One wonders whether his son might turned out differently if he had grown up with both of his parents.

But before he left this world, Pierre Plantard fathered a son with his wife Amélie, a fellow domestic servant. Born on March 18, 1920, the son was given the same name as the father he would never know.

This new edition of Pierre Plantard grew up coddled by his mother. By working day and night, she was able to supplement the small pension she had been awarded after the death of her husband enough to provide him with a reasonably good primary-school education. She and her son were mutually convinced that young Pierre was destined for greater things than his father, or, indeed, any of his other less-than-august ancestors.

Still, it wasn’t clear just how he was to rise to the level of his just desserts from such a humble point of origin. After he finished his standard schooling in 1937, his mother found that university was far beyond her means, no matter how many hours she worked or how she scrimped and saved. Being still in full agreement with his mother that he was above manual labor, Pierre spent almost all of his time in their apartment, expressing his political views in pamphlets which he gave away for free. He was of a type with a certain species of young man that can be found in the less savory corners of the Internet today (and occasionally showing up in this site’s usually friendly and thoughtful comment section to sound a discordant note). Intelligent in some ways but socially awkward, they channel the grievance born of their social isolation into reactionary cultural and political views. In the context of 1930s Europe, the endpoint of that journey was almost always fascism and its even uglier handmaiden of antisemitism.

Alas, Pierre Plantard was no exception. He advocated for the “purification and renewal of France,” a euphemism which, I trust, requires no elaboration. As an admirer of Adolf Hitler, he was traumatized when his country declared war against Germany in response to the latter’s invasion of Poland in September of 1939. He immediately dashed off a letter to Prime Minister Édouard Daladier to demand that he “put a stop to a war started by the Jews which we cannot win.”

In the decades to come, Plantard would claim that he joined the Resistance after a Nazi army marched into Paris in June of 1940. But in the early stages of the occupation at least, nothing could be farther from the truth. He was in fact an admirer and booster of the Vichy puppet regime that was installed to govern part of France under Marshal Philippe Pétain, an 84-year-old hero of the First World War who, to paraphrase the later words of Charles de Gaulle, went from glorious to deplorable in the view of French history in the space of an instant. A letter which Plantard wrote to Pétain on December 16, 1940, shows his delusions of grandeur already in fine fettle at age twenty. Claiming that he has knowledge of an assassination plot against Pétain, Plantard pushes the doddering old man to get a move-on implementing the Holocaust before it is too late.

Please forgive me for taking the liberty of writing to you this evening. Despite my various commitments, my lectures and my magazine, I am perhaps still unknown to you…

I know that, in the depths of your soldier’s heart, you are suffering from the knowledge that the people of France are questioning your sincerity and your patriotism, and are suffering more perhaps from that than from the effects of our recent disaster. But I know also of your great love for our country, and I am certain that you will do everything possible to save it once more…

You must act! Immediately upon receiving this letter you must issue strict but totally confidential orders. You must put an immediate stop to this terrible Masonic and Jewish conspiracy in order to save both France and the world as a whole from terrible carnage.

At present I have about 100 reliable men under me who are devoted to our cause. They are ready to fight to the bitter end in response to your orders. But what is 100 men when faced with the might of our enemies? Whatever the case may be, they will fight alongside me for our cause.

This letter would be laughable if the undertone wasn’t so dark. Plantard’s magazine was an amateurish pamphlet he passed out for free on the street; his lectures were nonexistent, as was the crack squad of 100 soldiers at his beck and call. He was just a skinny kid writing screeds in his mother’s apartment in lieu of facing the real world outside. Yet he would prove bizarrely adept at inhabiting an imaginary world throughout his life, never allowing reality to get too close to him.

In 1941, Plantard claimed to be the head of a youth group called La Rénovation Nationale Française (“The French National Renewal”). Under its auspices, he petitioned the Parisian police to let him seize the home of M. Shapiro, “an English Jew who is presently fighting alongside his fellows in the British armed forces,” to use as the group’s headquarters; he said he had already gotten permission to do so from the occupying Nazi authorities. In response, the police launched an investigation of his affairs. The verdict was as dismissive as it was scathing. From our standpoint, the most shocking aspect of the report is how fully-formed Plantard’s modus operandi was at such an early juncture.

M. Plantard describes himself as a journalist; in fact he lives entirely off his mother, who holds a pension granted to her following the accidental death of her husband…

Plantard, who boasts of having links with numerous politicians, seems to be one of those dotty, pretentious young men who run more or less fictitious groups in an effort to look important and who are taking advantage of the present trend toward a greater interest in young people in order to attract the government’s attention…

La Rénovation Nationale Française seems to be a “phantom” group whose existence is purely a figment of the imagination of M. Plantard. Plantard claims 3245 members, whereas this organization currently only has four members…

To date no meetings have been held…

It would seem that this organization is doomed to failure.

The report concludes that Plantard should not be allowed to steal M. Shapiro’s house, even if the latter is a Jew.

But Plantard soldiered on undaunted. By January of 1943, La Rénovation Nationale Française had morphed into a magazine called Vaincre (“Conquer”). Its mission was “to restore to the Fatherland the strength to live through an ideal based on chivalry and self-denial.” In what some might consider an abnegation of its stated ideal, Plantard still hadn’t found a paying job or moved out of his mother’s apartment.

His lifestyle was about to be dramatically disrupted, however. At some point during 1943 or 1944, Plantard was sent by the Nazi occupying authorities to Fresnes Prison, the primary holding place for Resistance agitators among others, for a four-month stint. This event is documented only by the French police, who were unsure of the reason for the sentence; the report author’s suspicion is that it was handed down primarily out of annoyance and exasperation, because Plantard had been badgering the German authorities with requests related to his various associations and publications as persistently as he had been the French ones. All of the relevant German documents seem to have been lost. Regardless of the reason for the prison stint, those four months, unpleasant though they doubtless were, would show themselves to have been a blessing in disguise after France was liberated, in that they prevented Plantard from being tarred with the broad brush of a full-on Nazi collaborator.

Indeed, he was quick to change his tune after an Allied army marched into Paris in August of 1944. The following month, he founded his latest organization, Alpha Galates (“Alpha Galatians”). Its object was “the creation, maintenance, and development of one or more welfare centers for young people who have suffered from German oppression (forced labor, deportation, imprisonment).” The one bar to membership was “to have been a member of any German or pro-German organization,” a standard which Plantard himself arguably didn’t meet. Another report in the archives of the French police, this one dated February 13, 1945, concludes that “this association has not engaged in any activity. It has had about 50 members, who resigned one after the other as soon as they sussed out the president of the association and worked out that it was not a serious enterprise. Plantard seems to be an odd young man who has gone off the rails, as he seems to believe that he and he alone is capable of providing French youth with proper leadership.” At the time of this report, he was back to living with his mother and still unemployed.

But not for too much longer. In December of 1945, the perpetual adolescent dipped a toe into the adult world. He got married to a woman named Anne-Léa Hisler and left the nest at long last. His activities over the next ten years are murky. He, his wife, and the daughter that would soon result from their union appear to have lived for a good part of that time in the town of Saint-Julien-en-Genevois, close to the border with Switzerland. He appears to have served two short prison sentences there, one in 1953 and the other in 1956; his wife left him around the time of this second prison stint, although the couple would not be formally divorced until 1970. The details of the convictions remain vague, thanks to French privacy laws, but mention has been made of “breach of trust,” “bad checks,” “fraud,” and, most alarmingly, “abuse of a minor,” which may refer to sexual relations with an underage girl. It isn’t clear how Plantard earned a living during these years; his attempts at playing a confidence man seem not to have been terribly lucrative. He himself would later mention working as an architect’s draftsman, but this may have been cover for other, humbler forms of employment.

It was also in 1956 that the series of events which would lead to the likes of The Holy Blood and the Holy Grail and The Da Vinci Code began in earnest. You may remember that it was in January of this year that Albert Salamon wrote the first French newspaper accounts of François-Bérenger Saunière’s possible hidden treasure. Later this same pivotal year, either just before or just after going to prison, or possibly from his prison cell, Pierre Plantard registered an organization called the Priory of Sion with the French government.

It is tempting to read more than coincidence into the dating of these events. But we must avoid falling into the same trap that poor Henry Lincoln tumbled into again and again. There is no concrete reason to believe that Plantard read Salamon’s newspaper articles at the time they first appeared. Anathema though the notion is to conspiracy theorists, sometimes coincidence is just coincidence.

At this stage, the Priory of Sion was very much of a piece with what had come before, one more shell organization occupying a liminal space between a scam and a delusion, whose claimed membership count was at extreme odds with the reality of Plantard himself and a few others whom he had persuaded or cajoled into signing on as his “board.” As a subtitle, the Priory bore the acronym C.I.R.C.U.I.T.: Chevalerie d’Institution et Règle Catholique et d’Union Indépendante Traditionaliste (“Knighthood of Catholic Institution and Rule, and of Independent Traditionalist Union”). Its founding statutes make it sound like an amalgamation of two of Plantard’s previous organizations, La Rénovation Nationale Française and Alpha Galates. It borrows from the former an interest in chivalry and Medieval life in general, from the latter an expressed interest in doing good deeds for the community. On the whole, it comes off like a French version of the Society for Creative Anachronism, albeit with a reactionary edge lurking in the corners. As a concession to the changing times, the overt fascism and antisemitism have been excised, but one can still feel their undertow beneath the surface: “The aim of the association is to found a Catholic order, with the intention of recreating in modern form, while preserving its traditional character, an ancient knighthood, which by its actions promoted a highly moralizing ideal and was a factor for steady improvement in the rule of life of the human personality.”

