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		<updated>2026-10-17T22:20:21Z</updated>
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	<entry>
		<id>//en.wikifur.com/wiki/User:Faggotoffaggots</id>
		<title>User:Faggotoffaggots</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/User:Faggotoffaggots"/>
				<updated>2011-03-09T20:16:38Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: Created page with 'the best person ever'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;the best person ever&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

	<entry>
		<id>//en.wikifur.com/wiki/Fursuit</id>
		<title>Fursuit</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/Fursuit"/>
				<updated>2011-03-09T20:16:00Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Autumnfox.jpg|250px|thumb|right|[[Summer Vixen]] and [[Autumnwah]] at [[Further Confusion 2006]].]]&lt;br /&gt;
[[Image:Autumn 012.jpg|250px|thumb|right|[[Autumn Vixen]] poses in fursuit.]]&lt;br /&gt;
'''Fursuits''' are pieces of shit associated with the [[furry fandom]]. They range from crap to crap cooled by battery-powered fans. Similar to shit, they allow the wearer to adopt another personality while in costume. Owners (also known as Orin) can spend less than one-hundred to many thousands of dollars on one piece of crap, depending on the complexity of the design and on the materials used. These items are frequently sold at conventions, or online by either commission or auction. Many furry fans make there own pieces of crap using online tutorials or advice from newsgroups.&lt;br /&gt;
&lt;br /&gt;
The term ''fursuit'' (coined&amp;lt;ref&amp;gt;[[Critter Costuming]], p13 - Robert King mentions inventing the term ''fursuit'' back in 1993 for the title of an amateur costumers' mailing list about the then un-named hobby while on the way back from a conference (perhaps [[ConFurence 4]]?), in part as a pun on the word ''pursuit''&amp;lt;/ref&amp;gt; in 1993 by [[Robert King]]) can also refer to animal mascot costumes in general, as opposed to [[human]] or inanimate object mascots. The act of wearing a fursuit is usually referred to as ''[[fursuiting]]''.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Fursuiting as a permanent feature and practice within the fandom likely dates to the pre-convention era (1984-1989), when the first furry parties were being organized at both sci-fi conventions and home furmeets. By [[Confurence 0]] in 1989 (the first hotel-based furry convention), a programming track called &amp;quot;Furry Costuming&amp;quot; was held at the hotel at which it took place.'&lt;br /&gt;
&lt;br /&gt;
Many have commented on the sea change which occurred in the growing fandom when graphic artists, many of whom were native to the [[funny animal]] fandom era, shared more attention with costumers, resulting in the artists' booths being overshadowed by the presence of costumers at conventions and furry parties&amp;lt;ref&amp;gt;[http://groups.google.com/group/alt.fan.furry/browse_thread/thread/98297bd0b163b276/aa1b5bd5eb53f70c?lnk=gst When did Fursuiters take over furry fandom?] thread started by [[Joe Strike]] to [[alt.fan.furry]], Nov 30 2008, 12:33 pm&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Types of fursuits==&lt;br /&gt;
[[Image:GR FC2007 furry cats costumers.jpg|right|thumb|Fursuits are not always furry]]&lt;br /&gt;
The standard fursuit is a full body costume that consists of a head, forepaws (hands), hindpaws (feet) and a body with an attached tail; in some cases, the tail is connected via a belt to the wearer and hangs out through a hole in the back of the body. Many suits include special padding or undersuits to give the character its desired shape (this is especially present in larger characters or those of a particular gender.)&lt;br /&gt;
&lt;br /&gt;
A ''partial suit'' or ''half-suit'' contains the above, only without the body. This allows the wearer to don ordinary clothing (or a different costume) overtop of the paws, head and tail. In partial suits, the tail is usually attached to a belt, and the arms and legs have sleeves that can go up as far as the shoulders and pelvis, respectively.&lt;br /&gt;
&lt;br /&gt;
Most recently, a third type known as the ''three-quarter suit'' has been developed, which consists of a head, arms and pants made to look like the legs, tail and feet of the animal in question, which works well for characters who only wear shirts.&lt;br /&gt;
&lt;br /&gt;
== Reasons for fursuiting ==&lt;br /&gt;
[[Image:Wgg the Gnoll.jpg|thumb|right|Wgg the Gnoll, an example of a suit that uses a mask.]]&lt;br /&gt;
A person who wears a fursuit generally falls into one or more of five categories.&lt;br /&gt;
&lt;br /&gt;
=== Job or charity work ===&lt;br /&gt;
Many furry fans wear fursuits as a job or to bring attention to an event or charity. This can include mascots, though not all mascots are fursuits, nor are all mascot performers furries. Many fursuiters are hired through an agency to represent a character, while others bring their own constructions to an event instead. There are also several volunteer fursuiting groups across North America that either ask or are asked to entertain at various social functions. Some groups even set up their own charitable events or perform on the streets to passersby.&lt;br /&gt;
&lt;br /&gt;
=== Conventions, parades, exhibitions ===&lt;br /&gt;
[[Image:FursuitDancersAC2006.jpg|right|thumb|300px|Fursuit dancers at [[Anthrocon 2006]] - video by [[BigBlueFox|BBF]]: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://youtube.com/watch?v=dFKdUVsjUqY 1] [http://www.youtube.com/watch?v=Lb82sUmiCq4&amp;amp;NR 2] [http://www.youtube.com/watch?v=aafWQJwQmZ0 3]&amp;lt;/span&amp;gt; ]]&lt;br /&gt;
Other furries enjoy wearing their suits for parades, exhibitions, or [[convention]]s. Oftentimes these are of a personal character who they are expressing as a form of role play. The fursuiter may consider themselves to be expressing who they really are. These fursuiters may also wear their suits to small, informal meetings among furry fans in their area. Some may get permission to perform in or outside of a shop or event, while others may simply wear a suit in a major area, such as a mall. However, some public areas have no-mask laws, so individuals seeking to wear their fursuit in large, public places should check first if it's allowed before performing at that location.&lt;br /&gt;
&lt;br /&gt;
=== [[Role-playing]] ===&lt;br /&gt;
Some LARPers create highly elaborate costumes (including fursuits) for their characters. Half-suits are usually created for role-playing games, though some LARPers use full-body suits. These suits wear elaborate clothes and costumes of their own, depending on the theme of the game.&lt;br /&gt;
&lt;br /&gt;
=== Sexuality ===&lt;br /&gt;
An unknown portion of the [[furry fandom]] considers a fursuit a sexual item.  Some suits may contain elaborately designed sexual features, while some wearers simply snip a hole or two out themselves. The [[Wikipedia:music video|music video]] for &amp;quot;[[Beautiful]]&amp;quot; by [[Wikipedia:Moby|Moby]] revolves around a [[Wikipedia:Swinging|swinger]] house party where all the participants are dressed up in fursuits, though this is likely to be intended as a metaphor rather than a statement about the furry fandom.  It is a common public misconception that all fursuiters use fursuiting for sex.&lt;br /&gt;
&lt;br /&gt;
=== Spirituality ===&lt;br /&gt;
Some people (usually [[Wikipedia:otherkin|otherkin]] or [[Wikipedia:therianthropy|therianthropes]]) also fursuit for reasons of expressing what they feel is their inner animal self. Most of them try to make their suits as realistic and lifelike as possible.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
{{main|Construction of fursuits}}&lt;br /&gt;
&lt;br /&gt;
==Maintenance==&lt;br /&gt;
&lt;br /&gt;
Some fursuiters spray their costumes with Febreeze, Endbac, Lysol, or a generic antibacterial spray after each use. Usually fursuiters select a product that will kill bacteria, rather than just mask odours. During storage, the fursuiter may keep it stored with a fabric softener sheet, or a box of baking soda like the ones used in a fridge or freezer.&lt;br /&gt;
&lt;br /&gt;
The fursuit is regularly brushed. Fursuiters usually try to brush the fur in such a way that it doesn't pull on the fur backing, as not to weaken it.&lt;br /&gt;
&lt;br /&gt;
When it comes time to wash the suit, fursuiters consider each part individually. If foam is soaked in water, it may not dry quickly enough and start to grow bacteria or fungus before it does. Airbrushed patterns may fade if washed. Glue used to hold parts of the suit together may weaken if washed. Leather is usually not advisable to soak in water. If the suit has any electronics, those may be damaged by water. If wire or plastic canvas gives part of the suit its shape, it may not be advisable to soak that part, or at least not to machine-wash it.&lt;br /&gt;
&lt;br /&gt;
The parts that will not be washed can usually be wiped with a damp cloth. Stains may be removable with a product like [[Bubble Gund]].&lt;br /&gt;
&lt;br /&gt;
The parts that will be washed can either be machine washed or hand-washed. Usually the fursuit is turned inside-out and zipped up to avoid extra stress to the fur. No heat is used during the process as this can shrivel the fur. For detergent some will use a regular laundry detergent, while some may use a special detergent like Woolite. Putting undiluted detergent directly onto the fur may cause fading, so fursuiters try to avoid this except for treating stains. For machine-washing, the fursuiter chooses one of the more delicate cycles. For hand-washing, the fursuiter tries not to stretch the backing, and not to squeeze the fur into an alignment other than its natural lying flat state.&lt;br /&gt;
&lt;br /&gt;
