The barrier Pylons mark the edge of the pocket dimension we're in; get past them and you're back out into Humanspace. The Gate of Iron Fangs is what you go through to get out. The River is the river of the time flow. (See also "Lords of Tsamra" for details.)
As for The Mysteries, it's the twenty who tossed Tekumel into the pocket, it's the Goddess of the Pale Bone who is trying to get it out; all of the Gods are Phil's homage to Lovecraft. (There was a lot of sharing universes back in Phil's time in fandom, remember.) You too can bring Tekumel back into Humanspace, by going up to the Temple of the Egg of the World, fixing this device of the Ancients - it's the controller for the terra-forming engines - and then use it to make the stars come out. The Space Marines will land, wipe out our current civilization, enslave everybody and everything on the planet, and reassert the rule of the Lords of Humanspace.
Phil told the original group, when they did all this back in 1975, that the Tekumel campaign was over and they would would now play something else. The players mutinied, telling him that they came out to his house to play Tekumel, and if they wanted to play Traveller they'd be going to the Fifth Precinct game group instead; as Craig Smith put it, "Now that the Marines have landed, I've gone from being a mighty Lord to being a slave. Guess what I think about that, Barker." (See also "Shared Fantasy", by Gary Fine, and "Playing at the World", by Jon Peterson.)
And
LO! The stars went back out, the Space Marines got back on their mighty ships and departed, and we played Tekumel for the next decade and a half.
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