A C.I.R.C.U.I.T. newsletter from the fall of 1956  — the acronym was actually more prominent than the name the Priory of Sion early on — promises to institute a bus service for the local neighborhood, “to take your children to school and then bring them home again.” The fee is just 360 francs per month for one child, or 500 francs for two or more: “We would kindly ask you to enter details of your children on the attached form and deposit it in the letterbox of M. Plantard, Hill B, before Sunday evening, 21 October 1956.” There is no reason to believe that these buses ever ran. For that matter, it seems doubtful that this first incarnation of the Priory of Sion existed in even nominal form by the time 1956 was over.

Plantard returned to Paris in 1958, just as France was being plunged into its most serious political crisis of the postwar era. A revolt in the colony of Algeria had exposed the ineffectuality of the current system of parliamentary democracy, which was known as the Fourth Republic. In response, Charles de Gaulle, the hero of the Second World War, led a sort of soft coup that resulted in a system of government with more resemblance to the American approach than that of most European countries, complete with a strong president. De Gaulle himself became the first of these presidents.

While the outcome of his efforts was still in doubt, de Gaulle’s supporters all over France created organizations that bore the vaguely ominous name “committees of public safety” to forward his cause. These were catnip for Pierre Plantard. Forgetting that he had once preferred Marshal Pétain to General de Gaulle, he began to present himself to the press as one of the leaders of these committees. He was quoted in this guise several times by France’s national newspaper of record, Le Monde; this was rising higher than his fantasies had ever taken him before.

Once the Fifth Republic was firmly established and the committees dissolved, Plantard discovered a new vehicle for his schemes, one that would prove immensely important to the later history of the Priory of Sion and Rennes-le-Château. He found out that, through some colossal administrative oversight, anyone could deposit unvetted documents into the Bibliothèque Nationale. After this was done, they would be assigned a catalog number and be made available to researchers just like any other item in the library’s vast holdings. The Holy Blood and the Holy GrailThe Da Vinci Code, and all the rest of the lore and lucre of Rennes-le-Château could never have come to pass without this bureaucratic tribute to our natural instinct to trust one another. For trust was a quality just waiting to be weaponized by a man like Pierre Plantard.

His first application of the technique was to deposit documents which seemed to show that he had worked as de Gaulle’s right-hand man among the citizenry while the Fifth Republic was hanging in the balance. The clincher was a personal letter from the general — a forged one, naturally. (One problem with all of Plantard’s efforts at forgery is that he couldn’t shift himself from a stilted and fussy prose style that becomes readily recognizable, even when translated into English, as soon as you’ve seen it two or three times.)

My dear Plantard,

In my letter of 29 July 1958 I told you how much I appreciated the part that the committees of public safety had played in the restoration work that I have undertaken. Now that new institutions are being proposed that will enable our country to once again assume its place in the world, I think that the committees of public safety should be released from the obligations that have been imposed upon them to date and that they can be demolished.

This letter would later entice Henry Lincoln and his co-authors to make the ludicrous assertion that de Gaulle had “turned specifically to M. Plantard for aid” in realizing the Fifth Republic. (This after Plantard had engaged in “laudable activity” during the Second World War, including “editing the Resistance journal Vaincre,” and had then been imprisoned “more than a year” by “the Gestapo.” In between these two heroic periods of his life, he had resided near Lake Geneva, Switzerland, by explicit invitation of that country’s government, to be “one of the éminences grises from whom the great of this world seek counsel.” It certainly sounded better than languishing in a provincial prison cell for petty crimes.)

Plantard had been putting on aristocratic airs all his life, part and parcel of his longstanding fixation on the vanished life of the Middle Ages. By the time he returned to Paris, he had likely invented the idea that he himself was a long-lost scion of noble blood, may even have already linked himself to the Merovingian dynasty of almost a millennium and a half ago. But his self-aggrandizing fictions would never have reached as many people as they eventually did if he hadn’t met Philippe de Chérisey.

De Chérisey was exactly what Plantard most devoutly wished to be: a real nobleman, a count to be specific, with a pedigree stretching well back into Plantard’s beloved Middle Ages. But whereas Plantard had spent his life running toward a noble title that could become his only through deception, de Chérisey had spent his running away from the expectations of his family. Born in Paris three years after Plantard, he had enrolled in acting school as soon as the end of the Second World War made it possible. Adopting the stage name of Amédée as a sop to his family’s sensibilities, he appeared on radio and in a few reasonably successful films during the 1950s, until his other habits began to interfere with his career.

Philippe de Chérisey drinks up in the 1956 film Gervaise.

For de Chérisey was an unrepentant drunk, womanizer, and all-around bon vivant who wore his dissipation like a badge of pride, as if he had stepped straight out of the pages of Les Liaisons Dangereuses. He was also a card-carrying Surrealist, whose watchwords were anarchy and absurdity, born out of the belief that nothing in life — absolutely nothing — was worth taking all that seriously. The best reason to do something was because it was fun; the best reason not to do something was because it was not fun. Surrealist moral philosophy extended no farther than that.

De Chérisey collected rogues and misfits whom he found amusing in the way that some other people collect stray cats and dogs. We don’t know exactly how he came into contact with Pierre Plantard, but it is clear that he found that man, who approached his con artistry with all the gloomy intensity of a knight about to ride into bloody battle in the name of his lord and savior, incredibly amusing. Plantard didn’t so much willfully lie as attempt to reconfigure the order of things to the way it ought to be, with himself in the place of prominence that he deserved. De Chérisey, who already had that which Plantard most desired and affected not to care a whit about it, found it hilarious that such an unprepossessing man as this one could have such delusions of grandeur. He began paying Plantard’s bills in Paris so that the bizarre fellow could have free rein to do his bizarre thing.

De Chérisey happened to have another amusing friend, a fellow traveler in Surrealist circles named Gérard de Sède, who was working on a book about the Knights Templar that was to be, shall we say, not an overly rigorous history of the Medieval chivalric order. De Chérisey put the “hermeticist” Plantard in touch with de Sède.  De Sède went on to quote Plantard prominently in his book.

The real conspirators of Rennes-le-Château: Pierre Plantard, Philippe de Chérisey and Gérard de Sède.

It cannot be emphasized enough how essential de Sède and de Chérisey were to everything that followed. Plantard was as dull and pedantic by nature as he was dishonest; de Sède once described him as “a big nocturnal bird, very gloomy, very tall, very skinny. He’s not cultured; in fact, he’s quite ignorant.” De Sède and especially de Chérisey, on the other hand, were possessed of all the joie de vivre which Plantard lacked. They were able to give his ponderous genealogies a spark of wit and whimsy, able to turn the fraud into a game that could prove almost as enticing to those who didn’t believe in it as those who did. (Witness: the fact that this series of mine has now extended to five articles…) There is a reason that Plantard didn’t become a successful con man until he met de Chérisey and de Sède, the same reason that he was plunged into relative obscurity again almost as soon as the relationship ended.

Just as the exact time and circumstances of Plantard and de Chérisey’s first meeting are unknown, it isn’t clear when Rennes-le-Château first crossed their radar either. In the late 1970s, Plantard would spin a tale of a youthful visit.

I went to Rennes-le-Château in August 1938 to recover some letters which the priest Saunière had received from my grandfather. It was during the holidays and I was not yet twenty years old. ‘Marinette’ [Dénaraud], as they called her in the village, received me very hospitably at the Villa Bethania; I stayed there for three days. We celebrated the 70th anniversary of the old lady…

This upper-crust vision of tea in the garden of Saunière’s villa is a complete fabrication, like most of what Plantard said during his life.

In the category of more reliable witnesses, the Carcassonne librarian René Descadeillas believed Plantard made his first appearance in the area already in the late 1950s. This may be correct, but it seems at least as likely that this is a rare instance of Descadeillas being mistaken. For a documented reference to Rennes-le-Château from the pen of Plantard can’t be found until January 18, 1964. He may very well first have learned about Saunière and his alleged treasure the same way that so many of his countrymen did, through the documentary that aired on French television in early 1961. However it happened, he became one of the collection of misfits, cranks, and dreamers who took to hanging about the place, standing out only for being a bit more extreme in all three of those descriptions than most of the others. Calling him “strange,” Descadeillas wrote that

this man lived in Paris. He had no connections and no known relatives in the area. He was a difficult fellow to place, drab, secretive, cunning, with the gift of the gab, but people who spoke to him said it was hard to follow what he said. He was not having a course of medical treatment [the nearby town of Rennes-les-Bains, once the home of the French Lewis Carroll Henri Boudet, was known for its medicinal springs]. People asked about the reasons for his regular appearances, because he turned up unexpectedly, even in winter. They also speculated about his interest in archaeological and natural sights, because he was not an intellectual. They were intrigued by the strangeness of his behavior: he used to go around surveying the area and inquiring about the origin of properties. He would set his heart on scrubland or abandoned ground which did not interest anyone.

Philippe de Chérisey reportedly accompanied Plantard on some of these trips, and presumably funded all of them. Together, the two of them began to concoct the narrative that would soon spread through France and then the rest of the world, through the mediums of Gérard de Sède and Henry Lincoln respectively. Plantard may already have been working on the fake genealogies that were meant to suggest that he was a long-lost scion of the Merovingian dynasty for quite some time by this point. The earliest of those documents states that it stems from 1956 (again, that pivotal year!), but it’s impossible to say if this date is accurate. But his masterstroke — or perhaps de Chérisey’s — was to link these fantasies with the ones surrounding the treasure of Rennes-le-Château, thereby lending them the verisimilitude of being centered on a very specific place, one that anyone could go and see for themselves. Stumbling upon the tomb of a once-wealthy American heiress and her mother, constructed only 40 years before, Plantard thought it looked like the one seen in Nicolas Poussin’s The Shepherds of Arcady and worked that into the story. And of course the Priory of Sion was added to the plot, no longer as a Medieval-revivalist social club but as a shadowy cabal that had been associated with the hidden Merovingian bloodline since before the Crusades.