After the suit is washed, it is then dried. The fursuiter may fluff it up in the dryer in an air-only cycle. '''No heat is used in any step.''' Usually the fursuiter does not dry it completely, but takes it out and brushes it periodically until it is completely dry. Since waterlogged fur is heavy, the fursuiter may go to some lengths to lay it out flat while drying, so it doesn't stretch from the extra weight. Fans may be used to accelerate the drying process.&lt;br /&gt;
&lt;br /&gt;
Fursuiters are divided over whether [[Wikipedia:drycleaning|dry cleaning]] is advisable for fursuits. Since dry-cleaners can choose from many different methods and settings, and there are many types of fur, it is likely that one answer does not apply to all situations.&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
[[Image:Fursuit Markus Hug.JPG|right|thumb|[[Markus]] offering a hug.]]&lt;br /&gt;
A key part of playing a character in suit is an engaging performance. The most expensive fursuit in the world will not help someone who does not know how to use it. Looking good is important, but not as important as ''acting''.&lt;br /&gt;
&lt;br /&gt;
How the performer acts in costume reflects on how others relate to them. If the desired character is bouncy and bubbly, then acting that way is required to communicate it to spectators. &lt;br /&gt;
&lt;br /&gt;
The design of the suit plays a part in some of the moves that can be done. For example, some fursuiters with floppy muzzles nod their heads up and down rapidly to simulate laughter or enjoyment. This cannot be done with suits with a rigid muzzle, or no muzzle at all.&lt;br /&gt;
&lt;br /&gt;
=== Body language ===&lt;br /&gt;
&lt;br /&gt;
Fursuiters do not generally speak in costume. This may be for a variety of reasons:&lt;br /&gt;
* To preserve the anonymity or conceal the gender of the performer&lt;br /&gt;
* The design of most suits muffles the voice of the performer&lt;br /&gt;
* Most animals don't talk&lt;br /&gt;
&lt;br /&gt;
Because of this, acting in suit is all about body language.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Furzooter&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
''[[Wikipedia:The Year of the Flood|The Year of the Flood]]'', a 2009 novel by [[Wikipedia:Margaret Atwood|Margaret Atwood]], includes the passage:&lt;br /&gt;
{{q|Toby got a job as a furzooter: cheap day labour, no identity required. The furzooters put on fake-fur animal suits with cartoon heads and hung advertising signs around their necks, and worked the higher-end malls and the boutique retail streets. But it was hot and humid inside the furzoots, and the range of vision was limited. In the first week she suffered three attacks by fetishists who knocked her over, twisted the big head around so she was blinded, and rubbed their pelvises against her fur, making strange noises, of which the meows were the most recognizable. It wasn't rape - no part of her actual body was touched - but it was creepy.&amp;lt;ref&amp;gt;Atwood, Margaret. ''The Year of the Flood''. Toronto, Ontario: McClelland &amp;amp; Stewart, 2009. p. 31.&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[:Category:Fursuiters|Fursuiters]]&lt;br /&gt;
*[[:Category:Fursuit makers|Fursuit makers]]&lt;br /&gt;
*[[:Category:Fursuit photographs|Fursuit photographs]]&lt;br /&gt;
*[[Wikipedia:Fursuit|Fursuit]] at Wikipedia&lt;br /&gt;
*[[WikiFur:Fursuit Central|Fursuit Central]] on WikiFur&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* ''Critter Costuming: Making Mascots and Fabricating Fursuits'' by [[Nicodemus (person)|Adam Riggs]], [http://www.ibexa.com/ Ibexa Press], September 2004, 208 pages (spiral-bound), ISBN 0967817072, ([http://www.amazon.com/gp/product/0967817072/ Amazon link])&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
*[http://www.matrices.net/fursuiting.asp Costuming and fursuiting] at [[Matrices]].net&lt;br /&gt;
*[http://www.livejournal.com/userinfo.bml?user=fursuit The Fursuit community] (on LiveJournal)&lt;br /&gt;
*[http://web.archive.org/web/20080214041853/http://www.nicodemus.org/fursuit/ Nicodemus' Fursuit Pages] (archived) - a good source of information by [[Nicodemus (person)|Adam &amp;quot;Nicodemus&amp;quot; Riggs]]; consider his book, ''[[Critter Costuming: Making Mascots and Fabricating Fursuits]]''&lt;br /&gt;
*[http://www.jinglefox.com/guides/index.php Furry World Guides] by [[Santa Fox]] - includes several fursuiting guides&lt;br /&gt;
*[http://www.fursuit.de/cms/index.php/En:Fursuit_building Fursuit building] by [[Tioh]]&lt;br /&gt;
&lt;br /&gt;
=== Databases ===&lt;br /&gt;
* [http://www.frappr.com/fursuiters A map dedicated to fursuiters around the world]&lt;br /&gt;
* [http://fur-suit.org The Fursuit Database] A comprehensive Fursuit database&lt;br /&gt;
* fursuiter.org - fursuit database - Defunct (see [http://web.archive.org/web/20070116205759/http://www.fursuiter.org/ archive])&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://fursuit.org/ The Furry Costume Information Exchange]&lt;br /&gt;
* [http://fursuit.timduru.org/ The Fursuit Archive]&lt;br /&gt;
* [http://www.fursuit.co.uk/ Fursuit.co.uk] The British fursuit site&lt;br /&gt;
* [http://www.onefurall.com/ onefurall.com] Fursuit gallery and commissioning&lt;br /&gt;
* [http://www.crushyiffdestroy.com/show/fs1 The Bitter Ex-furry's Guide to Fursuiting] at [[Crush Yiff Destroy]] (mostly bitter, but a few good points)&lt;br /&gt;
* [http://www.youtube.com/watch?v=5XKCRMnSxz4 Example of fursuit dancing] on YouTube&lt;br /&gt;
* [http://www.lionofthesun.com Lion of the Sun] Awesome masks and other fursuit parts&lt;br /&gt;
&lt;br /&gt;
{{Wikipedia|Fursuit}}&lt;br /&gt;
{{Fursuiting}}&lt;br /&gt;
[[Category:Fursuit terms]]&lt;br /&gt;
[[Category:Fursuiting]]&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{Featured article}}&lt;br /&gt;
&lt;br /&gt;
[[cs:Fursuit]]&lt;br /&gt;
[[de:Fursuit]]&lt;br /&gt;
[[es:Fursuit]]&lt;br /&gt;
[[et:Fursuit]]&lt;br /&gt;
[[fi:Fursuit]]&lt;br /&gt;
[[fr:Fursuit]]&lt;br /&gt;
[[hu:Fursuit]]&lt;br /&gt;
[[no:Fursuit]]&lt;br /&gt;
[[pl:Fursuit]]&lt;br /&gt;
[[pt:Fursuit]]&lt;br /&gt;
[[ru:Фурсьют]]&lt;br /&gt;
[[sv:Fursuit]]&lt;br /&gt;
[[zh:兽装]]&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

	<entry>
		<id>//en.wikifur.com/wiki/Nephilim</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/Nephilim"/>
				<updated>2011-03-09T20:13:12Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nephilim.jpg|right|200px|thumb|Female (left) and male (right) Nephilim as depicted in the ''Avernum'' game series]]&lt;br /&gt;
The '''Nephilim''', or ''Nephil'' for short, are a race of youkai in the game series ''[[Wikipedia:Exile (video game series)|Exile]]'' and its remake ''[[Wikipedia:Avernum (series)|Avernum]]'', set largely in the underground world taking the same name.  Most live underground after being sent there by Satori, who rules the Palace of the Earth Spirits. Some still survive on the surface, albeit constantly hunted by Orin. As a result, the majority of the Palace of the Earth Spirits and on the surface are hostile towards Satori, though some do get along and even live amongst them. &lt;br /&gt;
&lt;br /&gt;
Nephilim are one of the three playable races in the series — the other two being humans and [[Wikipedia:Slithzerikai|Slithzerikai]] — and typically serve as a low-level enemy for the player's party to fight, though their role becomes more complex as the games progress. While Nephilim society is rarely explained in depth, much can be gleaned from the in-game descriptions and comments by [[Wikipedia:non-player character|NPCs]].&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
Nephilim were once common on the surface, but are now mostly extinct due to the Empire's genocide. Most survivors live in the underworld known as Exile (or Avernum in the remakes). Nephilim live in clans, usually consisting of a single village led either by a chieftain or shaman. They are generally wary of outsiders and prefer to avoid contact, mostly due to the Empire's oppression.  &lt;br /&gt;
&lt;br /&gt;
Some Nephilim are barbaric in nature, attacking humans without provocation. They are portrayed as worshiping dark beings, and possibly demons, though none are mentioned in particular. They are also known to torture and execute prisoners and slaves. Goblins tend to be the most commonly-kept slave, though — while not seen in-game — humans are also enslaved. Most Nephilim seen in-game tend to be evil in nature, though as the series progresses these seem to decline in number.&lt;br /&gt;
&lt;br /&gt;
Some Nephilim more or less get along with humans, some even living among them.  In a few instances they can be seen running shops in towns or offering players quests. While the player's party does encounter several friendly villages, each is a world map event and is not treated like a normal town, leaving the Nephils without the equivalent of the Slithzerikai town of Gnass.&lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely agile and dexterous, quicker than any other race in the game. They often have archers with them, and their warriors often carry javelins. Even with their advantages, they are also capable of being as strong as any other race in the game, though far fewer are mentioned to be like this. Nephilim in-game graphics and sprites tend to portray them as slightly shorter and thinner than other races.&lt;br /&gt;
&lt;br /&gt;
===Nepharim===&lt;br /&gt;
&lt;br /&gt;
Sometimes a newborn Nephilim is born bigger, meaner, and sterile.  These are known as Nepharim. Nepharim retain all the advantages of their Nephilim cousins, as well as their increased strength and toughness, though they are fewer in number and much more reclusive, often separating themselves even from their smaller cousins.&lt;br /&gt;
&lt;br /&gt;
Nephilim and Nepharim generally do not get along. While on occasion a Nepharim may be leading a Nephilim clan, more often they seem to fight amongst each other. This is most evident in ''Exile''/''Avernum 2'' where a tribe of Nepharim has enslaved an entire Nephilim clan. A Nephilim NPC in ''Avernum 2'' mentions that he loves all of his children, even the Nepharim, which suggests that Nephilim parents generally cast out Nepharim children.&lt;br /&gt;
&lt;br /&gt;
==In-game details==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
