Stephen Tempest wrote:
>
> The language used in the book is consistent, that initiation *awakens*
> the runes within you.
>
*nod* Good to know.
>
> Since the Runes are the building blocks of reality, it follows that in
> the mundane world everybody is comprised of all the runes, in one
> proportion or another. A theist initiation allows you to discover the
> three most important runes that go into making up who you are, and
> awaken an affinity for them that allows you to perform Theist magic by
> using them.
>
And presumably the path to greater understanding/use of these is through
the gods. This seems to lean to the "tradeoff" being direct access to
the runes in return for constraints on behaviour and personality due to
"becoming the rune" yourself in some way.
>
>
> I think it's clear enough that the number "three" is a generalisation
> made formal for gameplay reasons.
>
It does seem likely. And a "Three is normal, but you sometimes see
exceptional people" would cover that.
At a certain point, it just seems a question of what would become
unwieldy. (Don't Heortlings have six souls? Or seven winds? Or is it
Dara Happan Solars have six and Lunars have seven? I mean, you could
argue for runes for all of that, I suppose, but it would be cumbersome.)
>
> You can add new runes during play by
> discovering that you "had them all along", or by performing a
> heroquest or ritual to strengthen your connection to a particular
> rune.
>
Basically a new initiation.
I would suppose that different cultures view whether you are connecting
to the rune or to a god differently. (I presume the Sartar book makes it
clear that they view it as "connecting to the rune".)
LC
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