The reasons for the inclusion in the lore of the painting by David Teniers the Younger and the anonymous portrait of Pope Celestine V were and have remained far less obvious, such that they have been confusing treasure hunters ever since. Ditto Le Serpent Rouge, the nonsensical poem that also made its way into the growing dossier. De Chérisey, the unapologetic Surrealist prankster, must have relished blending the soluble conundrums with insoluble ones such as these, all in the service of turning the inept failed con artist Pierre Plantard into a king. What could be more absurd and hilarious?

Between 1963 and 1967, Plantard and/or de Chérisey deposited into the Bibliothèque Nationale the tranche of documents that Dan Brown would grandiosely call Les Dossiers Secrets in the opening pages of one of the best-selling novels in history. The holy texts of what would become practically a new religion to some are to be found right here. Among them are the genealogies of the Merovingians (and the Plantards), the list of Grand Masters of the Priory of Sion, and François-Bérenger Saunière’s connection to the mystery, including his fabled trip to Paris to have some “parchments” decoded and to buy three particular paintings. In short, the Lobineau dossier is the new religion’s version of the Bible or Koran. In time, much would be added to the theology that didn’t appear there, but it was the foundation of all that was to come.

It was de Chérisey who created the textual puzzle boxes we have been referring to as Altar Documents 1 and 2. He forged Gravestone 1, depositing it into the Bibliothèque Nationale with the names of Eugène Stübeln and a recently deceased local priest named Joseph Courtauly attached, and repurposed Gravestone 2 from an old journal put out by a Languedoc society of gentlemen scholars. We know all of this because he later told the French author Jean Markale exactly how he went about “inventing a story that the mayor [of Rennes-le-Château] had had a tracing made of the parchments discovered by the priest. Then I started to devise a coded copy based on passages from the gospels, and then I decoded myself what I had encoded.” The actual messages hidden in the documents were de Chérisey’s usual mixture of the sensical and the nonsensical. The results were superficially clever, but positively riddled with tells that they were far from aged, from the modern typesetting to the use of a far too recent edition of the Vulgate Bible. Nevertheless, they would, as de Chérisey put it, “work beyond my wildest dreams.”

For many years, it was assumed that Gérard de Sède was more or less a useful idiot in all of this, nothing more than Plantard and de Chérisey’s dupe for getting their invented mythology out into the world. But the indefatigable Rennes-le-Château skeptic Paul Smith, who has been fighting the good fight on his website since three years before Dan Brown’s novel hit, believes that de Sède, being a card-carrying Surrealist in his own right, was in on the joke all along. Smith’s theory of the case is that “originally, Plantard wrote a manuscript on the Rennes-le-Château story and during an eighteen-month period approached countless publishers to buy it. Nobody was interested. De Sède then rewrote the book, made it more comprehensible and less cluttered with detail. The result was the book L’Or de Rennes which was published in 1967 by Julliard.”

By way of bolstering his case, Paul Smith has placed the original publication contract for L’Or de Rennes on his website. Signed on January 13, 1967, it considers de Sède and Plantard to be full-fledged co-authors, and unequal ones at that: de Sède is to be awarded just one-third of the book’s royalties, Plantard the remaining two-thirds. The contract concludes that “in accordance with Mr. Pierre Plantard’s wishes, his name will not appear in any way either in the text or in any publicity relating to it.”

So, no one associated with the book was innocent; it was a knowing scam from top to bottom. The crowning masterstroke, which reeks of de Chérisey’s devious mind, was the decision to leave one fairly easily decipherable secret message undecoded, as a sort of exercise for the reader. That pulled Henry Lincoln into an intellectual black hole that he would never escape, providing the trio with a dupe par excellence.

Pierre Plantard during the heyday of the conspiracy.

We don’t need to dwell unduly on what happened during the 1970s, on how the myth-makers fed Lincoln a steady drip of fresh information, until he reached the point of making up his own lore, thus making the conspiracy theories self-sustaining. It seems unlikely that anyone had thought about secret geometries in the paintings and landscapes before Lincoln. And the ultimate piece of plot inflation, the transformation of Pierre Plantard from merely a long-lost king to a demigod on Earth with the sacred blood of Jesus Christ coursing through his veins, definitely caught the trio by surprise. It first occurred to Lincoln as a potential answer to a thoroughly commonsense question: why did it really matter to anyone, other than perhaps some scholars of genealogy and Medieval history, even if Plantard really was a long-lost Merovingian? On the other hand, everybody could understand why it mattered if he was Jesus’s direct descendant.

Ironically, the French themselves realized the truth about the conspiracy theories they had sprung on the world far earlier than everybody else. Already in 1974, when Henry Lincoln had barely gotten started, René Descadeillas returned to the subject out of sheer exasperation with the misinformation he saw flying all around him from his perch in the library of Carcassonne. This time, he wrote and published a proper book, Mythologie du Trésor de Rennes (“Mythology of the Treasure of Rennes”), thoroughly debunking the notion that Saunière had been anything but a corrupt priest with a taste for simony alongside the one that the various documents being passed around by de Sède could be anything more than an elaborate, eminently Gallic practical joke. Several other French authors wrote similarly detailed exposés in the decades that followed, but none of them were translated into other languages to directly challenge the gospels of Henry Lincoln and Dan Brown in the wider world.

The real, three-man conspiracy that stood behind it all started to fall apart already by the end of the 1970s. De Sède was the first to break ranks, angry at Plantard for communicating directly to Lincoln instead of using him as his exclusive intermediary. He was already gone when Lincoln filmed his fateful interview with the would-be Merovingian scion in March of 1979. Switching sides with the fecklessness of a conspiracist spurned, in 1988 he would publish the book Rennes-le-Château: Le Dossier, les Impostures, les Phantasmes, les Hypothèses (“The Dossier, the Deceptions, the Fantasies, the Hypotheses”). It would explain almost everything, except the extent to which de Sède himself had been in on the scam all along.

Plantard’s break with de Chérisey came a few years after the one with de Sède, after Lincoln and his co-authors trumpeted the theory that Plantard was a direct descendant of Jesus Christ in The Holy Blood and the Holy Grail. He took extreme exception to this assertion, for reasons that aren’t really clear. One would think that this man of all men would love to be known as a demigod walking the Earth, but such was not the case. It may have been that, underneath all of the lies and deceptions, the Catholic faith he professed was in some sense genuine, and couldn’t abide a blasphemy such as this. Or it may have been simply that Lincoln and his cronies got rich by building on his cherished myth, while he did not.

De Chérisey, by contrast, loved this ultimate theory of the case, clearly seeing it as the perfect final punchline of the joke he had unleashed upon the world fifteen years earlier. He wrote articles and letters telling people so, which led Plantard to cut ties with him, as he already had with Henry Lincoln. De Chérisey died relatively young in 1985, a victim of way too much aristocratic decadence. Plantard refused to attend the funeral.

In the aftermath of the rupture, Plantard attempted to reboot a fraudulent legacy that, he must have felt, had gotten too far out of his control. He went back to his usual playbook, re-inaugurating the Priory of Sion as a social organization with a philosophy and a magazine but a dubious roll call of actual members. According to the latest mythology, the Priory dated not from before the Crusades or even from after the Second World War, but rather from September 19, 1738. I could try to explain the new secret history, which retained some elements of the old one and discarded others, but what would be the point? Suffice to say that Plantard was still up to his old tricks. Unfortunately for him, the loss of his co-conspirators meant that his efforts were subject once again to the weaknesses that had undermined his earlier attempts at fraud: his tendency toward pedantry, his tangled prose, his lack of personal charisma, and his utter inability to tell a straightforward story without getting himself and his reader irretrievably lost in the weeds.

Pierre Plantard with author Jean-Luc Chaumeil during the 1980s.

One technique which Plantard had long used to good effect was that of attaching his tales to those of famous dead people, who, being dead, were unable to contradict him. “He was first and foremost a past master at putting words into the mouths of the dead”, says Jean-Luc Chaumeil, the author of several books about the mythology of Rennes-le-Château. “Once someone had died he produced all sorts of documents, letters, and so on, all forgeries of course.” This longstanding practice — as demonstrated most famously in his list of Grand Masters for the Priory of Sion, without which Dan Brown’s novel would have been left without a title — remained one of his go-to moves as he entered his septuagenarian years. This time around, however, it would wind up hoisting Plantard with his own petard, in a way delightfully surreal enough to cause Philippe de Chérisey to giggle in his grave.

Roger-Patrice Pelat, at far left, in Rennes-le-Château in early 1981. His friend François Mitterand stands just to his right, wearing a hat.

Once upon a time in France, there was a prominent financier named Roger-Patrice Pelat, whose grievous life story would come to parallel that of his British counterpart Robert Maxwell. Pelat was very close to François Mitterrand, France’s president from 1981 to 1995, whom he had known since the two were prisoners of the Nazis together. They visited Rennes-le-Château during Mitterrand’s first presidential campaign, resulting in a well-traveled photograph of them standing inside Bérenger Saunière’s cluttered, rather tacky church. (The line between sinister trappings of the occult and mere bad taste is often thin.) Several years later, Pelat found himself at the center of a scandal when all sorts of improprieties in his dealings began to come to light. Mitterand distanced himself hurriedly, as politicians invariably do in such situations, and Pelat died alone and unlamented in March of 1989 of a literal broken heart.

Pierre Plantard moved to appropriate Pelat’s legacy for his purposes almost before the body was cold. In his telling, Pelat had become Grand Master of the Priory of Sion after he himself had stepped down from that post in 1984. But the Americans — these had become Plantard’s new bogeymen, a replacement for the Jews who had filled that role in his youth — had gotten to Pelat in some undefined way and brought him down.

