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Byron Hall

www.fatalgames.com

2


Fatal Games TM , 3055 N. Clybourn #3, Chicago, IL 60618

Cover Art: Andrew Dobell

Internal Artwork: Adam Briggs, Andrew Dobell, Steven MnMoorn, and Steve Willhite.

Typeface: Garamond and Tiepolo Book. Garamond was selected as the main font due to its historical

accuracy. Claude Garamond (1480-1561) was the first independent typefounder and first used his typeface

in 1530.

Library of Congress Catalog Card Number:

Copyright © 2004

Published by Fatal Games TM

3055 N. Clybourn, Suite 3

Chicago, IL 60618

e-mail: fatalgames@excite.com

To Order: 1-773-248-1471 or www.fatalgames.com

F.A.T.A.L., the F.A.T.A.L. logo, Fatal Games logo, and Mean System logo are trademarks owned by Fatal

Games. All characters, character names, and the distinctive likenesses thereof are trademarks owned by

Fatal Games. This material is protected under the copyright laws of the United States of America. Any

reproduction or unauthorized use of the material or artwork contained herein is prohibited without the

express written permission of Fatal Games. Any similarity to actual people, organizations, places, or

events is purely coincidental. Copyright © 2000-2004 Fatal Games. All rights reserved.

Printed in the United States of America

10 9 8 7 6 5 4 3 2 1

ISBN

3


Welcome to a fantasy medieval role-playing

game that focuses on realism and detail whenever

possible without sacrificing fun. Despite the focus

on realism, several tenets of fantasy are assumed.

In the world of this game, magic exists as well as

spellcasters such as mages, witches, and druids. Second,

fantastic creatures roam the world, including

kobolds and dragons, among others. Finally, dozens

of gods exist, and moreover these gods are concerned

with their worshippers, the state of the world,

and their own godly interests. Aside from these basic

assumptions of fantasy, realism is sought in every

other respect and applied to these fantastic tenets

as well as the gaming world and role-playing

system.

Fantasy and Historical Accuracy

Since the fantastic tenets above contradict

historical accuracy, the relationship will be clarified.

Since multiple gods exist in the game, Christianity

has been extracted or minimized from historical references.

Although the technology of the game represents

1335 A.D., many elements of pagan cultures

are included in this fantasy medieval game.

This game attempts to isolate Europe from

influences that originate outside it. Therefore, spices

from the East are not included, all human characters

are Caucasian, zombies are not presumed to

exist, and human corpses are burned -- Egyptians

invented embalming, and Egypt is outside Europe.

The fantasy of F.A.T.A.L. is a polytheistic,

European-based world with medieval technology, in

which Christianity never existed. Although it is technically

impossible to be historically accurate in a fantasy

game, historical accuracy that supports the fantasy

of this game is referenced at the end of this

book. Footnotes appear throughout this book to

reference classical, historical, or scholarly sources.

The application of historical accuracy to the

fantasy of this game is a neverending goal. Scholarly

sources are preferred above all others. For consideration,

please suggest references to

fatalgames@excite.com.

4

What is a Role-Playing Game?

A role-playing game is a game in which the

players make decisions as though they were a certain

character. The decisions a player may make are

diverse compared to other games. Table-top roleplaying

games allow more decisions to a player than

any other type of game.

For instance, assume you are an adventuring

knight who has just fought his way to the top of

a dark tower where you find a comely young maiden

chained to the wall. What would you do? Some

players may choose to simply free the maiden out

of respect for humanity. Others may free her while

hoping to win her heart. Instead of seeking affection,

some may talk to her to see if they can collect

a reward for her safe return. Then again, others

may be more interested in negotiating freedom for

fellatio. Some may think she has no room to bargain

and take their fleshly pleasures by force. Others

would rather kill her, dismember her young cadaver,

and feast on her warm innards.

As you can see, the number of decisions one

could make with one simple situation can quickly

become overwhelming. Typically, this is the attraction

of role-playing games. No other game allows

so much individual choice, and consequently, so

much fun.

Since the purpose of a table-top role-playing

game should be to allow a player to play the role

of their character as desired, this game includes a

wide range of material, from moral to immoral. This

game does not support morality or immorality, but

allows each player to role-play as desired.