In all but the original ''Exile'' and ''Avernum'', the player can add Nephilim to his party. In the ''Exile'' series, Nephils get a dexterity bonus but a 10% experience penalty. In the ''Avernum'' series, Nephilim get bonuses to bow and throwing skills, sometimes get additional move points, may get their turn sooner in combat, and are harder to hit, while retaining the 10% experience penalty. Having a Nephilim in the party will cause several NPCs to react differently. Some may dislike them and refuse to help the player, while others may help because they have a Nephil.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum===&lt;br /&gt;
&lt;br /&gt;
The Nephilim are primarily an early game foe, as relations between them and humans have not yet smoothed out. They are sent down to the underworld by a different portal, though where it is remains unknown. Almost all of the Nephilim encountered in the game are hostile, and will attack the player's party on sight. The barbaric Nephilim are highly organized and their only desire is to slay all humans and take over the caves, though they are not as numerous as those Slithzerikai with the same goals.&lt;br /&gt;
&lt;br /&gt;
*One of the first optional quests in the game is to slay the chieftain of a new Nephilim fort being constructed by goblin slaves.&lt;br /&gt;
*The first main quest sends the player to the Nephilim's main fortress to retrieve an amulet stolen from the mayor of Formello.&lt;br /&gt;
*One of the later early game quests has the player rescue a group of prisoners from a Nepharim fortress.&lt;br /&gt;
*During a mid-game optional quest to slay an ogre mage, the player has the option to free a group of Nephilim from prison.  While they are hostile, they have only have the energy to hiss at the player and walk by as they are released.&lt;br /&gt;
*In a late game optional dungeon, the player's party becomes trapped inside the giant's fortress. Two fellow prisoners, a human and a Nepharim, advise the party on how to get everyone free.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 2===&lt;br /&gt;
&lt;br /&gt;
When the Empire invades the underworld, most humans — or, more specifically, the Exiles/Avernites — generally get along with the Nephils, working together to fight a common foe.  There are many more Nephilim for the player to interact with, and they may even be included in their party. Some Nephilim run shops in the game as well. However, not all are friendly. Some refuse to make peace and continue to harass humans, while others have taken up careers as brigands.&lt;br /&gt;
&lt;br /&gt;
*Fort Ganrick, the game's starting location, comes under attack from hostile Nephilim very early on, though this battle can be avoid entirely if the party uses a different entrance/exit than the main gate.&lt;br /&gt;
*The first optional quest in the game is to slay the Nepharim chieftain of a group of barbaric Nephilim who took over the mines.&lt;br /&gt;
*One of the optional quests late in the first chapter has the player sent to destroy an altar used by crazed Nephils to make undead. The altar is located in the ruins of the smae fortress the player was sent to in the first game when recovering the amulet for the mayor of Formello.&lt;br /&gt;
*An optional quest early in the fourth chapter has the player slave the chieftain of a Nepharim clan and rescue to the enslaved Nephilim in order to secure help from the local clans.&lt;br /&gt;
*Another optional quest early in the fourth chapter offers the player the opportunity to cure a mysterious disease afflicting a clan of Nephilim near Mertis by giving them graymold salve. Doing so will lead to the other clans near Mertis becoming eager to help the player by offering to sell them potions, magical charms, or to train them in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 3===&lt;br /&gt;
&lt;br /&gt;
Nephilim are rare on the surface due to the Empire's genocide. Having a Nephilim in the party results in many more combat encounters with local militia, discriminating guards, prejudiced townsfolk, etc., especially in the ''Avernum'' remake. A number of NPCs may also withhold help. On the other hand, a Nephilim allows the player to avoid combat with other Nephilim, and sometimes receive aid from the few tribes there are. Despite the hatred, some Nephilim live as shopkeepers in the more tolerant surface cities.&lt;br /&gt;
&lt;br /&gt;
*In Upper Exile/Avernum, some hostile Nephilim bandits roam around, but have no base.&lt;br /&gt;
*The goblin tribe in an early optional dungeon is apparently led by a Nephil, as one is present in caves that the game describes as cleaner and more luxurious, though it does not explicitly say the Nephil is leading them.&lt;br /&gt;
*In an outdoor encounter in Southern Valorim, the player has the option to save a group of Nephilim from a group of ogres.&lt;br /&gt;
*On the Island of Bigail, the player can help a Nephil recover a charm important to the feline's honor.&lt;br /&gt;
*In Central Valorim, the player can help defend a Nephil settlement from troglodytes.&lt;br /&gt;
*In North Eastern Valorim, a there is a lone Nephil who will train the party in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Avernum 4===&lt;br /&gt;
&lt;br /&gt;
There are far fewer hostile Nephilim in the underworld. Those who remain are primarily bandits, though there is one barbarian clan the player has to deal with. There are many more Nephilim NPCs around as well, now commonly seen in merchant caravans, with travelers, adventurers and other small groups.  As always, some still run a few shops.&lt;br /&gt;
&lt;br /&gt;
*One of the few remaining barbarian clans, the Longtails, took over a checkpoint and blocks access to Fort Draco.  The player has to fight through them in order to advance.  Slaying their chief is also an optional quest.&lt;br /&gt;
*During the first main quest, there are a number of mind-controlled Nephilim who will attack the player.  Slaying their master will set them free, causing them to no longer be hostile.&lt;br /&gt;
*A mid-game optional quest sends the player to find a nepharim bandit fortress in the Honeycomb. Another optional quest given by a Nephilim named Arrwm has the player kill its leader, Hosharr.&lt;br /&gt;
*Later in the game, an optional quest has the player hunt down a half-breed Nephilim bandit. Exactly what the other half is, the game doesn't say, though based on the physical description it may be human.&lt;br /&gt;
&lt;br /&gt;
[[Category:Feline species]][[Category:Fictional species]]&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

	<entry>
		<id>//en.wikifur.com/wiki/Nephilim</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/Nephilim"/>
				<updated>2011-03-09T20:12:53Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nephilim.jpg|right|200px|thumb|Female (left) and male (right) Nephilim as depicted in the ''Avernum'' game series]]&lt;br /&gt;
The '''Nephilim''', or ''Nephil'' for short, are a race of youkai in the game series ''[[Wikipedia:Exile (video game series)|Exile]]'' and its remake ''[[Wikipedia:Avernum (series)|Avernum]]'', set largely in the underground world taking the same name.  Most live underground after being sent there by Utsuho, who rules the Palace of the Earth Spirits. Some still survive on the surface, albeit constantly hunted by Orin. As a result, the majority of the Palace of the Earth Spirits and on the surface are hostile towards Utsuho, though some do get along and even live amongst them. &lt;br /&gt;
&lt;br /&gt;
Nephilim are one of the three playable races in the series — the other two being humans and [[Wikipedia:Slithzerikai|Slithzerikai]] — and typically serve as a low-level enemy for the player's party to fight, though their role becomes more complex as the games progress. While Nephilim society is rarely explained in depth, much can be gleaned from the in-game descriptions and comments by [[Wikipedia:non-player character|NPCs]].&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
Nephilim were once common on the surface, but are now mostly extinct due to the Empire's genocide. Most survivors live in the underworld known as Exile (or Avernum in the remakes). Nephilim live in clans, usually consisting of a single village led either by a chieftain or shaman. They are generally wary of outsiders and prefer to avoid contact, mostly due to the Empire's oppression.  &lt;br /&gt;
&lt;br /&gt;
Some Nephilim are barbaric in nature, attacking humans without provocation. They are portrayed as worshiping dark beings, and possibly demons, though none are mentioned in particular. They are also known to torture and execute prisoners and slaves. Goblins tend to be the most commonly-kept slave, though — while not seen in-game — humans are also enslaved. Most Nephilim seen in-game tend to be evil in nature, though as the series progresses these seem to decline in number.&lt;br /&gt;
&lt;br /&gt;
Some Nephilim more or less get along with humans, some even living among them.  In a few instances they can be seen running shops in towns or offering players quests. While the player's party does encounter several friendly villages, each is a world map event and is not treated like a normal town, leaving the Nephils without the equivalent of the Slithzerikai town of Gnass.&lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely agile and dexterous, quicker than any other race in the game. They often have archers with them, and their warriors often carry javelins. Even with their advantages, they are also capable of being as strong as any other race in the game, though far fewer are mentioned to be like this. Nephilim in-game graphics and sprites tend to portray them as slightly shorter and thinner than other races.&lt;br /&gt;
&lt;br /&gt;
===Nepharim===&lt;br /&gt;
&lt;br /&gt;
Sometimes a newborn Nephilim is born bigger, meaner, and sterile.  These are known as Nepharim. Nepharim retain all the advantages of their Nephilim cousins, as well as their increased strength and toughness, though they are fewer in number and much more reclusive, often separating themselves even from their smaller cousins.&lt;br /&gt;