For a long time, the American dream has been to dominate our country for financial and economic motives. The Priory, very many of whose members are themselves major financiers, politicians, directors of major insurance companies, magistrates, and so on, is the ideal CIRCUIT for various courses of action. That’s how Patrice Pelat was ensnared, and — I can say it here — I retain for him the most profound affection in spite of everything that has happened.

All would have been fine if Plantard had contented himself with spinning such fables exclusively for the all but nonexistent members of his largely imaginary organization. But on September 28, 1993, someone who called himself René-Roger Dagobert — yes, really — sent a number of documents to the court of law that was still investigating the dealings of the deceased Pelat. One of these, on the letterhead of the Priory of Sion, referred to Pelat as “our former Grand Master, who was always very much a man in the background, perfectly honest and just, who fell beneath the blows of various American initiates.”

In response, Judge Thierry Jean-Pierre ordered the police to search Plantard’s house and ordered the man himself to appear before his court, possibly because he suspected that the Priory of Sion may have been helping Pelat to launder money. This was a laughable notion on the face of it; Plantard’s operation was nowhere near that sophisticated, as must have been made all too clear by the documents that were seized. Nevertheless, Judge Jean-Pierre soon had Plantard under oath in his courtroom, and seems to have enjoyed making him squirm. There are conflicting reports about exactly how far he pushed him; transcripts of the proceedings remain sealed. Some reports have it that Plantard admitted only that he had lied about Roger-Patrice Pelat having been affiliated with the Priory of Sion, while others say that he confessed to all of the fraud, stretching back at least to 1956. Either way, Judge Jean-Pierre clearly put the fear of God into Pierre Plantard. For Plantard disappeared completely from public life after he went home from court for the last time on November 23, 1993; I might write now that he finally shuttered the Priory of Sion for good, if only there had actually existed much of anything to shutter. He died on February 3, 2000, just short of his 80th birthday.

The symmetry of the young and the old Pierre Plantard seems better suited to a novel than to real life. From first to last, he was founding grandiosely titled organizations in that aforementioned liminal space between wish-fulfillment and fraud, imagining thousands of members who didn’t exist, preaching his reactionary, nationalist politics in whatever form was deemed most acceptable at the time. He got his comeuppance at the hands of the Nazi occupiers of France during the 1940s and a French court of the 1990s for the same reason: for annoying them by spouting an endless stream of stupid, petty, self-aggrandizing lies instead of doing something better with his time.

Pierre Plantard was the embodiment of hyperreality, living his entire life in a virtual world of his own making. And he was the embodiment of another quality that hardcore hyperrealists often manifest: a complete inability to evolve. He was, whatever else he might have been, a perpetual adolescent. How strange to think that the mystery and the industry of Rennes-le-Château — the novels and the games and the movies and the tours and the earnest students of the lore who are poring over their sacred geometries even as I write these words — all came to exist because one emotionally stunted man decided to make himself the king he wanted to be as a replacement for a reality he refused to accept. In its way, his story is even more improbable than the mythology he spawned.


Farewell, Rennes-le-Château. It was an interesting place to visit, but I don’t want to live there.

There is much, much more that I could write about Rennes-le-Château, a sticky topic that can ensnare the skeptic almost as easily as it can the true believer. Every answer just leads you to five more questions if you let it.

But we shouldn’t let it. Once we cut through all of the tangential connections and secret codes and other nonsense, we find that the underlying truth is disarmingly straightforward. At the turn of the twentieth century, a corrupt French priest remade his church and his village into a lavish if tacky monument to his own eccentric tastes. In the 1950s, a hotelier harnessed the local legend of hidden treasure which the priest had left behind to drive business his way. Then a few other bored Frenchmen embellished the story for aggrandizement and amusement. Then Henry Lincoln heard the tale they were spouting and added some extravagant touches of his own to the story, because he wanted it to make sense so very badly. And then Dan Brown came along to mash it down and make it suitable for mass consumption, turning a chicken into a chicken nugget.

The peak of the Da Vinci Code mania is well past now, but the fantasies of Plantard, Lincoln, and their friends still echo through popular culture — not least the culture of gaming, which has long since become as mainstream as any other form of entertainment. Gabriel Knight 3, the game which started us on this journey, is just the tip of the iceberg. We will surely be encountering this mythology again as we proceed on this larger journey of ours through the history of gaming.

But at the same time that it has been an influence on games, the mystery of Rennes-le-Château is itself a sort of game — an “infinite game” in the words of Mariano Tomatis, one whose playing board is the whole world. Anyone who claims to have solved the mystery and thus won the game is immediately perceived as a threat by a community of players who have made it their hobby, their social outlet, in some cases even their identity: “The game of Rennes-le-Château continues to provide amusement only if there is an underlying mystery, an unsolved puzzle to be explored. Any contribution academically sound is immediately rejected by the large community of players, because every demystifying statement closes at least one of the possible extensions of the game, thus threatening the very purpose of the infinite game, which is to continue indefinitely.”

Every gamer knows the feeling of wanting to keep a good game going. But the wise ones also maintain the barrier between the game and real life. For to do otherwise is to risk madness, as the lives of Plantard, Lincoln et al. so painfully demonstrate.



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Sources: The books Holy Blood, Holy Grail and The Messianic Legacy by Michael Baigent, Richard Leigh, and Henry Lincoln; Bloodline of the Holy Grail: The Hidden Lineage of Jesus Revealed by Laurence Gardner; The Treasure of Rennes-le-Château: A Mystery Solved by Bill Putnam and John Edwin Wood; The Holy Grail: The History of a Legend by Richard Barber; Invented Knowledge: False History, Fake Science and Pseudo-religions by Ronald H. Fritze; The Tomb of God: The Body of Jesus and the Solution to a 2,000-Year-Old Mystery by Richard Andrews and Paul Schellenberger; Rennes-le-Château et l’enigme de l’or maudit by Jean Markale; Le Trésor Maudit de Rennes-le-Château by Gérard de Sède; The Holy Place: Saunière and the Decoding of the Mystery of Rennes-le-Château by Henry Lincoln; Key to the Sacred Pattern: The Untold Story of Rennes-le-Château by Henry Lincoln; Les Templiers sont parmi nous, ou, L’Enigme de Gisors by Gérard de Sède; Les Mérovingiens à Rennes-le-Château. Mythes ou Réalités. Réponse à Messieurs: Plantard, Lincoln, Vazart & Cie by Richard Bordes; Lives of the Popes: The Pontiffs from St. Peter to Benedict XVI by Richard P. McBrien; Foucault’s Pendulum by Umberto Eco; The Da Vinci Code by Dan Brown; Are We Idiots?: The Simulacra of Jean Baudrillard by Boris Kriger; Simulations by Jean Baudrillard; Mythologie du Trésor de Rennes by René Descadeillas; Rennes-le-Château: Autopsie d’un Mythe by Jean-Jacques Bedu; Bérenger Saunière Curé à Rennes-le-Château by Abbé Bruno de Monts; Rennes-le-Château: Le Dossier, les Impostures, les Phantasmes, les Hypothèses by Gérard de Sède.

Skeptical Inquirer of November/December 2004; Politica Hermetica 10.

As should be made clear by the links sprinkled through the article, I owe a special debt to the material collected by Paul Smith on his website Priory of Sion.

 

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The Mystery of Rennes-le-Château, Part 4: Non-Fiction Meets Fiction

Even the authorship of books about Rennes-le-Château is unnecessarily complicated. Richard Leigh almost adopted the pen name of “Richard Bardmont,” perhaps to keep his work in alternative history separate from the “serious” novels he still dreamed of writing. At the last minute, however, he changed his mind and allowed the book to be published under his real name. Just as well; the novels would never emerge.


This series of articles chronicles the history, both real and pseudo, behind Gabriel Knight 3: Blood of the Sacred, Blood of the Damned.

The Holy Blood and the Holy Grail was published by Jonathan Cape in Britain on January 18, 1982. Delacorte released an American edition five weeks later, under the punchier title of simply Holy Blood, Holy Grail. Sales were strong right out of the gate, and in time the book grew into something of a sensation on both sides of the Atlantic.

Taken only on its literary merits, The Holy Blood and the Holy Grail was an unusually well-crafted example of its pseudo-historical breed, but that was only a prerequisite to success, not a guarantee. In other ways, its success was a case of excellent timing, as media sensations always tend to be. Steven Spielberg and George Lucas’s Raiders of the Lost Ark, the biggest movie by far of 1981, had told the story of a two-fisted archeologist on the trail of the legendary Ark of the Covenant, the vessel in which the Ten Commandments had supposedly been kept after Moses brought them down from Mount Sinai. The Holy Blood and the Holy Grail had much the same spirit about it, even if its legendary artifact proved to be a bait and switch in the end, being secret knowledge rather than a physical object.

Britain was just exiting an extended obsession with Masquerade, a lavishly illustrated puzzle book by a heretofore obscure artist named Kit Williams that could allegedly be used by the sufficiently motivated to reveal the location of a “golden hare” that had been hidden somewhere in the country. Also a Jonathan Cape book, Masquerade had left the British public primed for more of exactly the sort of obscure and intricate riddles in which the authors of The Holy Blood and the Holy Grail loved to lose themselves. Meanwhile, on the other side of the Atlantic, the Day-Glo, “greed is good” 1980s America remembered by 21st-century popular culture was still a year or more away at the beginning of 1982, with the economy still struggling to exit an ugly recession. What better way to escape day-to-day troubles than by immersing oneself in the distant past and dreaming of the possibility of a Merovingian savior still to come?