Events in the game do not occur merely by

the will of the player, however. Instead, decisions

and outcomes are mediated by odds and rolls of

the dice. Hence, this book is full of rules and guidelines

based on odds. Do not let the sheer volume

of information be intimidating; as a player you will

not need to memorize it, though familiarity helps.

The best definition is that a role-playing

game is a game that allows players to utilize their full

potential for imagination and enjoyment within a

controlled setting.


Necessary Gaming Materials

To play this game, some materials are necessary.

It is convenient to have a separate copy of

this book for each player; it will be used often. Next,

a set of gaming dice is necessary, which may be purchased

at most hobby stores and some bookstores.

Sets of gaming dice usually include one 4-sided, one

6-sided, one 8-sided, two 10-sided (or percentile

dice), one 12-sided, and one 20-sided die. Another

book entitled Neveria will be very useful, and necessary

if anyone plays a priest as a character. Further,

numerous pencils, erasers, scratch paper, and

graph paper are handy. Miniatures are available from

several companies for purchase and are useful for

combat situations, though they are not required for

play; any coin could be used instead to represent a

character. A gaming mat that is drawn in a 1-inch

grid may be purchased or easily made, and is used

on which to place the miniatures. Calculators, while

not required, are recommended. Finally, a small

group of gaming participants, typically 4-8 players,

is best. Here is a review:

Numerous copies of this book

Gaming dice (d4, d6, d8, d10, d12,

d20)

Character Generator Program

Neveria Fantasy World

Pencils, erasers, scratch paper,

and graph paper

25mm Miniatures or small markers

such as coins

Gaming mat (1” grid)

Calculator

Players

Terminology

Two types of terminology are discussed:

pronouns and dice. Given the content of this game,

both should be understood.

Since it is impossible to be correct grammatically

and avoid a gender bias, Fatal Games sacrifices

grammar to avoid a bias. Throughout this

book, pronouns such as ‘they’, ‘their’, and ‘them’

replace ‘he’ or ‘she’, and ‘his’ or ‘hers’, unless more

appropriate.

5

When a die is to be rolled, the type of the

die (how many sides it has) usually appears after a

‘d’, designating the die. For instance, ‘d10’ indicates

that one 10-sided die is to be rolled. If a number

appears before it, such as ‘3d10’, then three 10-sided

dice are to be rolled, and the numbers added together,

which this example produces a range from

3-30. Finally, a number may follow as a modifier,

such as ‘3d10 + 2’, which means that three 10-sided

dice are rolled and added together as before, but

now 2 is added to the sum. This particular example

produces a range from 5-32. Additionally, ‘d%’ or

‘d100’ indicates that two 10-sided dice are to be

rolled, but the results are not added together. Instead,

1 die (which is announced beforehand) is interpreted

as the ‘tens’ position and the other as

the ‘ones’ position. So, if two 10-sided dice were

rolled, resulting in a 6 and a 9, and the die that resulted

with a 6 was announced as the ‘tens’ position,

then the results would be interpreted as 69. If the

results are a 10 and a 10 (probably a 0 and a 0 on the

dice), then this is interpreted as 100. Finally, a ‘d1000’

is possible, which simply requires three 10-sided dice,

with the 3 rd die being interpreted as the ‘hundreds’

position.

Math

Players will not need math that is more complicated

than basic algebra, and even that is relatively

rare. A rule that applies to all calculations is

that whenever a decimal remainder exists, such as if

a character has 53.96 points of Intelligence, the number

is truncated or the decimal is discarded. So, this

particular individual would have 53 points of Intelligence.

While this game attempts to simplify any

math that may be involved, percentages are used

frequently. Here are a few helpful reminders, which

will consistently use 88% as the modifier:

88% of any value (say, a character’s Strength

score of 150) is equivalent to multiplying the

value (150) by 0.88. In this example, 88%

of 150 is 132.

If a value (say, an Intelligence score of 115)

is reduced by 88%, then only 12% remains.

In this example, 12% of 115 is 13.


If 88% is added to any value (say, 22 points

of damage due to Strength), then the value

is multiplied by 1.88. In this example, an

additional 88% of 22 results in a total of 41

points of damage (1.88 x 22 = 41.36).

Roles

Two fundamentally different roles must be

fulfilled for a game to occur, and hence this game

requires at least 2 people. 1 person must assume the

role of the Aedile (EE-dial). Historically, an Aedile

was a Roman official in charge of the games and

had control over the public. In the game, the Aedile

controls everything except the players and dice.

