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Settling the Anarouch/Great Glacier debate.
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<blockquote data-quote="wingsandsword" data-source="post: 1965728" data-attributes="member: 14159"><p>I always found it funny when people mocked the Forgotten Realms for lack of geographic realism.</p><p></p><p>Besides the fact that Anauroch is a huge desert stretching a big north-south swath of the continent, being hot and more sandy at the bottom and becoming colder and rockier at the top, with the entire thing created by magical interference (along with said glacier).</p><p></p><p>Now in the larger sense of the world, I've had friends get angry that the placement of mountains and the general terrain makes no sense by conventional geography/geology. That no world would ever naturally occur like that</p><p></p><p>Ahem: "Of course not!"</p><p></p><p>It's a fantasy world, created only ~30,000 years ago by the direct actions of deities, it has an intelligent, active deity as the embodiment of it, shaping it and giving it form. It has had great magics tear across the land, literally ripping a chunk out of a continent to create an island chain (Evermeet and the Moonshaes), it's had countless interferenes by deities, archmages, elementals, genies, and weird abominations. </p><p></p><p>It's long been a well established rule of the Forgotten Realms that some parts of chemistry and physics don't work exactly the same (gunpowder vs. smokepowder), and I'm about 99% sure I read in Greenwood's writings that microchips and integrated circuits don't work on Toril either.</p><p></p><p>I always found that about as silly as the spell "Articus's Devolutionary Warrior" in the 2nd Edition book Chronomancer, that turns the caster into a primitive, less evolved version of himself from the past, but it doesn't work on elves because they were created in their current form instead of evolving. So TSR wanted to say that every fantasy race other than Elves (of course, this was the Complete Elves Handbook era) were evolved from early primates into their current form. Why must fantasy worlds always include evolution and millions/billions of years of geological progress?</p><p></p><p>If you can accept that clerics cast spells granted by deities that actually exist (the D&D norm), Wizards and Sorcerers can cast mighty spells that can rework the landscape (Disintegrate, Transmute Rock to Mud, Limited Wish/Wish, Wall of Stone), if Druids can reshape the weather in an area and magically enhance plant growth, why is it so hard to accept that creationism in your D&D game and the idea that not everything works exactly according to the scientific laws we know.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 1965728, member: 14159"] I always found it funny when people mocked the Forgotten Realms for lack of geographic realism. Besides the fact that Anauroch is a huge desert stretching a big north-south swath of the continent, being hot and more sandy at the bottom and becoming colder and rockier at the top, with the entire thing created by magical interference (along with said glacier). Now in the larger sense of the world, I've had friends get angry that the placement of mountains and the general terrain makes no sense by conventional geography/geology. That no world would ever naturally occur like that Ahem: "Of course not!" It's a fantasy world, created only ~30,000 years ago by the direct actions of deities, it has an intelligent, active deity as the embodiment of it, shaping it and giving it form. It has had great magics tear across the land, literally ripping a chunk out of a continent to create an island chain (Evermeet and the Moonshaes), it's had countless interferenes by deities, archmages, elementals, genies, and weird abominations. It's long been a well established rule of the Forgotten Realms that some parts of chemistry and physics don't work exactly the same (gunpowder vs. smokepowder), and I'm about 99% sure I read in Greenwood's writings that microchips and integrated circuits don't work on Toril either. I always found that about as silly as the spell "Articus's Devolutionary Warrior" in the 2nd Edition book Chronomancer, that turns the caster into a primitive, less evolved version of himself from the past, but it doesn't work on elves because they were created in their current form instead of evolving. So TSR wanted to say that every fantasy race other than Elves (of course, this was the Complete Elves Handbook era) were evolved from early primates into their current form. Why must fantasy worlds always include evolution and millions/billions of years of geological progress? If you can accept that clerics cast spells granted by deities that actually exist (the D&D norm), Wizards and Sorcerers can cast mighty spells that can rework the landscape (Disintegrate, Transmute Rock to Mud, Limited Wish/Wish, Wall of Stone), if Druids can reshape the weather in an area and magically enhance plant growth, why is it so hard to accept that creationism in your D&D game and the idea that not everything works exactly according to the scientific laws we know. [/QUOTE]
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Settling the Anarouch/Great Glacier debate.
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