In the United States, Delacorte’s cautious initial print run of 45,000 copies sold out within days, leaving the publisher scrambling to get more off the press. The book never topped the bestseller charts, but it hung around the lower reaches of the non-fiction top ten — operating on a fairly generous definition of “non-fiction,” of course — for months on end, selling steadily while the books above it came and went. In that chicken-or-the-egg equation that often holds sway with trends, bookstores that had at first simply shelved The Holy Blood and the Holy Grail in their history section rushed to set up floor and window displays as the months went by and its sales showed no sign of slackening. Newspapers ran feature articles about what was now being called a “phenomenon” on their front pages. Henry Lincoln, Richard Leigh, and Michael Baigent became in-demand guests on television and radio. Lincoln in particular was markedly ebullient in these appearances. And why shouldn’t he be? He had managed to make his idiosyncratic vision of history a vital part of modern pop culture, not only in his home country but in the biggest media market on the planet; he had come a long way indeed from semi-anonymously penning workaday episodes of Doctor Who.

Exactly one year after the hardback, Delacorte launched the paperback edition of Holy Blood, Holy Grail with an initial print run of half a million copies. The book was by now being translated into a dozen languages, including French. It would sell well into the millions before the 1980s were over, making Lincoln, Leigh, and Baigent enviably wealthy men.

All of this ignited a scramble in the press to figure out What It All Means, beyond the mere fact of the book being “controversial” and “provocative.” Catholic bishops, Protestant theologians, and professional secular historians found themselves in rare agreement when they said that the book was shoddy history, growing out of supposition and insinuation rather than proven fact, in addition to being “an attack on the very core of Christianity and the Christian ethos.” But even some of these folks had to give some measure of grudging credit to the compelling way the book was put together. Novelist Anthony Burgess of Clockwork Orange fame unwittingly forecast the future when he wrote that “it is typical of my unregenerable soul that I can only see this as a marvelous theme for a novel,” thereby thrilling Richard Leigh, who had long held Burgess up as one of his literary heroes. As oblivious to irony as ever, he and his partners explained in a new foreword written for the paperback edition that

it was significant, and not just coincidental, that the most sympathetic responses to our book seemed to come from literary figures — from important novelists like Anthony Burgess, Anthony Powell, and Peter Vansittart. For, unlike the professional historian, the novelist is accustomed to an approach such as ours. He is accustomed to synthesizing diverse material, to making connections more elusive than those explicitly preserved in documents. He recognizes that truth may not be confined only to recorded facts but often lies in more intangible domains — in cultural achievements, in myths, legends, and traditions; in the psychic life of both individuals and entire peoples. For the novelist knowledge is not subdivided into rigid compartments, and there are no taboos, no “disreputable” subjects. History is not for him something frozen, something petrified into periods, each of which can be isolated and subjected to a controlled laboratory experiment. On the contrary it is for him a fluid organic and dynamic process wherein psychology, sociology, politics, art, and tradition are interwoven in a single seamless fabric. It was with a vision akin to that of the novelist that we created our book.

The most amusing response came from Pierre Plantard. The idea that the Merovingian kings were the direct descendants of Jesus Christ had never been a part of his agenda; it had sprung entirely from the mind of Henry Lincoln as he fell deeper and deeper down the rabbit hole during the 1970s. It turned out that, while Plantard was perfectly happy to be labeled the scion of a legendary French dynasty awaiting reinstatement to his throne, the suggestion that he was a literal demigod with the divine blood of Jesus himself coursing through his veins was a step too far even for his prodigious ego. “How can you prove a heritage of four centuries from Jesus to the Merovingians?” he asked on a French radio show. “I have never put myself forward as a descendant of Jesus Christ.”

Plantard would now begin to distance himself from Lincoln and his friends and the full-fledged cottage industry in conspiracy that their book would spawn. And this would in turn have an important effect on said industry. Deprived of its one tangible living link to its preferred version of the past, it would drift yet further away from real history toward castles in the air built out of magical geometry and New Age mysticism. There would be no really new evidence to point to, whether forged or genuine, issuing from Plantard or anyone else; nor would the Priory of Sion show any sign of emerging from hiding like the Phoenix to forge a better or at least different world order, as was mooted at the end of The Holy Blood and the Holy Grail. New theories about Rennes-le-Château and the holy bloodline would have to be arrived at by churning endlessly through the same old data points to arrive at new juxtapositions.

That the conspiracy was already reaching a point of diminishing returns was made manifest by the inevitable sequel to The Holy Blood and the Holy Grail. Published in 1987, Lincoln, Leigh, and Baigent’s The Messianic Legacy had some of what had made its predecessor so alluring, but not enough of it. It endeavored to fill in the gaps of the story by embellishing both the pre- and post-Medieval stages of the secret history. After a lengthy, readable, and surprisingly accurate description of ancient Judea and the most likely versions of an historical Jesus Christ, the conspiracy theories came back to the fore. The Freemasons were added to the list of secret societies privy to the great secret, and the Mafia and CIA were given roles to play, as was the Guardian Assurance Company, the biggest insurance firm in Britain during the peak years of empire. (Who says that insurance is boring?) “Those who believe in global conspiracies will enjoy the intrigue; others may be rightfully amused,” wrote Publishers Weekly, not even pretending to take any of it seriously anymore. The book sold well by the usual standards of its kind, but nothing like the first book had sold. This is the great drawback of enjoying such a singular success: the fact that it is so singular, that everything you do afterward is destined to pale in comparison. The first book may have spawned a cottage industry that would persist for decades, but in a broader cultural context its moment seemed to have passed.

Henry Lincoln parted ways from its two co-authors at this point. In the years that followed, he plowed the same old ground obsessively. Lacking the fertilizer of any really new information, his crop yield became ever more shabby. He increasingly found himself telling how his younger self came to write about Rennes-le-Château, reliving those glory years of the 1970s and early 1980s on the page as he doubtless was doing in his mind. When he wasn’t sharing the old war stories, he chased his geometrical chimeras to ever more uncertain ends. It strikes me that there was something a little tragic about the man, caught like a lab rat in a nonsensical labyrinth that was largely of his own devising.

For their part, Leigh and Baigent continued to work together, casting a slightly wider net than Lincoln at times but always coming back to their comfort zone of hidden Christianity and secret cabals attempting or succeeding in controlling the world. Leigh never did get around to becoming a serious novelist.

It all started to feel a bit tired even to some of the folks who were most predisposed to believe in it. Other stars of pseudo-history emerged to outshine our trio in recognition and sales. The most prominent was one Graham Hancock, who kicked off his pseudo-historical career with The Sign and the Seal. Possibly the best-reading book of the type since The Holy Blood and the Holy Grail, it posited that the Ark of the Covenant was hidden in a remote church in Ethiopia, a thesis it padded out to 600 weirdly riveting pages; I remember being utterly entranced with it upon discovering it shortly after its publication in 1992. But Hancock found his true métier three years later with Fingerprints of the Gods, which proposed that a civilization vastly more advanced than our own had once been centered on Egypt’s Giza Plateau. Being even less tethered to reality than the myths that were born around Rennes-le-Château, this thesis was amenable to virtually endless embellishment — an excellent foundation for a lengthy career on the part of Hancock, one that is still ongoing today.

The influence which Hancock and his peers had on the media landscape during the second half of the 1990s and beyond was deceptively large. Popular television shows like Stargate SG-1 played with their ideas. Ditto computer games. Indeed, alternative archaeology seemed tailor-made for a certain stripe of slow-paced, contemplative, first-person adventure game, dubbed “Myst clones” by fans in honor of their urtext. Games like Timelapse and Riddle of the Sphinx substituted set-piece puzzle-solving for more dynamic forms of interactive narrative in much the same way that the likes of Henry Lincoln and Graham Hancock used it as a replacement for serious historical inquiry.

Through it all, Rennes-le-Château remained a part of the constellation of conspiratorial history, if a less prominent one than it had been during the heyday of The Holy Blood and the Holy Grail. Another adventure game called Broken Sword: The Shadow of the Templars borrowed heavily from the lore; the subtitle it shared with the last of Lincoln’s Chronicle episodes was not coincidental.

The most heavily promoted book on Rennes-le-Château during this decade issued not from any of the trio behind The Holy Blood and the Holy Grail but rather from a pair of British newcomers. Paul Schellenberger was a civil engineer, Richard Andrews a professional diver; neither had ever written a book of any type before. Nevertheless, they were given an advance of £300,000 by Little, Brown and Company to write The Tomb of God, in which they proposed to correct what they believed to be Henry Lincoln’s mistakes and then to carry his ideas about mystic geometry yet further.

The Temptation of Saint Anthony by David Tenier the Younger.

You may recall that Gérard de Sède stated in the very first book ever written about Rennes-le-Château that François-Bérenger Saunière returned to the village from his much-discussed trip to Paris with three paintings: Nicolas Poussin’s The Shepherds of Arcadia, David Teniers the Younger’s The Temptation of Saint Anthony, and a portrait of Pope Celestine V by an unknown artist. Lincoln had never figured out what to do with the second two paintings, concentrating almost all of his attention on the first. Schellenberger and Andrews now set out to remedy that failing. Fiddling about with the two Altar Documents, they identified a tilted square hidden within them, a shape which they also believed to be present in all three paintings. (So much for Lincoln’s pentagons!) They read the message encoded so deviously into Altar Document 1 as describing four points on the landscape around Rennes-le-Château — points which also formed a tilted square. All of the clues were extremely tenuous — the phrase “blue apples” in the secret message, for example, was read as “slang” for grapes, thus pointing to a local vineyard — but needs must. Gravestone 1 as well came into the picture to provide a vital angle. They followed these textual and geometrical clues to a point deep within the base of Mount Cardou.