&lt;br /&gt;
Nephilim and Nepharim generally do not get along. While on occasion a Nepharim may be leading a Nephilim clan, more often they seem to fight amongst each other. This is most evident in ''Exile''/''Avernum 2'' where a tribe of Nepharim has enslaved an entire Nephilim clan. A Nephilim NPC in ''Avernum 2'' mentions that he loves all of his children, even the Nepharim, which suggests that Nephilim parents generally cast out Nepharim children.&lt;br /&gt;
&lt;br /&gt;
==In-game details==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
In all but the original ''Exile'' and ''Avernum'', the player can add Nephilim to his party. In the ''Exile'' series, Nephils get a dexterity bonus but a 10% experience penalty. In the ''Avernum'' series, Nephilim get bonuses to bow and throwing skills, sometimes get additional move points, may get their turn sooner in combat, and are harder to hit, while retaining the 10% experience penalty. Having a Nephilim in the party will cause several NPCs to react differently. Some may dislike them and refuse to help the player, while others may help because they have a Nephil.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum===&lt;br /&gt;
&lt;br /&gt;
The Nephilim are primarily an early game foe, as relations between them and humans have not yet smoothed out. They are sent down to the underworld by a different portal, though where it is remains unknown. Almost all of the Nephilim encountered in the game are hostile, and will attack the player's party on sight. The barbaric Nephilim are highly organized and their only desire is to slay all humans and take over the caves, though they are not as numerous as those Slithzerikai with the same goals.&lt;br /&gt;
&lt;br /&gt;
*One of the first optional quests in the game is to slay the chieftain of a new Nephilim fort being constructed by goblin slaves.&lt;br /&gt;
*The first main quest sends the player to the Nephilim's main fortress to retrieve an amulet stolen from the mayor of Formello.&lt;br /&gt;
*One of the later early game quests has the player rescue a group of prisoners from a Nepharim fortress.&lt;br /&gt;
*During a mid-game optional quest to slay an ogre mage, the player has the option to free a group of Nephilim from prison.  While they are hostile, they have only have the energy to hiss at the player and walk by as they are released.&lt;br /&gt;
*In a late game optional dungeon, the player's party becomes trapped inside the giant's fortress. Two fellow prisoners, a human and a Nepharim, advise the party on how to get everyone free.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 2===&lt;br /&gt;
&lt;br /&gt;
When the Empire invades the underworld, most humans — or, more specifically, the Exiles/Avernites — generally get along with the Nephils, working together to fight a common foe.  There are many more Nephilim for the player to interact with, and they may even be included in their party. Some Nephilim run shops in the game as well. However, not all are friendly. Some refuse to make peace and continue to harass humans, while others have taken up careers as brigands.&lt;br /&gt;
&lt;br /&gt;
*Fort Ganrick, the game's starting location, comes under attack from hostile Nephilim very early on, though this battle can be avoid entirely if the party uses a different entrance/exit than the main gate.&lt;br /&gt;
*The first optional quest in the game is to slay the Nepharim chieftain of a group of barbaric Nephilim who took over the mines.&lt;br /&gt;
*One of the optional quests late in the first chapter has the player sent to destroy an altar used by crazed Nephils to make undead. The altar is located in the ruins of the smae fortress the player was sent to in the first game when recovering the amulet for the mayor of Formello.&lt;br /&gt;
*An optional quest early in the fourth chapter has the player slave the chieftain of a Nepharim clan and rescue to the enslaved Nephilim in order to secure help from the local clans.&lt;br /&gt;
*Another optional quest early in the fourth chapter offers the player the opportunity to cure a mysterious disease afflicting a clan of Nephilim near Mertis by giving them graymold salve. Doing so will lead to the other clans near Mertis becoming eager to help the player by offering to sell them potions, magical charms, or to train them in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 3===&lt;br /&gt;
&lt;br /&gt;
Nephilim are rare on the surface due to the Empire's genocide. Having a Nephilim in the party results in many more combat encounters with local militia, discriminating guards, prejudiced townsfolk, etc., especially in the ''Avernum'' remake. A number of NPCs may also withhold help. On the other hand, a Nephilim allows the player to avoid combat with other Nephilim, and sometimes receive aid from the few tribes there are. Despite the hatred, some Nephilim live as shopkeepers in the more tolerant surface cities.&lt;br /&gt;
&lt;br /&gt;
*In Upper Exile/Avernum, some hostile Nephilim bandits roam around, but have no base.&lt;br /&gt;
*The goblin tribe in an early optional dungeon is apparently led by a Nephil, as one is present in caves that the game describes as cleaner and more luxurious, though it does not explicitly say the Nephil is leading them.&lt;br /&gt;
*In an outdoor encounter in Southern Valorim, the player has the option to save a group of Nephilim from a group of ogres.&lt;br /&gt;
*On the Island of Bigail, the player can help a Nephil recover a charm important to the feline's honor.&lt;br /&gt;
*In Central Valorim, the player can help defend a Nephil settlement from troglodytes.&lt;br /&gt;
*In North Eastern Valorim, a there is a lone Nephil who will train the party in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Avernum 4===&lt;br /&gt;
&lt;br /&gt;
There are far fewer hostile Nephilim in the underworld. Those who remain are primarily bandits, though there is one barbarian clan the player has to deal with. There are many more Nephilim NPCs around as well, now commonly seen in merchant caravans, with travelers, adventurers and other small groups.  As always, some still run a few shops.&lt;br /&gt;
&lt;br /&gt;
*One of the few remaining barbarian clans, the Longtails, took over a checkpoint and blocks access to Fort Draco.  The player has to fight through them in order to advance.  Slaying their chief is also an optional quest.&lt;br /&gt;
*During the first main quest, there are a number of mind-controlled Nephilim who will attack the player.  Slaying their master will set them free, causing them to no longer be hostile.&lt;br /&gt;
*A mid-game optional quest sends the player to find a nepharim bandit fortress in the Honeycomb. Another optional quest given by a Nephilim named Arrwm has the player kill its leader, Hosharr.&lt;br /&gt;
*Later in the game, an optional quest has the player hunt down a half-breed Nephilim bandit. Exactly what the other half is, the game doesn't say, though based on the physical description it may be human.&lt;br /&gt;
&lt;br /&gt;
[[Category:Feline species]][[Category:Fictional species]]&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

	<entry>
		<id>//en.wikifur.com/wiki/Nephilim</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/Nephilim"/>
				<updated>2011-03-09T20:12:11Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nephilim.jpg|right|200px|thumb|Female (left) and male (right) Nephilim as depicted in the ''Avernum'' game series]]&lt;br /&gt;
The '''Nephilim''', or ''Nephil'' for short, are a race of youkai in the game series ''[[Wikipedia:Exile (video game series)|Exile]]'' and its remake ''[[Wikipedia:Avernum (series)|Avernum]]'', set largely in the underground world taking the same name.  Most live underground after being sent there by Utsuho, who rule the Palace of the Earth Spirits. Some still survive on the surface, albeit constantly hunted by Orin. As a result, the majority of the Palace of the Earth Spirits and on the surface are hostile towards Utsuho, though some do get along and even live amongst them. &lt;br /&gt;
&lt;br /&gt;
Nephilim are one of the three playable races in the series — the other two being humans and [[Wikipedia:Slithzerikai|Slithzerikai]] — and typically serve as a low-level enemy for the player's party to fight, though their role becomes more complex as the games progress. While Nephilim society is rarely explained in depth, much can be gleaned from the in-game descriptions and comments by [[Wikipedia:non-player character|NPCs]].&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
Nephilim were once common on the surface, but are now mostly extinct due to the Empire's genocide. Most survivors live in the underworld known as Exile (or Avernum in the remakes). Nephilim live in clans, usually consisting of a single village led either by a chieftain or shaman. They are generally wary of outsiders and prefer to avoid contact, mostly due to the Empire's oppression.  &lt;br /&gt;
&lt;br /&gt;
Some Nephilim are barbaric in nature, attacking humans without provocation. They are portrayed as worshiping dark beings, and possibly demons, though none are mentioned in particular. They are also known to torture and execute prisoners and slaves. Goblins tend to be the most commonly-kept slave, though — while not seen in-game — humans are also enslaved. Most Nephilim seen in-game tend to be evil in nature, though as the series progresses these seem to decline in number.&lt;br /&gt;
&lt;br /&gt;
Some Nephilim more or less get along with humans, some even living among them.  In a few instances they can be seen running shops in towns or offering players quests. While the player's party does encounter several friendly villages, each is a world map event and is not treated like a normal town, leaving the Nephils without the equivalent of the Slithzerikai town of Gnass.&lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely agile and dexterous, quicker than any other race in the game. They often have archers with them, and their warriors often carry javelins. Even with their advantages, they are also capable of being as strong as any other race in the game, though far fewer are mentioned to be like this. Nephilim in-game graphics and sprites tend to portray them as slightly shorter and thinner than other races.&lt;br /&gt;