Aediles do not create and role-play a character like

the players of the game. Instead, the Aedile directs

the game, often acting as a referee or story-teller.

Objectivity should be the highest goal of

every Aedile. Otherwise, the Aedile may become

known as a Vile Aedile or Hostile Aedile.

Essentially, before the game the Aedile devises

a plot or a purpose to the game. For example,

one plot may be for the characters to happen upon

a dungeon in the wilderness, and to encourage them

to enter and combat its inhabitants. If this were the

case, prior to the game the Aedile would draw a map

of the dungeon on graph paper. Next, the Aedile

would stock the dungeon with monsters, traps, and

treasure for the characters to encounter. During

the game, the role of the Aedile is to explain to the

players what their characters see and hear as they

enter and traverse the dungeon. Further, as the characters

encounter monsters, the Aedile role-plays the

monsters, representing them against the characters.

The players, on the other hand, create 1 character

apiece, and role-play that character for the

game. For example, a player named Ryan may create

a character who is a ruffian by occupation.

Throughout the game, Ryan role-plays the ruffian,

making gaming decisions as though he actually were

the ruffian. Typically, several players work together,

creating a small group of unique characters, each

with their own talents and shortcomings. Together,

the small group of characters attempts to tackle a

dilemma or plot devised by the Aedile.

6

The role of the Aedile is more complicated

than that of a player, since a good and entertaining

Aedile must be familiar with everything that players

are familiar with, but also be familiar with their own

role. For this reason, this book has been arranged

so that information for players is presented before

information for Aediles. If you are new to the game,

the best suggestion is to read this book.

Creating a Character

A character is required to play the game.

Each player must progress through this book, chapter

by chapter, to create a character. Before beginning,

each player will need character sheets, which

may be photocopied from Appendix 1: Character

Sheets. These sheets are a handy means of recording

character information. As each player progresses

through the chapters of the book, rolling dice and

making decisions, the results must be recorded on

their character sheets. Record the information with

a pencil and do not write heavy-handedly; a lot of

the information is subject to change. During the

game, each player will refer continually to their character

sheets.

Not every chapter, nor each part of every

chapter, will be used while creating a character.

Nonetheless, the safest method is to progress

through the book page by page to avoid missing

anything. The order in which the material is presented

is the order in which a character should be

created, otherwise alterations may occur to the character.

When in doubt, information relevant to character

creation is listed in the beginning of each chapter,

though some chapters, such as Chapter 1: Race

and Gender are vital, while others such as Chapter 15:

Conducting the Game are irrelevant to creating characters.

In general, the more relevant the information

to creation, the sooner it appears in the book.

The fastest way to create a character is to

use a computer program called the Fatal Character

Generator, which is available free on-line. Visit

www.fatalgames.com to obtain the free generator.

Character creation is often as fun as the game

itself, due to the seemingly infinite variety of possible

characters. For instance, when rolling a

character’s sub-abilities, there are (199 20 ) combinations

possible!


Mean System

The Mean System is the set of mechanics

behind F.A.T.A.L. -- the gaming engine, if you will.

A realistic game should have realistic game mechanics.

The Mean System was created for this purpose.

Although the Mean System is based on

mathematics and statistics, the players do not need

to understand the mechanics to use them. The Mean

System is realistic, but also simple to use.

The most common aspects of the Mean

System are the normal curve, mean, and standard

deviation, though parabolic curve-fitting and trigonometric

functions have been incorporated as well.

A mean game needs a mean system. Enjoy

the most simple and sophisticated mechanics in the

industry. Enjoy F.A.T.A.L.

Warning

F.A.T.A.L. is for adults only. This role-playing

game is not intended for children due to content

that is obscene, lecherous, and violent.

This game includes obscene language. Fatal

Games considers obscenity to be a sensitive issue,

and only includes it because of its prominence in

the past as a significant part of human history. Most

of the rules of the game avoid obscenity. For example,

it is possible to determine a character’s manhood,

not cock, or vaginal depth, not cunt depth.

However, the greatest concentration of obscenity

is in Appendix 3: Random Magical Effects, and is intended

for humorous effect.

This game includes sex and sexual situations.

Fatal Games considers sex to be a sensitive issue,

and only includes it because of its prominence in

the past as a significant part of human history. Optional

material exists so that a player may determine

sexual features of their character, such as genitalia.