And what was concealed here? Nothing less than the body of Jesus Christ, who in their new reading of the conspiracy hadn’t risen from the dead at all circa AD 29. Instead his corpse had been spirited away by his followers during the three days between his death on the cross and the discovery of his empty tomb. The principal clue to this bombshell revelation — one that was even more of “an attack on the very core of Christianity and the Christian ethos” than anything Lincoln had claimed — was the Latin phrase written on the tomb in the Poussin painting: Et in Arcadia Ego. As we learned in an earlier article, this is only a fragment of a sentence: “And in Arcadia I…”

“What if the trick is to complete it in the shortest possible way to make it grammatical, not only with the smallest number of words, but also with the smallest number of letters?” asked Schellenberger and Andrews. Well, if you add the three-letter word sum to the end, you do wind up with a complete Latin sentence, one that can be translated to “And I am in Arcadia.” Et in Arcadia Ego sum in turn happens to be an anagram of Arcam dei tango, Iesu: “I touch the tomb of God, Jesus.” Granted, some might complain that you can turn any sentence into an anagram of just about anything you want it to be if you allow yourself to start sticking arbitrary words onto the end, but our intrepid authors were satisfied with their results. They concluded their book with a call to excavate Mount Cardou forthwith, a project that would necessitate the removal of “thousands of tons of rock.” Needless to say, this had about as much chance of happening as France spontaneously deciding to adopt English as its national language.

Published in 1996, The Tomb of God brought Rennes-le-Château back into the international conspiratorial spotlight, just after the 40th anniversary of Albert Salamon’s first articles about the subject for a regional French newspaper. The mystery had come a long way over that time, from vague talk about a pile of gold of uncertain origin buried somewhere in the vicinity of the village into a set of crazily gnarled and intricate conspiracy theories about secret faiths, secret bloodlines, and secret societies that were of urgent contemporary geopolitical relevance — assuming one chose to believe them, of course.

The Tomb of God was also the book which Jane Jensen stumbled across while she was taking a year off from her job as a game designer for Sierra On-Line, waiting to see whether her bosses would judge the state of the market to be conducive to a third entry in her Gabriel Knight series of adventure games. Once she did get the green light, the book became the primary source for the most celebrated puzzle sequence in Gabriel Knight 3: Blood of the Sacred, Blood of the Damned. She imported many of Schellenberger and Andrews’s geometrical ideas wholesale, with the original addition of hints drawn from Le Serpent Rouge, the poem included in the Lobineau dossier, which the authors of The Tomb of God never see fit to mention at all. To be fair, it’s hard to blame them for this; Le Serpent Rouge has long been the true wild card of the dossier, defeating even the most dedicated attempts to make sense of it.

In the world of a computer game, however, it can all be made to hang together nicely. Gabriel Knight indubitably finds the object of his search, which is more than can be said for any of the real people who have chased the mystery of Rennes-le-Château over the years. To my knowledge, Jensen has never stated publicly whether she placed any credence in the conspiracy theories or simply saw them as a great hook around which to build an interactive mystery. Ultimately, it really doesn’t matter. In my opinion, Gabriel Knight 3 is by far the most enjoyable way to engage with the lore of Rennes-le-Château, being even more of an entertaining potboiler than The Holy Blood and the Holy Grail.

Gabriel Knight 3 provides an almost unnervingly accurate depiction of the real Rennes-le-Château. Here we’re inside the museum that stands close to the church. I was there about ten years after the game was made. It looks here just as I remember it.

Some of Jane Jensen’s contemporaries were less cagey than she was. There were some voices who were prepared to push back publicly outside of the cloistered halls of religion and academia, even though there has always been more money and fame to be garnered in conspiratorial credence than skepticism.

The slyest and cleverest of the skeptics was Umberto Eco, the famed Italian Medievalist, semiotic philosopher, and novelist. In an ironic way that he must surely have appreciated, Eco owed some of his international success in the last profession to Rennes-le-Château. For his first novel The Name of the Rose, about secrets that lived within the labyrinthine corridors of an early fourteenth-century monastery, had come out in English translation the year after The Holy Blood and the Holy Grail had done much to familiarize the public with the time period and milieu and primed their pump for just such murky tales of hidden truths. Eco’s book too became an unlikely, zeitgeist-defining bestseller, spawning a hit movie with Sean Connery in the starring role of William of Baskerville. (Eco was a postmodernist, after all…)

Eco paid his benefactors backhanded tribute in 1988, in his second novel Foucault’s Pendulum, which set out to show how easy it really is to construct a secret history by drawing arbitrary lines between disparate historical events, stating conjecture as proven fact, and ignoring any evidence which doesn’t support the narrative. The foreground plot of the novel hinges on a group of merry pranksters who, with visions of fun and profit dancing before their eyes, start feeding the aforementioned disparate historical data points into a computer. (Such an approach reads as far more ominously plausible in our current age of large language models than it might have in 1988…)

“The challenge isn’t to find occult links between Debussy and the Templars. Everybody does that. The problem is to find occult links between, for example, cabala and the spark plugs of a car….”

“Any fact becomes important when it’s connected to another. The connection changes the perspective; it leads you to think that every detail of the world, every voice, every word written or spoken has more than its literal meaning, that it tells us of a Secret. The rule is simple: Suspect, only suspect. You can read subtexts even in a traffic sign that says ‘No Littering…'”

“Last night I happened to come across a driver’s manual… I began to imagine that those pages were saying Something Else. Suppose the automobile existed only to serve as a metaphor of creation? And we mustn’t confine ourselves to the exterior, or to the surface reality of the dashboard; we must learn to see what only the Maker sees, what lies beneath. What lies beneath and what lies above. It is the Tree of Sefirot.”

“You don’t say.”

“I am not the one who says; it is the thing itself that says. The drive shaft is the trunk of the tree. Count the parts: engine, two front wheels, clutch, transmission, two axles, differential, and two rear wheels. Ten parts, ten Sefirot.”

“But the positions don’t coincide.”

“Who says they don’t? Diotallevi’s explained to us that in certain versions Tiferet isn’t the sixth Sifirah, but the eighth, below Nezah and Hod. My axle-tree is the tree of Belboth…”

Predictably enough, Eco’s cynical protagonists are eventually sucked in by their own elaborate postmodern joke, getting high on their own supply, as it were. And equally predictably, there were people who read Eco’s novel only to conclude that it was a vehicle for hidden truths rather than a cutting satire of writers and readers just like them.


The program above is well worth watching in its entirety. But let me make a strong suggestion to you for right now: watch only up to the 35-minute mark. You can come back and watch the rest after you’ve read the fifth and last article in this series. In other words: spoiler alert past minute 35!


Years later, the BBC television program Timewatch, a continuation in spirit if not in name of the old Chronicle series, demolished the conspiracy theories  around Rennes-le-Château in a less unmistakable but almost equally clever fashion, thereby atoning for some of the sins of its forefather. The occasion which prompted the show to have a go at the subject was the publication of The Tomb of God. That book’s authors Paul Schellenberger and Richard Andrews feature prominently in the episode, which for the first half of its running time states their theories and the older conspiratorial narratives that underpin them in what seems to be an unskeptical way. Then writer and director William Cran drops the hammer on them.

Do they have any proof that Bérenger Saunière bought copies of three particular paintings from the Louvre, as was stated by Gérard de Sède in his 1967 book and then restated in The Holy Blood and the Holy Grail? Have they, for example, checked with the Louvre, which keeps quite meticulous records of copies of its paintings that it sells, the better to avoid having to contend later on with claims that the copies are the real things?

No, they have not checked with the Louvre. But Cran’s team now does, and finds no record of copies of those three paintings being sold, together or separately, anywhere close to 1891.

Do Schellenberger and Andrews have proof that Saunière was ever in Paris at all circa 1891?

They have heard that his name shows up in the records of the Parisian Church of Saint-Sulpice as having attended Mass there that year, but haven’t checked this personally. Cran’s team now does, finding that his name does not show up in those records.

A persistent belief that the Church of Saint-Sulpice was or is somehow connected with Saunière and the Priory of Sion stems from a stained-glass window on the building that displays the letters “P” and “S.” But these actually stand for Peter and Sulpitius — or Pierre and Sulpice in French — who are the church’s patron saints.

We continue in this vein. Forensic examination of Poussin’s The Shepherds of Arcadia as well as a perusal of the artist’s preparatory sketches reveal no sign of the geometrical framework he would have had to draw onto the blank canvas to guide his painting if what Schellenberger and Andrews — or for that matter Henry Lincoln — say is true. A note in Saunière’s journal which is supposed to connect his treasure hunt explicitly with Gravestone 1 turns out to be only a passing reference to “a tomb”; he provides no more detailed description. As you and I have already learned, the 1884 book by Eugène Stübeln which is purported to be the original source for the sketch of Gravestone 1 seems never to have actually existed, leaving us with only a “reproduction” of the sketch dating from the 1960s; sure enough, the signature on this sketch is completely different from the signature of the real Eugène Stübeln. The Crusades-era documents which Schellenberger and Andrews point to as proof of the existence of a Priory of Sion almost a millennium ago turn out not to mention a Priory at all, only an Order of Sion.

Schellenberger and Andrews stubbornly hold their ground in the face of all this. Even if most of their case is built upon blatant distortions and fabrications, they say, this proves nothing, other than that the forgers must themselves have been initiates into the secret. It is as hard to convince conspiracy theorists to let go of such circular logic as it is to convince a true believer to leave a religious cult — especially when there is money to be made from forwarding the myth. (As Upton Sinclair once said, “It is difficult to get a man to understand something when his salary depends upon his not understanding it.”) Nevertheless, Schellenberger and Andrews do look increasingly sweaty as the episode goes on, their eyes taking on more and more of a deer-in-the-headlights look. One almost starts to feel sorry for them.

