I
mentioned before that Nyambe is to
me the perfect example of what every D&D/Pathfinder supplement should be
and I must stress it again here – yeah, it’s that good (even considering it
that it was written for the 3.0 rules). Grab a copy if you can.
Nyambe – African Adventures is a 255 pages hardcover from Atlas
Games for D&D 3rd (pre-3.5). It’s a B&W book, with good
illustrations, although I do wished the author had provided more “tutorial”
pictures – things like typical houses, cities, common items etc. (although it’s
relatively easy to track the equivalent African cultural through
Google/Wikipedia and thus to find some good visual examples).
The
first 16 pages are full color. Besides been beautiful and very evocative, these
pages are a terrific primer and include all kind of cool and interesting
information (game-relevant information I mean). For example, the family is
really important to the cultures of Nyambe so people are considered “full
adults” only after marriage – as a consequence most adventurers are seen as
perpetual adolescents. It’s a small detail, but one that provides color to the
setting. (Oh, and we also get a full color 1-page map.)
The
first chapter details the history of the continent-setting of Nyambe. It’s a short chapter (only 6
pages) that instead of filling us with bizarre named fallen empires and NPCs,
gives us a simple and engaging history, aimed directly at common D&D themes
and elements. For example, there’s a justification for the divine/arcane magic separation
– the latter is the result of “black magic” because it steals power from the
Overpower (Nyambe’s Creator deity); there’s also a cool myth regarding the
secret of resurrection and how it was lost (a hint for adventures); and the
origins of the – now extinct – orc race and how their evil empire once ruled
over all Nyambe (an excellent reskinning of the orcs before they degenerated to
the common brute humanoid loved by us all). Again, the author’s interest here
is foremost in making Nyambe a useful D&D sourcebook and not in teaching
true African mythology and religion.
The
next chapter describes the Nyambe races. They’re divided in human, demihuman
and savage races. The human “races” are actually twelve different cultures,
some clearly derived from true African civilizations, while others are original
creations, like the witch-hunting Zamara who’re influenced by contact with Far
Eastern cultures. This is another really awesome aspect of Nyambe – its toolkit approach. The author gives reference to
previous contacts between Nyambe and “Northerners” (European-like people), “Near
Easterners” (Middle-east stuff) and “Far Easterners” (Asian) cultures; and
there’re also the so called Water People (that’s the Egyptians). However, these
foreigner civilizations are left open to be used (or ignored) by the
Gamemaster. Nyambe thus just cries
to be integrated in another setting.
The
demihuman races are the African-equivalents of the common D&D races.
Instead of halflings, you have a fierce race of burrowing “weasel-men”. The
somber and shadow-aligned kitunusi replace the cheerfully gnomes; while the
Nyambe dwarves are the obsidian-skinned and cannibal utuchekulu. A sinister
legacy from mythical Kosan (orc) Empire, the savage and proud ngoloko are a
half-orc race that breed true; while the unthlatu are a race descended from the
half-dragon sorcerers responsible for the orcs’ demise (and ironically now the
target of prejudice from the other races). Instead of elves, we get the
wakyambi, a peaceful and graceful race of brown-skinned and white-haired
tree-dwellers. Many of these names (and a few traits) are derived from African
legends, adapted to D&D.
Nyambe
consider the traditional classes to be from foreigner classes from other
cultures. In their place, we have their native versions:
- Instead of Fighters, we get the Gamba, resilient village warriors (d12) adapted to fight without armor through Sanguar (the art of dodging).
- Since arcane magic is seen as something forbidden, there’re no Wizards in Nyambe, only Mchawi – necromancers that steal power from God and if killed can reincarnate in the form of vile animals.
- Rogues are replaced by the Nanala – stealthy stalkers and ambushers (a more common role for these characters as locks and traps are rare on Nyambe).
- The local cultures recognize only one god, the Overpower, a very distant deity, so there’re no Clerics. The N’anga are local priests that commune with the orisha – spirits that can grant powers to those that let themselves be possessed by them. There’re animal, celestial, ancestor, plant, geographic, elemental and fiendish orishas, each granting a different subset of abilities to their N’anga priests
- In Nyambe sorcery is exclusively the province of dragons, so the Sei Sorcerers are mortal born with draconic blood. Each sorcerer must choose a specific a particular dragon bloodline (in Pathfinder the idea of “sorcerer bloodlines” are the official rule, but remember that Nyambe was released in 2002).
Chapter
Five is about prestige classes. Before that, the book provides a few advices on
how to integrate the classic prestige classes from the 3rd Edition Dungeon Master Guide in an African
setting. There’re 11 new prestige classes:
- The Dembe are monster hunters that replace the Ranger class (besides Favored Enemy, they gain Favored Terrain, which at the time was still a fresh idea).
- The Engolo are unarmed martial artists, who’re trained to fight with musical accompaniment (a style called Sandai and which reminds me of Capoeira).
- Inyanga Yensimbi are the masters of the element iron, considered sacred in Nyambe. This is my favorite prestige class, which a nice mix of mechanics blended with excellent flavor – these guys are mystical blacksmith-warriors.
- The Leopard Cultist started as a protectionist organization opposed to trade with foreigners, but the society was later tainted with lycanthropy. Another original prestige class, aimed for NPCs.
