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Re: Yet another mistake in GURPS Myth!

Posted By: David Wellington (dialup-209.245.12.110.Denver1.Level3.net)
Date: 1/20/2000 at 1:34 p.m.

In Response To: Re: Yet another mistake in GURPS Myth! (William Wallace)

: GURPS does not confirm that, but thats what I was
: thinking also.

My feeling would be that the world knots and other artifacts are simply containers meant to hold a certain magical influence. That is, they aren't machines, but simply normal objects which have been invested with a permanent magical force by a mage at some point in the past. A lot of magicians can teleport themselves using mana, but they can't be everywhere at once (well, actually, if they teleport fast enough... but I digress) so they built the world knots so that everyone can teleport as they please. Probably using one of those magic-boosting dreams (a "Permanence" Dream or some such), a mage casts the teleportation spell on the area between the knots and the pylons store that power and focus it on the special spot. When they are broken, the stored power is unfocused--which would allow a repaired knot to work. Alric makes the broken world knot work by putting his own power into it. Why he doesn't just teleport everyone in under his own power (and ignore the knot) is a good question--maybe teleportation requires an exact knowledge of the destination (so you don't end up teleporting into the side of a hill, say) and the world knots act as well-defined map markers that you can "tune in" to.

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