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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has been extracted or minimized from historical references.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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