- Magic eaters are the quintessential which-hunters created by the Zamara culture.
- Mask Makers are magical crafters and members of Nyambe male secret societies.
- Mganga are witch doctors, arcane/divine spellcasters trained to fight black magic.
- The Ngoma (or “drummers”) are a great reskinning of the Bard class, adapted to African settings.
- The Nibomay Amazon are fierce female warriors, famous for their tactical prowess.
- The Soroka is another unique prestige class. The “poison oracles” that divine the future by analyzing the death-throes of poisoned animals.
- Zombi Cultist are servants of the orisha of undead and serpents (a very pleasant fellow).
Chapter
Six is about skills, feats and combats. Because Nyambe was released for D&D 3.0, we get new skills, an aspect
that practically vanished with the 3.5 Revision. Among the new skills are
Natural Medicine, practiced by the omugaanga
(medicine men). It’s sort of “natural” alchemy, with rules for getting
components directly from the wilds or from monster parts. The Scry skill
(remember that?) can be used in Nyambe for omens.
Among
the feats, many are ex-class abilities (like Evasion and Improved Evasion),
changed to feats to represent the fact that they aren’t found among Nyambe’s core classes. Many feats are
racial (like the breath-weapon and energy resistance of the unthlatu), while
others represent local traditions (like Culinary Ashe, that let you create
“magic food”).
After
the feats we get rules guidelines for Nyambe’s war traditions – brush fires,
ritual warfare, cattle raids, nuba matches and engolo duels.
The
next chapter is about equipment and trade goods, listing also new armors and
weapons. The most interesting innovation here is that any weapon not listed in
this chapter is considered a “foreign weapon” and requires a special feat to be
used without penalty by Nyambe natives. The adventuring items help to develop the
exotic flavor of the setting, with new mounts like the engargiya, new drinks
like banana beer, besides new superiors items (healing salve) and poisons (in
Nyambe the use of poison is not considered an evil act).
Chapter
eight details the orishas (spirits)
of Nyambe, appeased by the various N’anga clerical traditions. We get a list of
celestial and fiendish orishas,
besides rules for ancestor, elemental and natural spirits. The next chapter
details new domains, spells and special rules for the mojuba bags (the closest thing to a grimoire in Nyambe), summoning spells and
resurrection magic.
Finally,
Chapter Ten is about “Lands, Nations and Societies”. This is another place where,
in my opinion, Nyambe shines. First,
we get a geographic overview of the continent, its islands, oceans, mountains,
forests etc. – each one briefly described followed by a table of Random
Encounters. Definitely practical (and totally Old School in approach). After
that we get short descriptions of the land’s seven nations and major chiefdoms.
Again, all descriptions are short, direct, but flavorful, providing a few campaign/adventuring
hooks. The details aren’t exclusively to human and demihuman realms, as there’re
also a few monster realms (yuan-ti and sahuagin for example). At the end, the
book provides information on typical secret societies.
Chapter
Eleven is about adventuring and is aimed at GMs. There’re extensive rules for
diseases and secrets regarding the nations described at the previous chapter. I
must point out that Nyambe doesn’t
have a metaplot – instead of true “setting revelations” we get suggestions
about what can be going on around the continent. The chapter also updates
treasure tables for African-like campaigns.
The
next part is about magic items. Although we have new items, my favorite bit
about this chapter is about the new or improved magic items – things like
potions that contain high-level spells, advanced rings, magic rod that can be
made into intelligent items by using magic rings and the gris-gris (magic bags used by spellcasters the replace scrolls).
There’re also new weapons, armors, lots of magic masks, reskinned items from
the Dungeon Master Guide, cursed
items, artifacts (minor and major) and even a few trinkets (lesser magic items
aimed at non-adventurers).
The
last chapter is about monsters – lots of them. Readers of Dragon Magazine (specifically Charles R. Saunders’ article on Issue
#122) will recognize various creatures. I particularly enjoyed that the author
drew from many of the same myths briefly quoted by Saunders. But before delving
into this African bestiary, we get excellent advice on how reskinning and
adapting creatures from the Monster
Manual (like the cockatrice, which here is a crowing crested serpent-like
creature). Among the new critters there’re various animals, lycanthropes and
wereanimals. The book detail new demons, devils, half-orc monsters and famous
African legends, like the unicorn-like chepekwe, the boat-crushing dingonek,
the kongamato, the bizarre mangabangabana, the alien nommo, the true zombie and
the vampire-like terkow (both templates). There’re also “D&Disms”, like
ancestors of the yuan-ti (the samat) and the arcane kosan orcs.
As
mentioned previously, Nyambe is a
hell of a D&D supplement (easily adapted to Pathfinder or even to previous
editions and some retroclones). It’s admirably researched but still accessible.
Better yet, it presents us a different take on Fantasy Africa, far from clichés
like Tarzan and the “Dark Continent” of pulp tales – this alone made this product
worthwhile for me. Nyambe’s second
(and perhaps biggest) point is that it’s easy for Gamemaster to either it in
their campaigns or just to steal those bits that interest them most. As a
bonus, Nyambe easily stands as its
own fantasy setting – there’s enough material here for
years of campaign.
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