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===Religion of Furnshakt=== If the people of Furnshakt only lived (and comfortably so) under an anarchy that would make a Vyntril pamphleteer blush, that might be enough to turn their northern neighbors against them. Instead it is a difference in faith that has lead to the most friction. Furnshakt rejects the Aurelian faith. While tribes differ on the existence, power and respect due to the solar deity, the northern religion holds no attraction to them. Instead they worship the spirits of nature, who dwell in their midst. This is sensible as these spirits are wise, powerful, live right next to them and are terrific. Terrific, as has been mentioned elsewhere, means to inspire terror. Nature-spirits are not lovey-dovey hippie shit. They are nature, red in tooth and claw. To appease the spirits of nature requires you to enter their world. It is a world that knows no bargaining or reason. There is no pity or remorse or fear. There is only survival or death. It has been said that the people of Furnshakt are hard. In comparison, their shamans and vision-questers are pure diamond. The rituals of those who seek to appease or seek the favor of nature-spirits are too gruesome for publication. Suffice to say there are many from Furnshakt who bear terrible scars with great pride, confident that the torment they underwent brought great blessings upon their people. While utterly abhorrent to followers of the sun-god, even those of Furnshakt have begun to question their faith. Of late the nature-spirits have grown more demanding in terms of flesh and pain. Some have whispered that continual battering of necro-storms have driven the gods mad. The increasingly grim shamans who deal with the nature-spirits deny this. They claim instead that increasing Aurelian arrogance and assaults by lobster-armored illithids are signs of impending danger. The blood-thirst of the gods is not a sign of madness, but a sign that they are preparing for war.
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