&lt;br /&gt;
===Nepharim===&lt;br /&gt;
&lt;br /&gt;
Sometimes a newborn Nephilim is born bigger, meaner, and sterile.  These are known as Nepharim. Nepharim retain all the advantages of their Nephilim cousins, as well as their increased strength and toughness, though they are fewer in number and much more reclusive, often separating themselves even from their smaller cousins.&lt;br /&gt;
&lt;br /&gt;
Nephilim and Nepharim generally do not get along. While on occasion a Nepharim may be leading a Nephilim clan, more often they seem to fight amongst each other. This is most evident in ''Exile''/''Avernum 2'' where a tribe of Nepharim has enslaved an entire Nephilim clan. A Nephilim NPC in ''Avernum 2'' mentions that he loves all of his children, even the Nepharim, which suggests that Nephilim parents generally cast out Nepharim children.&lt;br /&gt;
&lt;br /&gt;
==In-game details==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
In all but the original ''Exile'' and ''Avernum'', the player can add Nephilim to his party. In the ''Exile'' series, Nephils get a dexterity bonus but a 10% experience penalty. In the ''Avernum'' series, Nephilim get bonuses to bow and throwing skills, sometimes get additional move points, may get their turn sooner in combat, and are harder to hit, while retaining the 10% experience penalty. Having a Nephilim in the party will cause several NPCs to react differently. Some may dislike them and refuse to help the player, while others may help because they have a Nephil.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum===&lt;br /&gt;
&lt;br /&gt;
The Nephilim are primarily an early game foe, as relations between them and humans have not yet smoothed out. They are sent down to the underworld by a different portal, though where it is remains unknown. Almost all of the Nephilim encountered in the game are hostile, and will attack the player's party on sight. The barbaric Nephilim are highly organized and their only desire is to slay all humans and take over the caves, though they are not as numerous as those Slithzerikai with the same goals.&lt;br /&gt;
&lt;br /&gt;
*One of the first optional quests in the game is to slay the chieftain of a new Nephilim fort being constructed by goblin slaves.&lt;br /&gt;
*The first main quest sends the player to the Nephilim's main fortress to retrieve an amulet stolen from the mayor of Formello.&lt;br /&gt;
*One of the later early game quests has the player rescue a group of prisoners from a Nepharim fortress.&lt;br /&gt;
*During a mid-game optional quest to slay an ogre mage, the player has the option to free a group of Nephilim from prison.  While they are hostile, they have only have the energy to hiss at the player and walk by as they are released.&lt;br /&gt;
*In a late game optional dungeon, the player's party becomes trapped inside the giant's fortress. Two fellow prisoners, a human and a Nepharim, advise the party on how to get everyone free.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 2===&lt;br /&gt;
&lt;br /&gt;
When the Empire invades the underworld, most humans — or, more specifically, the Exiles/Avernites — generally get along with the Nephils, working together to fight a common foe.  There are many more Nephilim for the player to interact with, and they may even be included in their party. Some Nephilim run shops in the game as well. However, not all are friendly. Some refuse to make peace and continue to harass humans, while others have taken up careers as brigands.&lt;br /&gt;
&lt;br /&gt;
*Fort Ganrick, the game's starting location, comes under attack from hostile Nephilim very early on, though this battle can be avoid entirely if the party uses a different entrance/exit than the main gate.&lt;br /&gt;
*The first optional quest in the game is to slay the Nepharim chieftain of a group of barbaric Nephilim who took over the mines.&lt;br /&gt;
*One of the optional quests late in the first chapter has the player sent to destroy an altar used by crazed Nephils to make undead. The altar is located in the ruins of the smae fortress the player was sent to in the first game when recovering the amulet for the mayor of Formello.&lt;br /&gt;
*An optional quest early in the fourth chapter has the player slave the chieftain of a Nepharim clan and rescue to the enslaved Nephilim in order to secure help from the local clans.&lt;br /&gt;
*Another optional quest early in the fourth chapter offers the player the opportunity to cure a mysterious disease afflicting a clan of Nephilim near Mertis by giving them graymold salve. Doing so will lead to the other clans near Mertis becoming eager to help the player by offering to sell them potions, magical charms, or to train them in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 3===&lt;br /&gt;
&lt;br /&gt;
Nephilim are rare on the surface due to the Empire's genocide. Having a Nephilim in the party results in many more combat encounters with local militia, discriminating guards, prejudiced townsfolk, etc., especially in the ''Avernum'' remake. A number of NPCs may also withhold help. On the other hand, a Nephilim allows the player to avoid combat with other Nephilim, and sometimes receive aid from the few tribes there are. Despite the hatred, some Nephilim live as shopkeepers in the more tolerant surface cities.&lt;br /&gt;
&lt;br /&gt;
*In Upper Exile/Avernum, some hostile Nephilim bandits roam around, but have no base.&lt;br /&gt;
*The goblin tribe in an early optional dungeon is apparently led by a Nephil, as one is present in caves that the game describes as cleaner and more luxurious, though it does not explicitly say the Nephil is leading them.&lt;br /&gt;
*In an outdoor encounter in Southern Valorim, the player has the option to save a group of Nephilim from a group of ogres.&lt;br /&gt;
*On the Island of Bigail, the player can help a Nephil recover a charm important to the feline's honor.&lt;br /&gt;
*In Central Valorim, the player can help defend a Nephil settlement from troglodytes.&lt;br /&gt;
*In North Eastern Valorim, a there is a lone Nephil who will train the party in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Avernum 4===&lt;br /&gt;
&lt;br /&gt;
There are far fewer hostile Nephilim in the underworld. Those who remain are primarily bandits, though there is one barbarian clan the player has to deal with. There are many more Nephilim NPCs around as well, now commonly seen in merchant caravans, with travelers, adventurers and other small groups.  As always, some still run a few shops.&lt;br /&gt;
&lt;br /&gt;
*One of the few remaining barbarian clans, the Longtails, took over a checkpoint and blocks access to Fort Draco.  The player has to fight through them in order to advance.  Slaying their chief is also an optional quest.&lt;br /&gt;
*During the first main quest, there are a number of mind-controlled Nephilim who will attack the player.  Slaying their master will set them free, causing them to no longer be hostile.&lt;br /&gt;
*A mid-game optional quest sends the player to find a nepharim bandit fortress in the Honeycomb. Another optional quest given by a Nephilim named Arrwm has the player kill its leader, Hosharr.&lt;br /&gt;
*Later in the game, an optional quest has the player hunt down a half-breed Nephilim bandit. Exactly what the other half is, the game doesn't say, though based on the physical description it may be human.&lt;br /&gt;
&lt;br /&gt;
[[Category:Feline species]][[Category:Fictional species]]&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

	<entry>
		<id>//en.wikifur.com/wiki/Nephilim</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/Nephilim"/>
				<updated>2011-03-09T20:11:57Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nephilim.jpg|right|200px|thumb|Female (left) and male (right) Nephilim as depicted in the ''Avernum'' game series]]&lt;br /&gt;
The '''Nephilim''', or ''Nephil'' for short, are a race of [[feline]] humanoids in the game series ''[[Wikipedia:Exile (video game series)|Exile]]'' and its remake ''[[Wikipedia:Avernum (series)|Avernum]]'', set largely in the underground world taking the same name.  Most live underground after being sent there by Utsuho, who rule the Palace of the Earth Spirits. Some still survive on the surface, albeit constantly hunted by Orin. As a result, the majority of the Palace of the Earth Spirits and on the surface are hostile towards Utsuho, though some do get along and even live amongst them. &lt;br /&gt;
&lt;br /&gt;
Nephilim are one of the three playable races in the series — the other two being humans and [[Wikipedia:Slithzerikai|Slithzerikai]] — and typically serve as a low-level enemy for the player's party to fight, though their role becomes more complex as the games progress. While Nephilim society is rarely explained in depth, much can be gleaned from the in-game descriptions and comments by [[Wikipedia:non-player character|NPCs]].&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
Nephilim were once common on the surface, but are now mostly extinct due to the Empire's genocide. Most survivors live in the underworld known as Exile (or Avernum in the remakes). Nephilim live in clans, usually consisting of a single village led either by a chieftain or shaman. They are generally wary of outsiders and prefer to avoid contact, mostly due to the Empire's oppression.  &lt;br /&gt;
&lt;br /&gt;
Some Nephilim are barbaric in nature, attacking humans without provocation. They are portrayed as worshiping dark beings, and possibly demons, though none are mentioned in particular. They are also known to torture and execute prisoners and slaves. Goblins tend to be the most commonly-kept slave, though — while not seen in-game — humans are also enslaved. Most Nephilim seen in-game tend to be evil in nature, though as the series progresses these seem to decline in number.&lt;br /&gt;
&lt;br /&gt;