Perhaps a modicum of sympathy is even warranted from our side, given that there is some circumstantial evidence that this devastating Timewatch episode badly blunted their book’s sales trajectory. Whatever else you can say about Graham Hancock, he was careful never to let himself get caught out alone and exposed on the hostile territory of a sober fact-based investigation like Schellenberger and Andrews were. They disappeared from the pseudo-historical scene as suddenly as they had arrived, leaving Hancoock’s ancient Egyptians to take center stage once again. By the time that Jane Jensen’s computer game finally appeared in late 1999, its theme seemed almost an anachronism, a relic of an earlier era of conspiracy theories. Little did anyone know that Rennes-le-Château and the hidden bloodline of Jesus Christ were about to come roaring back with a vengeance.


Dan Brown.

At the turn of the millennium, Dan Brown was a former high-school English teacher and current struggling author living in a small town in New Hampshire. His first three books, thrillers all, had all flopped in the marketplace. Like Anthony Burgess almost two decades earlier, he came across the The Holy Blood and the Holy Grail and thought to himself that it might make for one hell of a novel. But unlike Burgess, he followed through. The result arrived in 2003 in the form of The Da Vinci Code, a by-the-numbers thriller on the surface whose secret weapon was its conspiratorial backstory, appropriated from the accumulated lore of Rennes-le-Château.

As we have seen, it’s possible to identify some reasons that The Holy Blood and the Holy Grail became as popular as it did at the time it did. The Da Vinci Code is an altogether less explicable case. It came out of nowhere and blindsided everyone, for reasons that are difficult to discern on the surface. It certainly wasn’t a literary masterpiece; most critics found it to be not particularly good even as workmanlike pulp adventure novels went. But its publisher Doubleday did see a glint of something in it — perhaps just the shiny allure of potential controversy — and gave it a fairly concerted push out of the gate. And just like that, it became ubiquitous, meteoric, striking a nerve that nobody had suspected was sitting out there itching to be struck. It was soon selling 100,000 copies a week in the United States alone. By the beginning of 2006, it had hit 30 million copies sold worldwide, a mass-market phenomenon rivaled in its day only by the Harry Potter books. Dan Brown was by then earning more than $75 million per year from it — and that was before the movie dropped that May, and went on to become the second biggest blockbuster of 2006. In the fullness of time, The Da Vinci Code single-handedly made Brown a billionaire.

Just as happened with Harry Potter, an entire media ecosystem sprang up around The Da Vinci Code, one which was simply inescapable. The Western world went absolutely crazy for this stuff, and the suppliers of books went more than half insane trying to feed the demand. An issue of Publishers Weekly dated March 6, 2006, shows the novel still to be the second best-selling work of fiction in the United States after 151 weeks on the chart; other, coattail-riding novels called The Templar Legacy and The Last Templar sit at number four and five respectively. Later that year, Little, Brown and Company paid a first-time author named Elizabeth Kostova an advance of $2 million for The Historian, a vaguely Da Vinci Code-like novel whose central premise was that Dracula was still alive and an active player in the world. Meanwhile dozens of books purporting to explain the pseudo-history behind The Da Vinci Code — some skeptically, most credulously — became big successes in their own right; ditto a myriad of television documentaries. The Holy Blood and the Holy Grail was dusted off and given new trade dress and a renewed promotional push; it may very well have sold more copies in the mid-naughts than it did when it was a hot topic in its own right in the early 1980s. Travel agencies all over North America and Europe rushed to set up Da Vinci Code tours, in which punters trooped through hotspots like the Louvre and the Church of Saint-Sulpice behind their bemused-looking guides, ignoring most of the real beauty around them to focus on the fantasy. The Rennes-le-Château hardcore who had kept the flame burning all these years didn’t know whether to feel vindicated or dismayed by all these unwashed barbarians at their gates.

An argument can be made that The Da Vinci Code was the last phenomenon of its kind, the last time that something so old-school as a linear book printed on paper was able to dominate the pop-cultural discourse so thoroughly. What came after, of course, was an almost purely digital media age engineered for interactivity.

As so often happens with these things, the actual artifact that was at the center of it all seems bizarrely underwhelming today in proportion to the hubbub it raised. Written in clumsy grade-school-level prose, The Da Vinci Code reads like exactly what it ultimately is: Rennes-le-Château fan fiction, even if Brown does omit any mention of the village itself. He lays his cards on the table in the prologue, where the first character we meet is named “Jacques Saunière,” who is by day a mild-mannered employee of the Louvre, by night a keeper of the Great Secret.  All of the characters that come after him are equally cartoonish; a subtle writer Dan Brown is not. The villain Silas is an albino monk who prefers to shoot his victims in the stomach so that they die as slowly and painfully as possible. The hero Robert Langdon is a classic Mary Sue: a handsome “professor of religious symbology” who swims 50 laps every morning and then dries off to dazzle his colleagues at Harvard with his intellectual brilliance across dozens of domains. The story is all external action, reading more like a script treatment than a conventional novel; if the people found in these pages have any internal lives at all, we definitely aren’t privy to them. The Da Vinci Code is a novel that’s perfect for people who would rather be watching a movie than reading a book — which may go a long way to explain its popular appeal, come to think of it. It’s shocking to think that the guy who wrote this extravagantly terrible prose taught English before he became an author.

I’m sorry to carry on like such a snob. Please believe me when I say that that’s really not who I am; I’m a reader who loves Stephen King almost as much as he does Shakespeare, who often feels a sneaking suspicion that the only real divide between genre and “higher” literature as they are practiced today is that the purveyors of the one know how to construct a story that makes you want to keep reading while the purveyors of the other do not. It’s just that it’s hard for anyone who cares at all about the craft of writing to avoid getting his hackles up when writing about Dan Brown. If you’re comfortable reading in a language other than English and you want to read this book, my advice to you is to pick it up in translation. The translator will almost certainly be a better writer than the original author.

In terms of plot, The Da Vinci Code breezes swiftly through a sort of Cliff’s Notes version of Henry Lincoln’s conspiracy theories, presented in 105 chapters that seldom exceed a few pages in length. The Holy Blood and the Holy Grail itself makes a cameo appearance on the bookshelf of one character. (“The authors made some dubious leaps of faith in their analysis, but their fundamental premise is sound, and to their credit, they finally brought the idea of Christ’s bloodline into the mainstream.”) To keep everything thoroughly relatable, Brown changes the artwork at the center of the story to Leonardo da Vinci’s The Last Supper, one of the relatively few paintings in the world that almost everybody knows by name and by sight. In place of esoteric geometry, Brown sees in it the figure of Mary Magdalene, standing next to Jesus where art historians tell us Saint John is to be found. The Mona Lisa, another Leonardo painting that is if anything even more famous, also features prominently. The very name of the novel screams of its historical and cultural illiteracy. No real historian, much less any of Leonardo da Vinci’s contemporaries, would ever call him simply “da Vinci,” as if that was his last name. He is Leonardo of the town of Vinci, called Leonardo in short form. Henry Lincoln may have been more than half off his nut, but he was a deep historical thinker next to Dan Brown (yes, even if he did believe that ancient Judea had the equivalent of birth certificates and marriage licenses).

Brown suggests that the effeminate-looking figure immediately to the left of Jesus from our perspective, whom art historians believe to be Saint John, is actually Mary Magdalene. The “V” formed by the two figures is said to be a symbol for the womb. The “V” can also be extended to form an “M,” as in “Madeleine” or matrimonium: Latin for “marriage.”

But now I’m sounding like a snob again, aren’t I? So, let me say that The Da Vinci Code isn’t entirely without value. It did spawn hundreds of ofttimes hilarious reviews, which rose to giddy heights of scathing eloquence in their efforts to explain just how bad it is. A surprising number of these reviews came from other writers. Jealousy was undoubtedly a factor here — why should this hack be given a billion dollars when a talented artiste like myself is not? — but one senses that there was also a deeper well of moral outrage at the idea that someone who so manifestly just didn’t care about the basic craft of putting sentences together in a pleasing or evocative way should be rewarded in such a lavish fashion. Stephen King, who was normally unfailingly generous and welcoming to new writers, who had been known to compare his own books to a well-made burger and fries, called The Da Vinci Code the literary equivalent of a box of Kraft Macaroni and Cheese: nutrition-free, un-filling, and artificial to the core, leaving bright orange fake cheese powder all over everything it touched. And yet for some reason a lot of people loved them both.

That said, you could and can find worse crimes against the craft of writing all over the Internet. What makes Dan Brown guilty of something potentially worse than poor craftsmanship is his decision to present his book as both fiction and non-fiction at the same time in order to juice its sales. The opening epigram tells us, beneath the word FACT in large boldface letters, that “the Priory of Sion — a European secret society founded in 1099 — is a real organization. In 1975 Paris’s Bibliothèque Nationale discovered parchments known as Les Dossiers Secrets, identifying numerous members of the Priory of Sion, including Sir Isaac Newton, Botticelli, Victor Hugo, and Leonardo da Vinci.” These two sentences are remarkable for how much they manage to get wrong even if one subscribes to the narrative of The Holy Blood and the Holy Grail. The year 1099 was the year that the Crusaders conquered Jerusalem and the already extant Order of Sion allegedly engineered the selection of Godfrey of Bouillon as the king of the new Christian city-state, not the year that the organization was founded. The dossier in question consisted not of parchments but typewritten pages on modern paper. And the dossier was not fortuitously discovered by employees of the library itself, but by Gérard de Sède after he was explicitly told by Pierre Plantard to go and look there. “All descriptions of artwork, architecture, documents, and secret rituals in this novel are accurate,” the book goes on to state. As the sentences that precede this one so amply illustrate, this assertion could hardly be more false. But if Brown hadn’t seen fit to make it, it is highly doubtful that the book would ever have achieved a shadow of the success it did.