For example, it is possible to determine penis size,

cup size, or vaginal circumference, among others.

Violence may exceed that of other role-playing

games. Graphic Gore presents descriptions of

damage to body parts and internal organs depending

on the type of weapon. Killing is a core element

of most role-playing games. Fatal Games considers

the act of killing to be a sensitive issue, and

only includes it because of its prominence in the

past as a significant part of human history. Warfare

7

is the best example of violence, and has occurred

throughout European history.

Since the game includes both sex and violence,

the combination is also included: rape. Rape

is not intended to be a core element of F.A.T.A.L.,

as killing is a core element of most role-playing

games. Fatal Games considers rape to be a sensitive

issue, and only includes it because of its prominence

in the past. For example, Europe was named after

Europa, who was raped by Zeus, according to Greek

mythology. In Jacques Rossiaud’s Medieval Prostitution,

he reviews statistics on rape from numerous

towns and cities in southeast France during economic

and social stability, not war. Jacques attempts

to represent all medieval prostitution with this book.

In it, he estimates that half the male youth participate

in at least one gang rape, and that sexual violence

is an everyday dimension of community life.

Role-playing situations that accurately represent

mythology are likely at some point to include

rape, molestation, encounters in brothels, or possibly

situations that deviate more from social norms.

While the objective of the game is not intended to

be any of these in their own right, sex and violence

may reasonably occur depending on the circumstances,

and have been detailed in gaming terms

herein. It is possible to play this game without a

character entering a single sexual or violent situation,

though information and tables for sex and violence

are provided so that they may be used or dismissed

as deemed appropriate by each gaming group.

Fatal Games advises minors not to participate

in this game, and suggests that the players and

Aedile discuss the appropriateness and degree of

sex and violence for their gaming group. The information

in this game does not represent the worldviews

of Fatal Games, nor is extreme violence or

extreme sex condoned by Fatal Games. Instead,

the information is included for comprehensiveness.

F.A.T.A.L. (From Another Time, Another Land)

may be adapted to any gaming group.

AD.INITIUM

to the beginning


Table of Contents

Chapter 1: Race and Gender.............................................. 9

Chapter 2: Body ................................................................. 39

Chapter 3: Abilities ............................................................ 68

Chapter 4: Disposition.................................................... 101

Chapter 5: Mind ............................................................... 124

Chapter 6: Sociality .......................................................... 146

Chapter 7: Occupation.................................................... 199

Chapter 8: Skills ............................................................... 313

Chapter 9: Equipment..................................................... 400

Chapter 10: Combat ........................................................ 464

Chapter 11: Magic............................................................ 492

Chapter 12: Spells ............................................................ 503

Chapter 13: Magical Items ............................................. 698

Chapter 14: Treasure ....................................................... 780

Chapter 15: Conducting the Game............................... 789

Chapter 16: Advancement.............................................. 801

Chapter 17: Natural Substances .................................... 805

Chapter 18: Warfare ........................................................ 819

Appendix 1: Character Sheets........................................ 836

Appendix 2: Spell Lists ................................................... 848

Appendix 3: Random Magical Effects ......................... 863

Appendix 4: Phobias ....................................................... 903

Appendix 5: Ingredients ................................................. 913

Appendix 6: Aedile Characters ...................................... 936

Appendix 7: Names......................................................... 945

Index .................................................................................. 962

References ......................................................................... 973

About Fatal Games ......................................................... 975

Author ............................................................................... 975

Abettors............................................................................. 976

Credits................................................................................ 976

8


Chapter 1: Race and Gender

To begin creating a character, this chapter

presents information on 2 of the 1 st considerations:

Race 1 and gender 2 . Race and gender may affect the

rest of character creation, opening some doors of

opportunity and closing others. The different races

and genders, while flexible to a certain extent, are

also more naturally suited for different things. For

instance, male anakim are likely to be more successful

as gladiators than female kobolds.

Race

Most importantly, consult with the Aedile

to see if Race is determined randomly or may be

chosen by the player. Random determination is

more realistic, since no one gets to choose their race

in reality. However, the random determination of

race is problematic if a group of players are involved

because the races may not get along with each other.

Therefore, the Aedile must choose whether Race is

determined randomly or chosen by the player.