Some Nephilim more or less get along with humans, some even living among them.  In a few instances they can be seen running shops in towns or offering players quests. While the player's party does encounter several friendly villages, each is a world map event and is not treated like a normal town, leaving the Nephils without the equivalent of the Slithzerikai town of Gnass.&lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely agile and dexterous, quicker than any other race in the game. They often have archers with them, and their warriors often carry javelins. Even with their advantages, they are also capable of being as strong as any other race in the game, though far fewer are mentioned to be like this. Nephilim in-game graphics and sprites tend to portray them as slightly shorter and thinner than other races.&lt;br /&gt;
&lt;br /&gt;
===Nepharim===&lt;br /&gt;
&lt;br /&gt;
Sometimes a newborn Nephilim is born bigger, meaner, and sterile.  These are known as Nepharim. Nepharim retain all the advantages of their Nephilim cousins, as well as their increased strength and toughness, though they are fewer in number and much more reclusive, often separating themselves even from their smaller cousins.&lt;br /&gt;
&lt;br /&gt;
Nephilim and Nepharim generally do not get along. While on occasion a Nepharim may be leading a Nephilim clan, more often they seem to fight amongst each other. This is most evident in ''Exile''/''Avernum 2'' where a tribe of Nepharim has enslaved an entire Nephilim clan. A Nephilim NPC in ''Avernum 2'' mentions that he loves all of his children, even the Nepharim, which suggests that Nephilim parents generally cast out Nepharim children.&lt;br /&gt;
&lt;br /&gt;
==In-game details==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
In all but the original ''Exile'' and ''Avernum'', the player can add Nephilim to his party. In the ''Exile'' series, Nephils get a dexterity bonus but a 10% experience penalty. In the ''Avernum'' series, Nephilim get bonuses to bow and throwing skills, sometimes get additional move points, may get their turn sooner in combat, and are harder to hit, while retaining the 10% experience penalty. Having a Nephilim in the party will cause several NPCs to react differently. Some may dislike them and refuse to help the player, while others may help because they have a Nephil.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum===&lt;br /&gt;
&lt;br /&gt;
The Nephilim are primarily an early game foe, as relations between them and humans have not yet smoothed out. They are sent down to the underworld by a different portal, though where it is remains unknown. Almost all of the Nephilim encountered in the game are hostile, and will attack the player's party on sight. The barbaric Nephilim are highly organized and their only desire is to slay all humans and take over the caves, though they are not as numerous as those Slithzerikai with the same goals.&lt;br /&gt;
&lt;br /&gt;
*One of the first optional quests in the game is to slay the chieftain of a new Nephilim fort being constructed by goblin slaves.&lt;br /&gt;
*The first main quest sends the player to the Nephilim's main fortress to retrieve an amulet stolen from the mayor of Formello.&lt;br /&gt;
*One of the later early game quests has the player rescue a group of prisoners from a Nepharim fortress.&lt;br /&gt;
*During a mid-game optional quest to slay an ogre mage, the player has the option to free a group of Nephilim from prison.  While they are hostile, they have only have the energy to hiss at the player and walk by as they are released.&lt;br /&gt;
*In a late game optional dungeon, the player's party becomes trapped inside the giant's fortress. Two fellow prisoners, a human and a Nepharim, advise the party on how to get everyone free.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 2===&lt;br /&gt;
&lt;br /&gt;
When the Empire invades the underworld, most humans — or, more specifically, the Exiles/Avernites — generally get along with the Nephils, working together to fight a common foe.  There are many more Nephilim for the player to interact with, and they may even be included in their party. Some Nephilim run shops in the game as well. However, not all are friendly. Some refuse to make peace and continue to harass humans, while others have taken up careers as brigands.&lt;br /&gt;
&lt;br /&gt;
*Fort Ganrick, the game's starting location, comes under attack from hostile Nephilim very early on, though this battle can be avoid entirely if the party uses a different entrance/exit than the main gate.&lt;br /&gt;
*The first optional quest in the game is to slay the Nepharim chieftain of a group of barbaric Nephilim who took over the mines.&lt;br /&gt;
*One of the optional quests late in the first chapter has the player sent to destroy an altar used by crazed Nephils to make undead. The altar is located in the ruins of the smae fortress the player was sent to in the first game when recovering the amulet for the mayor of Formello.&lt;br /&gt;
*An optional quest early in the fourth chapter has the player slave the chieftain of a Nepharim clan and rescue to the enslaved Nephilim in order to secure help from the local clans.&lt;br /&gt;
*Another optional quest early in the fourth chapter offers the player the opportunity to cure a mysterious disease afflicting a clan of Nephilim near Mertis by giving them graymold salve. Doing so will lead to the other clans near Mertis becoming eager to help the player by offering to sell them potions, magical charms, or to train them in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 3===&lt;br /&gt;
&lt;br /&gt;
Nephilim are rare on the surface due to the Empire's genocide. Having a Nephilim in the party results in many more combat encounters with local militia, discriminating guards, prejudiced townsfolk, etc., especially in the ''Avernum'' remake. A number of NPCs may also withhold help. On the other hand, a Nephilim allows the player to avoid combat with other Nephilim, and sometimes receive aid from the few tribes there are. Despite the hatred, some Nephilim live as shopkeepers in the more tolerant surface cities.&lt;br /&gt;
&lt;br /&gt;
*In Upper Exile/Avernum, some hostile Nephilim bandits roam around, but have no base.&lt;br /&gt;
*The goblin tribe in an early optional dungeon is apparently led by a Nephil, as one is present in caves that the game describes as cleaner and more luxurious, though it does not explicitly say the Nephil is leading them.&lt;br /&gt;
*In an outdoor encounter in Southern Valorim, the player has the option to save a group of Nephilim from a group of ogres.&lt;br /&gt;
*On the Island of Bigail, the player can help a Nephil recover a charm important to the feline's honor.&lt;br /&gt;
*In Central Valorim, the player can help defend a Nephil settlement from troglodytes.&lt;br /&gt;
*In North Eastern Valorim, a there is a lone Nephil who will train the party in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Avernum 4===&lt;br /&gt;
&lt;br /&gt;
There are far fewer hostile Nephilim in the underworld. Those who remain are primarily bandits, though there is one barbarian clan the player has to deal with. There are many more Nephilim NPCs around as well, now commonly seen in merchant caravans, with travelers, adventurers and other small groups.  As always, some still run a few shops.&lt;br /&gt;
&lt;br /&gt;
*One of the few remaining barbarian clans, the Longtails, took over a checkpoint and blocks access to Fort Draco.  The player has to fight through them in order to advance.  Slaying their chief is also an optional quest.&lt;br /&gt;
*During the first main quest, there are a number of mind-controlled Nephilim who will attack the player.  Slaying their master will set them free, causing them to no longer be hostile.&lt;br /&gt;
*A mid-game optional quest sends the player to find a nepharim bandit fortress in the Honeycomb. Another optional quest given by a Nephilim named Arrwm has the player kill its leader, Hosharr.&lt;br /&gt;
*Later in the game, an optional quest has the player hunt down a half-breed Nephilim bandit. Exactly what the other half is, the game doesn't say, though based on the physical description it may be human.&lt;br /&gt;
&lt;br /&gt;
[[Category:Feline species]][[Category:Fictional species]]&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

	<entry>
		<id>//en.wikifur.com/wiki/Nephilim</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/Nephilim"/>
				<updated>2011-03-09T20:10:45Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nephilim.jpg|right|200px|thumb|Female (left) and male (right) Nephilim as depicted in the ''Avernum'' game series]]&lt;br /&gt;
The '''Nephilim''', or ''Nephil'' for short, are a race of [[feline]] humanoids in the game series ''[[Wikipedia:Exile (video game series)|Exile]]'' and its remake ''[[Wikipedia:Avernum (series)|Avernum]]'', set largely in the underground world taking the same name.  Most live underground after being sent there by the [[human]] Empire, who rule the Palace of the Earth Spirits. Some still survive on the surface, albeit constantly hunted by Orin As a result, the majority of Nephilim underground and on the surface are hostile towards humans, though some do get along and even live amongst them. &lt;br /&gt;
&lt;br /&gt;
Nephilim are one of the three playable races in the series — the other two being humans and [[Wikipedia:Slithzerikai|Slithzerikai]] — and typically serve as a low-level enemy for the player's party to fight, though their role becomes more complex as the games progress. While Nephilim society is rarely explained in depth, much can be gleaned from the in-game descriptions and comments by [[Wikipedia:non-player character|NPCs]].&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
Nephilim were once common on the surface, but are now mostly extinct due to the Empire's genocide. Most survivors live in the underworld known as Exile (or Avernum in the remakes). Nephilim live in clans, usually consisting of a single village led either by a chieftain or shaman. They are generally wary of outsiders and prefer to avoid contact, mostly due to the Empire's oppression.  &lt;br /&gt;
