+1 OP. You discover the runes immediatly after leaving the tutorial, and when I clicked on it the first time I ended up in camp, not knowing why, how, or how to get back. It broke an already fragile immersion, and not having characters at least walk into the zone first to state that this would be a fine place to rest is such a lost opportunity. It gives a big fat "Shut up it's magic" vibe to the system, like whatever this is a world of fireballs and dragons, why bother explaining anything at all, and it feels really cheap. I disliked the rune system as well, which seems a bandage over a bloated oversized map that would benefit from being separated in several smaller locations, and provide an excuse for not walking hours with a parasite in your head. I really feel like the time-restricted narrative and the rest and travel mechanics don't work at all together, so instead of changing one or the other they tried to do their best to sweep the conflict under the rug. You're told you are out of time but you can take unlimited long rests with no consequences, and instant travel feels like an element that was introduced to avoid making things worst.