9

If the Aedile declares that Race is determined

randomly, then roll 1d100 and consult the

following table:

Race:

Random

Deter

mination

Roll Race

01Anakim 02-16Bugbear 17-19Dwarf, Black

20Dwarf, Brown

21Dwarf, White

22Elf, Dark

23Elf, Light

24-53Human 54-73Kobold 74-79Ogre 80-81Ogre, Cliff

82-84Ogre, Gruagac

h

85Ogre, Kinder-fresse

r

86-87Troll, Borbytingarna

88-90Troll, Hill

91-100Troll, Subterranea

n

1. The races for players have been selected strictly from European mythology and folklore. Other criteria include that they

must be bipedal, mortal, smaller than giants, and have no special abilities such as invisible gnomes. For more information, see

the References section at the end of this book.

2. Though sex usually refers to biological differences and gender usually refers to environmental differences, gender is chosen for

this chapter because sex may be confused with sexual acts.

Chapter 1: Race and Gender


Chapter 1: Race and Gender

Race may seem an inappropriate term because

humans and trolls are not merely different

races, but different species. However, various races

of trolls exist, and so it is the more specific term.

Race is a correlative factor with many things, from

abilities to height and weight. For example, on average

it is obvious that humans are physically stronger,

taller, and weigh more than kobolds. Players

may select from the races in this chapter.

Following is a brief description of each race.

A character may deviate from the following racial

notes with the Aedile’s permission, though this must

be done with caution; characters should comply with

the following descriptions in the majority of cases

or observable instances. As a case in point, it is

noted that bugbears tend to have a melancholic temperament

(see Chap. 5: Mind). A character may, at

the Aedile’s discretion, role-play a bugbear who is

the opposite -- sanguine. However, the further the

character deviates from the general nature of the

race, the more caution must be observed. If the

Aedile concurs, then a player may choose a race from

Neveria; this is not recommended.

If the Aedile is inexperienced with

F.A.T.A.L., then the game will be easiest if all play-

10

Race Percent

Overall

Population

A nakim

0.

3%

B ugbear

15%

D warf,

Black

3%

D warf,

Brown

0.

4%

D warf,

White

2%

E lf,

Dark

2%

E lf,

Light

2%

H uman

30%

K obold

20%

O gre

6%

O gre,

Cliff

2%

O gre,

Gruagac

h

3%

O gre,

Kinder-fresse

r

0.

3%

T roll,

Borbytingarna

2%

T roll,

Hill

3%

T roll,

Subterranea

n

9%

ers role-play human characters. Indeed, this is also

the best combination for inexperienced players.

However, even if the Aedile is experienced, caution

should be heeded regarding the mixture of races

among the players’ characters. Racial diversity is likely

to cause gaming problems, such as threatening group

cohesion if role-played properly. Therefore, the

Aedile has the right to limit the racial options of

players as necessary. Under normal gaming circumstances,

at least half of the players in

the group should be role-playing

characters of the

same race.

A variety of

races exist, each with

different

strengths and

weaknesses. It

is recommended

that a

player review

each race before

selecting

the race for

their character.

Races are explainedhereafter.


Format for Races

The following races are presented in the

format shown on this page. First, each race is described

in general terms, including useful gaming

information such as their preferred armor or weapons.

The information presented here is incomplete

and supplemented in other chapters where appropriate.

Instead, the information in this chapter is

meant to give an impression that is representative

of each race.

Aside from the information presented here,

most other information on races may be found in

Chapter 6: Sociality.

When possible, the information is accurate

historically or mythically. However, much information

has been invented so that an equal amount of

information or statistics could be presented for all

races.

Sub-Ability Modifiers: Sub-abilities are

presented in Chapter 3: Abilities. Racial modifiers to

sub-abilities are listed here. Sub-abilities, for example,

include Strength, Health, and Common Sense among

others.

Base Current Armor: Current Armor (CA)

is presented in Chapter 10: Combat. CA varies by

race. Base CA represents the amount of natural

protection of the character in terms of being physically

attacked.

Base Life Points: Information on Life

Points (LP) is presented in Chapter 2: Body, Chapter 3:

Abilities, and Chapter 10: Combat. LP vary by race.

LP represent the capacity for damage among other

things.