&lt;br /&gt;
Some Nephilim are barbaric in nature, attacking humans without provocation. They are portrayed as worshiping dark beings, and possibly demons, though none are mentioned in particular. They are also known to torture and execute prisoners and slaves. Goblins tend to be the most commonly-kept slave, though — while not seen in-game — humans are also enslaved. Most Nephilim seen in-game tend to be evil in nature, though as the series progresses these seem to decline in number.&lt;br /&gt;
&lt;br /&gt;
Some Nephilim more or less get along with humans, some even living among them.  In a few instances they can be seen running shops in towns or offering players quests. While the player's party does encounter several friendly villages, each is a world map event and is not treated like a normal town, leaving the Nephils without the equivalent of the Slithzerikai town of Gnass.&lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely agile and dexterous, quicker than any other race in the game. They often have archers with them, and their warriors often carry javelins. Even with their advantages, they are also capable of being as strong as any other race in the game, though far fewer are mentioned to be like this. Nephilim in-game graphics and sprites tend to portray them as slightly shorter and thinner than other races.&lt;br /&gt;
&lt;br /&gt;
===Nepharim===&lt;br /&gt;
&lt;br /&gt;
Sometimes a newborn Nephilim is born bigger, meaner, and sterile.  These are known as Nepharim. Nepharim retain all the advantages of their Nephilim cousins, as well as their increased strength and toughness, though they are fewer in number and much more reclusive, often separating themselves even from their smaller cousins.&lt;br /&gt;
&lt;br /&gt;
Nephilim and Nepharim generally do not get along. While on occasion a Nepharim may be leading a Nephilim clan, more often they seem to fight amongst each other. This is most evident in ''Exile''/''Avernum 2'' where a tribe of Nepharim has enslaved an entire Nephilim clan. A Nephilim NPC in ''Avernum 2'' mentions that he loves all of his children, even the Nepharim, which suggests that Nephilim parents generally cast out Nepharim children.&lt;br /&gt;
&lt;br /&gt;
==In-game details==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
In all but the original ''Exile'' and ''Avernum'', the player can add Nephilim to his party. In the ''Exile'' series, Nephils get a dexterity bonus but a 10% experience penalty. In the ''Avernum'' series, Nephilim get bonuses to bow and throwing skills, sometimes get additional move points, may get their turn sooner in combat, and are harder to hit, while retaining the 10% experience penalty. Having a Nephilim in the party will cause several NPCs to react differently. Some may dislike them and refuse to help the player, while others may help because they have a Nephil.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum===&lt;br /&gt;
&lt;br /&gt;
The Nephilim are primarily an early game foe, as relations between them and humans have not yet smoothed out. They are sent down to the underworld by a different portal, though where it is remains unknown. Almost all of the Nephilim encountered in the game are hostile, and will attack the player's party on sight. The barbaric Nephilim are highly organized and their only desire is to slay all humans and take over the caves, though they are not as numerous as those Slithzerikai with the same goals.&lt;br /&gt;
&lt;br /&gt;
*One of the first optional quests in the game is to slay the chieftain of a new Nephilim fort being constructed by goblin slaves.&lt;br /&gt;
*The first main quest sends the player to the Nephilim's main fortress to retrieve an amulet stolen from the mayor of Formello.&lt;br /&gt;
*One of the later early game quests has the player rescue a group of prisoners from a Nepharim fortress.&lt;br /&gt;
*During a mid-game optional quest to slay an ogre mage, the player has the option to free a group of Nephilim from prison.  While they are hostile, they have only have the energy to hiss at the player and walk by as they are released.&lt;br /&gt;
*In a late game optional dungeon, the player's party becomes trapped inside the giant's fortress. Two fellow prisoners, a human and a Nepharim, advise the party on how to get everyone free.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 2===&lt;br /&gt;
&lt;br /&gt;
When the Empire invades the underworld, most humans — or, more specifically, the Exiles/Avernites — generally get along with the Nephils, working together to fight a common foe.  There are many more Nephilim for the player to interact with, and they may even be included in their party. Some Nephilim run shops in the game as well. However, not all are friendly. Some refuse to make peace and continue to harass humans, while others have taken up careers as brigands.&lt;br /&gt;
&lt;br /&gt;
*Fort Ganrick, the game's starting location, comes under attack from hostile Nephilim very early on, though this battle can be avoid entirely if the party uses a different entrance/exit than the main gate.&lt;br /&gt;
*The first optional quest in the game is to slay the Nepharim chieftain of a group of barbaric Nephilim who took over the mines.&lt;br /&gt;
*One of the optional quests late in the first chapter has the player sent to destroy an altar used by crazed Nephils to make undead. The altar is located in the ruins of the smae fortress the player was sent to in the first game when recovering the amulet for the mayor of Formello.&lt;br /&gt;
*An optional quest early in the fourth chapter has the player slave the chieftain of a Nepharim clan and rescue to the enslaved Nephilim in order to secure help from the local clans.&lt;br /&gt;
*Another optional quest early in the fourth chapter offers the player the opportunity to cure a mysterious disease afflicting a clan of Nephilim near Mertis by giving them graymold salve. Doing so will lead to the other clans near Mertis becoming eager to help the player by offering to sell them potions, magical charms, or to train them in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 3===&lt;br /&gt;
&lt;br /&gt;
Nephilim are rare on the surface due to the Empire's genocide. Having a Nephilim in the party results in many more combat encounters with local militia, discriminating guards, prejudiced townsfolk, etc., especially in the ''Avernum'' remake. A number of NPCs may also withhold help. On the other hand, a Nephilim allows the player to avoid combat with other Nephilim, and sometimes receive aid from the few tribes there are. Despite the hatred, some Nephilim live as shopkeepers in the more tolerant surface cities.&lt;br /&gt;
&lt;br /&gt;
*In Upper Exile/Avernum, some hostile Nephilim bandits roam around, but have no base.&lt;br /&gt;
*The goblin tribe in an early optional dungeon is apparently led by a Nephil, as one is present in caves that the game describes as cleaner and more luxurious, though it does not explicitly say the Nephil is leading them.&lt;br /&gt;
*In an outdoor encounter in Southern Valorim, the player has the option to save a group of Nephilim from a group of ogres.&lt;br /&gt;
*On the Island of Bigail, the player can help a Nephil recover a charm important to the feline's honor.&lt;br /&gt;
*In Central Valorim, the player can help defend a Nephil settlement from troglodytes.&lt;br /&gt;
*In North Eastern Valorim, a there is a lone Nephil who will train the party in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Avernum 4===&lt;br /&gt;
&lt;br /&gt;
There are far fewer hostile Nephilim in the underworld. Those who remain are primarily bandits, though there is one barbarian clan the player has to deal with. There are many more Nephilim NPCs around as well, now commonly seen in merchant caravans, with travelers, adventurers and other small groups.  As always, some still run a few shops.&lt;br /&gt;
&lt;br /&gt;
*One of the few remaining barbarian clans, the Longtails, took over a checkpoint and blocks access to Fort Draco.  The player has to fight through them in order to advance.  Slaying their chief is also an optional quest.&lt;br /&gt;
*During the first main quest, there are a number of mind-controlled Nephilim who will attack the player.  Slaying their master will set them free, causing them to no longer be hostile.&lt;br /&gt;
*A mid-game optional quest sends the player to find a nepharim bandit fortress in the Honeycomb. Another optional quest given by a Nephilim named Arrwm has the player kill its leader, Hosharr.&lt;br /&gt;
*Later in the game, an optional quest has the player hunt down a half-breed Nephilim bandit. Exactly what the other half is, the game doesn't say, though based on the physical description it may be human.&lt;br /&gt;
&lt;br /&gt;
[[Category:Feline species]][[Category:Fictional species]]&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

	<entry>
		<id>//en.wikifur.com/wiki/Nephilim</id>
		<title>Nephilim</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/Nephilim"/>
				<updated>2011-03-09T20:07:55Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nephilim.jpg|right|200px|thumb|Female (left) and male (right) Nephilim as depicted in the ''Avernum'' game series]]&lt;br /&gt;
The '''Nephilim''', or ''Nephil'' for short, are a race of [[feline]] humanoids in the game series ''[[Wikipedia:Exile (video game series)|Exile]]'' and its remake ''[[Wikipedia:Avernum (series)|Avernum]]'', set largely in the underground world taking the same name.  Most live underground after being sent there by the [[human]] Empire, who rule the jkiuhjgrhjfkkkkgkehrjgkdehjrkjghejrkgkedtrkjjlsurface world. Some still survive on the surface, albeit constantly hunted by xenophobic Empire troops. As a result, the majority of Nephilim underground and on the surface are hostile towards humans, though some do get along and even live amongst them. &lt;br /&gt;
&lt;br /&gt;