I think that Henry Lincoln was a sincere believer in the Rennes-le-Château conspiracy theories, but the divide between belief and opportunism is less clear to me in the case of others. I include in this group not only Jane Jensen, Dan Brown, and the indomitable Schellenberger and Andrews, but even Lincoln’s own co-authors Richard Leigh and Michael Baigent. Their reaction to The Da Vinci Code gives me all the more reason to suspect that their motives were primarily mercenary and cynical, or had at any rate become that way over the decades since the publication of their most famous book. For, being not content with the tenfold boost which Brown’s novel had given to sales of The Holy Blood and the Holy Grail, Leigh and Baigent chose to sue him in British court for plagiarism; significantly, Lincoln elected not to join this lawsuit.

The High Court of Chancery found for the defendant in 2006; the same verdict was reaffirmed under appeal the following year. The courts noted that the plaintiffs could produce no examples of word-for-word copying on Brown’s part. Indeed, the prose styles of the two books were as different as they could be; The Holy Blood and the Holy Grail was as ramblingly discursive as The Da Vinci Code was almost childishly simplistic. If both books had been novels, the lack of word-for-word copying would still have left the question of whether Dan Brown had blatantly lifted elements of character and plot. But they were not both novels. The Holy Blood and the Holy Grail proclaimed itself to be a book of history, even if it was “speculative” history. And you can’t copyright real or even speculative facts and events, the stuff of history. Taking what The Holy Blood and the Holy Grail claimed itself to be at face value — and how else could the courts take it? — to have ruled in favor of its authors would have been like giving Stephen Ambrose an exclusive right to D-Day.

The most charitable interpretation of the lawsuit is that Lincoln understood this obvious logic while Leigh and Baigent somehow did not. A less charitable one is that it provides us with a window into their respective views of the nature of their work — of whether it was at the end of the day truth or a cleverly presented fiction, not so far removed in spirit from the novel of Dan Brown. At any rate, Leigh and Baigent were left with legal bills of a reported £3 million as a reward for their attempt to carve out of a bigger piece of Dan Brown’s pie for themselves. I don’t think you have to be too mean-spirited to consider this a deserved comeuppance.

Setting aside its winners and losers, the lawsuit crystallizes some questions that have been lurking around the edges of this chronicle almost from the start. To what extent did most of the people who made Rennes-le-Château and everything that came to surround it their hobbies really, truly believe it all in their heart of hearts? And did the truth or fiction of it actually matter so much to them one way or the other when all was said and done?

Many years ago now, I read a piece on a gaming or pop-culture website — I’m sorry to say that I can’t find the link anymore — which presented the best “shared worlds” of modern entertainment. I remember being shocked to see at the top of the list not Middle-earth or the Star Wars or Star Trek universe, but rather the Second World War. This struck me as being in vaguely poor taste; surely the Holocaust and all of the other real horrors of that conflict don’t deserve to be set up alongside The Lord of the Rings as just another venue for comics and cosplay. And yet it was hard to deny that the article kind of had it right: that the Second World War really is an inexhaustible stage for fiction, richer than the ones you find in even the richest purely fictional novels, movies, and games.

Another anecdote, running in the other direction: much more recently, I was listening to a radio interview with a journalist who had been embedded for a period of time with Anthropic, the company behind the AI chatbot Claude. As an experiment, the Anthropic people put their AI in charge of a vending machine, with full authority to set its own prices, source the products that it sold, etc. Much to everyone’s surprise, Claude started to behave like a mob boss, threatening its suppliers with veiled violence if they didn’t meet its demands. It turned out that it was divining how a competent small-business owner ought to conduct himself from the mobster fiction it had scarfed up trawling the Internet.

These are examples of what the French philosopher Jean Baudrillard dubbed “hyperreality.” Already in the 1980s, he postulated that media was coming to fill so much of our lives that “fact” and “fiction” were becoming less and less meaningful as distinctions, that we were coming to live our lives in a sort of media-facilitated simulation of whatever reality we happened to find most appealing. Of course, the Internet has only accelerated that trend by an order of magnitude. For some of us, its virtual realities have become more real than the ones of flesh and blood. Meanwhile chatbots like Claude, which alarming numbers of us are coming to regard as friends and confidantes and even romantic partners, are true digital natives, untethered to any understanding of physical truths. What does it mean for us when our reality becomes the things we pick and choose in liminal digital spaces, based on vibes and our peer groups and the outputs of an algorithm, rather than the things that simply are? That is becoming a question of existential relevance. And I must confess that I half dread learning the answer. Already we can see the impact across a wide swath of our “real-world” culture and politics. As I write these words, the American presidency is explicitly guided by the ethos of television “reality” shows, prioritizing cliffhangers over policy, juxtaposing clips of real and deadly war with clips from Top Gun and Rambo, as if they were all of a piece. And a substantial quantity of American voters admit that they elected this administration not to implement any specific policy but because they wanted to watch the show. By way of taking the theory of hyperreality to its absurdist end point, some of our current flock of poorly socialized, algorithm-addled Silicon Valley overlords propose that physical reality itself is just a computer simulation — and it might well be a single-player game at that, giving free rein to their sociopathy.

The now 70-year-old conspiracy culture of Rennes-le-Château is a microcosm of hyperreality, if a less obviously dangerous one than some of those that have come along since. Were you to attend a gathering of Rennes-le-Château devotees, you might have trouble distinguishing them from a gathering of Tolkien or Star Wars or Star Trek fans — or for that matter Second World War buffs — if you didn’t know the lingo beforehand. These conspiracy theorists devotedly want to live in a world where millennia-old secret societies lie in wait to take over the Earth; it’s a lot more exciting than one where our problems arise from systemic issues of education and culture and sometimes just the vagaries of Mother Nature. And so they have constructed a virtual world for themselves where the conspiracies can be their truth. They can meet friends and lovers there, socialize and solve puzzles together, take vacations to places that feature in the mystery. Does it matter so much in the end if none of it is real? Are these people actually so qualitatively different from those who upload a big part of their lives into a shared social fantasy like Ultima Online or EverQuest?

These are questions we all have to grapple with for ourselves. For my part, though, I will say that I love fictions and firmly believe that they can be a wonderful vehicle not only for entertainment but for countless abstract truths about the human condition in general. And yet it remains important to me to know where the boundaries between concrete truth and fiction lie. I think it’s fine to enjoy a fiction like Gabriel Knight 3 or even The Da Vinci Code, if that’s the way your tastes run — but I also think it’s important for this collective project that we call civilization that we know that these things are fictions, no matter how much we may wish otherwise. Because wishful thinking, my friends, is one hell of a drug, one that’s made addicts out of better minds than mine.

Witness: poor Henry Lincoln, who passed away in 2022, still babbling away about his sacred geometry, sure he was on the verge of the final breakthrough he’d been seeking for 50 years. Richard Leigh and Michael Baigent are likewise no longer with us, having died in 2007 and 2013 respectively. Ditto Gérard de Sède, who passed in 2004, still howling at the world that it was all a fake — and who would know better than he? — and finding that no one wanted to listen to him. Despite the absence of all of these seminal figures, the conspiracy theories they promulgated live on today on the Internet and in the pages of books — not least those of Dan Brown, who continues to churn out a new Robert Langdon novel every few years, to strong sales if no longer astronomical ones. (I don’t know whether he’s gotten any better at his craft.)

But I think we’ve spent more than enough time with the conspiracy theories by now, even as we still haven’t gotten to the full truth of how a simple treasure hunt in a remote corner of France turned into one of the biggest international media sensations of recent decades. There is still one more figure we have to scrutinize before we can close the book on Rennes-le-Château: the self-styled Count Pierre Plantard de Saint-Clair, the simultaneously enigmatic and banal human wellspring of it all.



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Sources: The books Holy Blood, Holy Grail and The Messianic Legacy by Michael Baigent, Richard Leigh, and Henry Lincoln; Bloodline of the Holy Grail: The Hidden Lineage of Jesus Revealed by Laurence Gardner; The Treasure of Rennes-le-Château: A Mystery Solved by Bill Putnam and John Edwin Wood; The Holy Grail: The History of a Legend by Richard Barber; Invented Knowledge: False History, Fake Science and Pseudo-religions by Ronald H. Fritze; The Tomb of God: The Body of Jesus and the Solution to a 2,000-Year-Old Mystery by Richard Andrews and Paul Schellenberger; Rennes-le-Château et l’enigme de l’or maudit by Jean Markale; Le Trésor Maudit de Rennes-le-Château by Gérard de Sède; The Holy Place: Saunière and the Decoding of the Mystery of Rennes-le-Château by Henry Lincoln; Key to the Sacred Pattern: The Untold Story of Rennes-le-Château by Henry Lincoln; Les Templiers sont parmi nous, ou, L’Enigme de Gisors by Gérard de Sède; Les Mérovingiens à Rennes-le-Château. Mythes ou Réalités. Réponse à Messieurs: Plantard, Lincoln, Vazart & Cie by Richard Bordes; Lives of the Popes: The Pontiffs from St. Peter to Benedict XVI by Richard P. McBrien; Foucault’s Pendulum by Umberto Eco; The Da Vinci Code by Dan Brown; Are We Idiots?: The Simulacra of Jean Baudrillard by Boris Kriger; Simulations by Jean Baudrillard.

Skeptical Inquirer of November/December 2004; Publishers Weekly of November 13 1981, February 4 1983, September 25 1987, August 4 1989, November 15 1991, February 9 2004, January 24 2005, March 14 2005, and March 6 2006.

Online sources include the websites Rennes-le-Château: Where History Meets Evidence and Priory of Sion.com. And The Real Da Vinci Code, a television documentary by the ever excellent Tony Robinson.

 
 

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