Physical Description: Physical information

is presented here, such as average height. Most physical

features of a character are determined in Chapter

2: Body. To enhance the understanding of the physical

appearance of each race, artwork is presented

with each race, and an overview of the races is presented

with artwork on the previous page.

11

Disposition Modifiers: Disposition represents

the ethics and morals of the character, and is

presented in Chapter 4: Disposition. Disposition varies

by race.

Temperament Modifiers: Temperament

represents the personality of the character, and is

presented in Chapter 5: Mind. Temperament varies

by race.

Sociality: Information on sociality is presented

in Chapter 6: Sociality. Because sociality varies

by race, an overview is presented here. Information

may include tendencies in social class, location

of kingdoms, and more.

Language: Different races tend to speak

different languages. Languages are presented in

Chapter 6: Sociality.

Occupation: Information on occupations

is presented in Chapter 7: Occupation. Hundreds of

occupations are available for characters. The age

that a character begins work is listed, which may be

used to determine their current occupational level.

Skills: Information on skills is presented in

Chapter 8: Skills. Skills vary by race. Skills are a large

part of the game and should be considered carefully.

Hundreds of skills are available to be chosen

by the player. Although most skills listed for characters

grant bonuses, some bestow penalties.

Religion: Information on religions and gods

is presented in Neveria, a supplemental book that

presents the official gaming world for F.A.T.A.L.

Since gods are an aspect of the gaming world, not

the game system itself, they are not presented in

this book.

Names: Names have been compiled from

historical sources and are available in Appendix 7:

Names. Names vary by race. The names of each

fantasy race have been based on actual names from

history.

Chapter 1: Race and Gender


Chapter 1: Race and Gender

Anakim (sing.), Anakim (pl.)

Anakim 1 are the offspring of fallen angels

and mortal women. They are recognizable to others

who often refer to anakim as giants, since they

are much taller than the typical human. Ancient

terms for anakim are the annunaki, enim, nephilim,

zuzim, and zamzumin. Anakim are not a natural

race, but a crossbreed. It is not every day that fiends

mate human women, so few anakim exist.

Most anakim are the result of an incubus or

succubus mating with a human. These anakim are

more commonly called cambion. Oftentimes,

cambion children show no signs of life until they

are 7 years in age. Once again, few anakim exist.

Sub-Ability Modifiers: Strength + 100,

Hand-Eye Coordination - 30, Agility - 25, Reaction

Speed - 20, Language + 5, Math + 5, Analytic + 5,

Spatial + 5, Drive - 5, Intuition - 10, Common Sense

- 20, and Reflection - 10.

Base Current Armor: 11.

Base Life Points: 27.

Physical Description: Anakim average a

towering 8’ in height for males, 7’ 6” for females,

and are appropriately heavier than humans as well.

Often, they are considered giants. Also, they are

likely to live much longer, provided they do not meet

a premature death. Because of their fiendish heritage,

anakim characters have 1d10 traits, which are

determined by rolling 1d100 on the table that begins

on the next page.

Disposition Modifiers: - 25 Ethicality and

- 50 Morality.

Temperament Modifiers: - 25 to Sanguine

and - 25 to Melancholic.

Sociality: The human mother of an anakim

dies during childbirth. Anakim do not have their

own society, so they try to live secretly among humans

or in isolation. Due to their size, many humans

mistake them for giants. Anakim tend not to

get along well with others.

Language: Anakim usually speak Sapien,

and if they have both good Language ability and

the luxury of education, most aspire to learn Underworld.

12

Occupation: It is possible for an anakim to

be nearly any occupation, but the most common

include: Bandit, Berserker, Gladiator, Mercenary,

Ruffian, Slave, Slave-Trader, and Sorcerer. Anakim

begin work at age 10.

Skills: Brawling + 3, Intimidation + 5, Mangling

+ 3, Sexual Adeptness + 5, Trickery + 3, a

bonus Weapon (Specific), and Wrestling + 5.

Religion: Anakim may worship any religion,

though often they are foreign to notions of worship

or venerate fiends. All anakim receive a bonus

of 1d20 PP (see Chap. 4: Disposition).

Names: Anakim often have human names,

since their mother names them at birth, or if she

dies immediately, those in her culture will name the

infant.

1. Anakim have been referenced from Gustav Davidson’s A Dictionary of Angels. For more information, see the References

section at the end of this book.


13

Chapter 1: Race and Gender

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15

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16

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