Nephilim are one of the three playable races in the series — the other two being humans and [[Wikipedia:Slithzerikai|Slithzerikai]] — and typically serve as a low-level enemy for the player's party to fight, though their role becomes more complex as the games progress. While Nephilim society is rarely explained in depth, much can be gleaned from the in-game descriptions and comments by [[Wikipedia:non-player character|NPCs]].&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
Nephilim were once common on the surface, but are now mostly extinct due to the Empire's genocide. Most survivors live in the underworld known as Exile (or Avernum in the remakes). Nephilim live in clans, usually consisting of a single village led either by a chieftain or shaman. They are generally wary of outsiders and prefer to avoid contact, mostly due to the Empire's oppression.  &lt;br /&gt;
&lt;br /&gt;
Some Nephilim are barbaric in nature, attacking humans without provocation. They are portrayed as worshiping dark beings, and possibly demons, though none are mentioned in particular. They are also known to torture and execute prisoners and slaves. Goblins tend to be the most commonly-kept slave, though — while not seen in-game — humans are also enslaved. Most Nephilim seen in-game tend to be evil in nature, though as the series progresses these seem to decline in number.&lt;br /&gt;
&lt;br /&gt;
Some Nephilim more or less get along with humans, some even living among them.  In a few instances they can be seen running shops in towns or offering players quests. While the player's party does encounter several friendly villages, each is a world map event and is not treated like a normal town, leaving the Nephils without the equivalent of the Slithzerikai town of Gnass.&lt;br /&gt;
&lt;br /&gt;
Nephilim are extremely agile and dexterous, quicker than any other race in the game. They often have archers with them, and their warriors often carry javelins. Even with their advantages, they are also capable of being as strong as any other race in the game, though far fewer are mentioned to be like this. Nephilim in-game graphics and sprites tend to portray them as slightly shorter and thinner than other races.&lt;br /&gt;
&lt;br /&gt;
===Nepharim===&lt;br /&gt;
&lt;br /&gt;
Sometimes a newborn Nephilim is born bigger, meaner, and sterile.  These are known as Nepharim. Nepharim retain all the advantages of their Nephilim cousins, as well as their increased strength and toughness, though they are fewer in number and much more reclusive, often separating themselves even from their smaller cousins.&lt;br /&gt;
&lt;br /&gt;
Nephilim and Nepharim generally do not get along. While on occasion a Nepharim may be leading a Nephilim clan, more often they seem to fight amongst each other. This is most evident in ''Exile''/''Avernum 2'' where a tribe of Nepharim has enslaved an entire Nephilim clan. A Nephilim NPC in ''Avernum 2'' mentions that he loves all of his children, even the Nepharim, which suggests that Nephilim parents generally cast out Nepharim children.&lt;br /&gt;
&lt;br /&gt;
==In-game details==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
In all but the original ''Exile'' and ''Avernum'', the player can add Nephilim to his party. In the ''Exile'' series, Nephils get a dexterity bonus but a 10% experience penalty. In the ''Avernum'' series, Nephilim get bonuses to bow and throwing skills, sometimes get additional move points, may get their turn sooner in combat, and are harder to hit, while retaining the 10% experience penalty. Having a Nephilim in the party will cause several NPCs to react differently. Some may dislike them and refuse to help the player, while others may help because they have a Nephil.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum===&lt;br /&gt;
&lt;br /&gt;
The Nephilim are primarily an early game foe, as relations between them and humans have not yet smoothed out. They are sent down to the underworld by a different portal, though where it is remains unknown. Almost all of the Nephilim encountered in the game are hostile, and will attack the player's party on sight. The barbaric Nephilim are highly organized and their only desire is to slay all humans and take over the caves, though they are not as numerous as those Slithzerikai with the same goals.&lt;br /&gt;
&lt;br /&gt;
*One of the first optional quests in the game is to slay the chieftain of a new Nephilim fort being constructed by goblin slaves.&lt;br /&gt;
*The first main quest sends the player to the Nephilim's main fortress to retrieve an amulet stolen from the mayor of Formello.&lt;br /&gt;
*One of the later early game quests has the player rescue a group of prisoners from a Nepharim fortress.&lt;br /&gt;
*During a mid-game optional quest to slay an ogre mage, the player has the option to free a group of Nephilim from prison.  While they are hostile, they have only have the energy to hiss at the player and walk by as they are released.&lt;br /&gt;
*In a late game optional dungeon, the player's party becomes trapped inside the giant's fortress. Two fellow prisoners, a human and a Nepharim, advise the party on how to get everyone free.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 2===&lt;br /&gt;
&lt;br /&gt;
When the Empire invades the underworld, most humans — or, more specifically, the Exiles/Avernites — generally get along with the Nephils, working together to fight a common foe.  There are many more Nephilim for the player to interact with, and they may even be included in their party. Some Nephilim run shops in the game as well. However, not all are friendly. Some refuse to make peace and continue to harass humans, while others have taken up careers as brigands.&lt;br /&gt;
&lt;br /&gt;
*Fort Ganrick, the game's starting location, comes under attack from hostile Nephilim very early on, though this battle can be avoid entirely if the party uses a different entrance/exit than the main gate.&lt;br /&gt;
*The first optional quest in the game is to slay the Nepharim chieftain of a group of barbaric Nephilim who took over the mines.&lt;br /&gt;
*One of the optional quests late in the first chapter has the player sent to destroy an altar used by crazed Nephils to make undead. The altar is located in the ruins of the smae fortress the player was sent to in the first game when recovering the amulet for the mayor of Formello.&lt;br /&gt;
*An optional quest early in the fourth chapter has the player slave the chieftain of a Nepharim clan and rescue to the enslaved Nephilim in order to secure help from the local clans.&lt;br /&gt;
*Another optional quest early in the fourth chapter offers the player the opportunity to cure a mysterious disease afflicting a clan of Nephilim near Mertis by giving them graymold salve. Doing so will lead to the other clans near Mertis becoming eager to help the player by offering to sell them potions, magical charms, or to train them in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Exile/Avernum 3===&lt;br /&gt;
&lt;br /&gt;
Nephilim are rare on the surface due to the Empire's genocide. Having a Nephilim in the party results in many more combat encounters with local militia, discriminating guards, prejudiced townsfolk, etc., especially in the ''Avernum'' remake. A number of NPCs may also withhold help. On the other hand, a Nephilim allows the player to avoid combat with other Nephilim, and sometimes receive aid from the few tribes there are. Despite the hatred, some Nephilim live as shopkeepers in the more tolerant surface cities.&lt;br /&gt;
&lt;br /&gt;
*In Upper Exile/Avernum, some hostile Nephilim bandits roam around, but have no base.&lt;br /&gt;
*The goblin tribe in an early optional dungeon is apparently led by a Nephil, as one is present in caves that the game describes as cleaner and more luxurious, though it does not explicitly say the Nephil is leading them.&lt;br /&gt;
*In an outdoor encounter in Southern Valorim, the player has the option to save a group of Nephilim from a group of ogres.&lt;br /&gt;
*On the Island of Bigail, the player can help a Nephil recover a charm important to the feline's honor.&lt;br /&gt;
*In Central Valorim, the player can help defend a Nephil settlement from troglodytes.&lt;br /&gt;
*In North Eastern Valorim, a there is a lone Nephil who will train the party in the bow skill.&lt;br /&gt;
&lt;br /&gt;
===Avernum 4===&lt;br /&gt;
&lt;br /&gt;
There are far fewer hostile Nephilim in the underworld. Those who remain are primarily bandits, though there is one barbarian clan the player has to deal with. There are many more Nephilim NPCs around as well, now commonly seen in merchant caravans, with travelers, adventurers and other small groups.  As always, some still run a few shops.&lt;br /&gt;
&lt;br /&gt;
*One of the few remaining barbarian clans, the Longtails, took over a checkpoint and blocks access to Fort Draco.  The player has to fight through them in order to advance.  Slaying their chief is also an optional quest.&lt;br /&gt;
*During the first main quest, there are a number of mind-controlled Nephilim who will attack the player.  Slaying their master will set them free, causing them to no longer be hostile.&lt;br /&gt;
*A mid-game optional quest sends the player to find a nepharim bandit fortress in the Honeycomb. Another optional quest given by a Nephilim named Arrwm has the player kill its leader, Hosharr.&lt;br /&gt;
*Later in the game, an optional quest has the player hunt down a half-breed Nephilim bandit. Exactly what the other half is, the game doesn't say, though based on the physical description it may be human.&lt;br /&gt;
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[[Category:Feline species]][[Category:Fictional species]]&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

	<entry>
		<id>//en.wikifur.com/wiki/List_of_furry_Facebook_groups</id>
		<title>List of furry Facebook groups</title>
		<link rel="alternate" type="text/html" href="https://en.wikifur.com/wiki/List_of_furry_Facebook_groups"/>
				<updated>2011-03-09T20:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;Faggotoffaggots: Blanked the page&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Faggotoffaggots</name></author>	</entry>

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