Host of Angels said:
I think it is interesting that so many of us don't like the idea of rune stones being formed with the runic writing on them already.
And - on reflection - I think this is because in our atheistic, modern world we find the idea of any direct evidence of the divine intrinsically wrong. When people find images of Jesus in sliced aubergines or on a bit of toast - they get labelled as crackpot and end up featured in Fortean Times.
However, in Glorantha, divine evidence is all too real. So, maybe presenting runes as items created by Gods (writing and all) is a more powerful way of evoking the mystical and inherently different world system.
On a bit of a tangent, but still possibly interesting, a lateral connection to the real world occured to me. I was reading a Stephen Jay Gould essay on the "Lying Stones" (Lügensteine) found by Johann Beringer in 1726. Basically Beringer was a professor in Würzberg and found a whole load of fossils in the hills nearby. However, they were fakes and had been placed there by jealous colleagues. One of them was even a fossil showing the name of God in Hebrew script. Now, at the time he took them seriously because the idea that fossils were mineralised animal remains was not universally accepted. Instead people believed that fossils formed when some inherent quality of the rock caused it to change and mimic animals. In which case there was nothing too freaky about the name of god appearing in the stone - especially in the 18th century.
So, maybe a less reductionist view is more in keeping with the Gloranthan mythos.
I love your concepts and the reference to Beringer's false fossils makes for an interesting campaign idea, some of which could even could be athiest-friendly. For example:
1. Runestones are actually fossilized entities which contain the spiritual resonance of the being within the stone. This resonance can be released with the proper attunement to a gifted person (read: runecaster).
2. Runestones are Jungian manifestations, effectively springing to life from the subconscious power of the mind, manifesting in reality as very real icons of the runic powers they represent. The runestone could be nothing more than a physical object, but the archetypal symbolosim buried within the human psyche requires it in reality for the power of the rune to manifest in the real world. In this scenario, the rune is only as powerful as the one wielding it; without someone to hold and invoke it, there is no power to the stone. I reference Jung if only because the archetype of the mind would be one of shared-consciousness, thus explaining why the rune-element of a given stone manifests to all people in a like manner, rather than being different from one manifesting consciousness to another.
3. The runestones are part of the primordial language of creation. Essentially, there is a platonic ideal or divine language of some sort, of which the runestones are the physical manifestation. They appear spontaneously on natural elements (not necessarily just stones, at the GM's discretion), but the stones are most common because they are least likely to deteriorate over time,unlike organic matter, fire, water or air which are all transient and often unmanageable. Anyway, the nature of this symbolic language could be the words or "code" if you will used to define creation, or for a world without divine beings the code could come from a higher architecture of language manifesting as, well, "cheat codes" placed in the matrix by the super-computer managing the world program. Now that would be a hell of a surprise for the players!
Anyway, I actually like the idea of runestones being formed from the droplets of blood spilt by the gods in war. It fits my own campaigns well, both of which have had bloody conflicts in the ancient past between deities; I have used sorcery as the magic which is represented by learning, study, symbology and other more abstract sources of magic, and runestones remain a relic of the past, a gift from the fallen gods to man, essentially.
The other reason I really like it is simple: it's different and in an interesting way from the usual magic system, which is traditionally based off of D&D's Vance-esque magic system.