Simon Collins
Explorer
This is not a playtest review.
Ancestral Vault is a collection of equipment and magical items for the African-influenced Nyambe setting from Atlas Games.
Ancestral Vault is a 96-page mono softcover product costing $19.95. Space usage is average, with chunks of white space at the end of each chapter, average-sized margins and font, and no line between paragraphs. Art is pretty mixed in both quality and appropriateness to the text - generally, art taken from the public domain seems in general to be used as filler, whilst the rest of the art is more appropriate. Neither is outstanding. The writing style is engaging and intelligent, especially considering the nature of the subject matter. Editing seems good.
Chapter One: Equipment
A varied selection of new equipment is offered in this chapter, including a new exotic weapon (iron backscratcher), basketwork shields, class tools and skill kits, various ships (such as dhow, jato, and junk) with stats that I believe are taken from Living Imagination's 'Broadsides', cloths used as trade goods, description of a new skill - Craft (Weave), and a couple of new special items that may have an important impact on your Nyambe campaign - fetishes and ritual scars.
Fetishes are items made of animal parts (especially feathers) and stones, and hung on a cord with beads. They are created with the Natural Medicine skill and increase a character's BAB, but only for the purpose of Sanguar (the Nyambe feat that gives a dodge bonus based on the character's BAB). There is a short discussion on how these items affect existing AC-increasing magical items and AC-increasing spells, and integration into an ongoing campaign. Ritual scars also require the Natural Medicine skill to create, and can provide various possible bonuses such as to attack rolls, saving throws, or skill checks. In payment, the character loses a permanent hit point and there are limits to the number of ritual scars that can be taken.
Chapter Two: A Nyamban Herbal
This chapter begins with a new skill - Natural Medicine - and new feat - Plantbind - which are more or less taken from the Herbalism chapter in Atlas Games' 'Occult Lore', with a few twists to reflect the setting. The basic idea is that plants have certain traits that can be removed to create herbal concoctions, mundane (using the skill) or magical (by using the feat to imbue the plant with a spell effect). A dozen or so plants and trees are described in detail with a variety of mundane and magical concoctions that can be created from them explained in terms of their properties and game functionality. These include the baobab tree, formian daisy, honeybush, ironberry, and rooibos.
Chapter Three: Magic Weapons And Armor
Apart from the slew of special properties for armour and shields (e.g. healing, indestructible) and weapons (e.g. construct-destroying, quick, sundering) and specific examples (e.g. cheetah armour, force shield, beheading sword, psionic-powered crystal spear), the chapter offers a system for creating ancestral weapons and armour (whose magical powers can only be used by someone who shares the same bloodline as the items was originally created for). Ancestral items cost XP to create and must originally have been used to kill a challenging opponent, from which the XP is drawn to create the item. Rules for the amount of XP required for different items are given, along with general advice to the GM for how to handle the possibility of an ancestral item in a treasure horde being related to the finder in terms of bloodline.
Chapter Four: Magic Items
Nyambe expands the potential of item creation fairly significantly. This chapter begins with a range of generic item creation feats (craft charged or permanent items split into minor, medium, and major levels of power). Potions can hold spells above 3rd level, wands above 4th level, and multiple spells can be imbued into one item. A variety of magical items are included in the rest of the chapter, including potions (e.g. oil of astral projection, shield other potion), rings (which also include lip plugs and body piercings, e.g. lip-plug of diplomacy), rods (e.g. divining rod, rod of lightning), scrolls and gris-gris (with a range of planar ally/planar binding variants that could also be used as new spells), staffs (e.g. diplomat's staff, translator's staff), and wands (e.g. wand of extended bless, wand of lockjaw). Several of the sections have a rules recap - a reminder of the changes in creation and use of these types of magic items in Nyambe, and any rules expansion introduced in Ancestral Vault.
Chapter Five: Wondrous And Cursed Items
17 pages of wondrous and cursed items. The most notable of these are various beads, a number of different enchanted shrines (which link with the new planar ally variant spells in the previous chapter, and whose focus is in summoning orisha), spirit jars (whose focus is on capturing orisha, and link with the planar binding variant spells from the previous chapter), magical statues (providing protection against specific orisha), and trophies (animal parts that, when extracted correctly from a suitably challenging animal, can give a variety of bonuses).
Chapter Six: Artifacts
In the past of the Nyambe setting, evil Kosan orcs ruled using powerful magic. Though their culture has disappeared, ruins of their buildings still exist, and can contain any of the artifacts in this chapter. The chapter begins with some guidelines for creating Kosan artifacts (all of which come with a rather nasty curse if used by those with no orc blood running through their veins). A number of other artifacts presented here are based on the concept of dragon orisha, artifacts imbued with the spirits of Nyamban dragons, and offering certain draconic powers to the wielder.
Chapter Seven: Magical Games
This chapter contains two magical games played by Nyambans - a complex game, known as Bao, involving distribution of seeds across various holes in the ground, and Shahmatq, a chess variant. The games are enhanced when played by spellcasters, who can sacrifice spell slots to add further complexity to the game. The stakes put up are XP and the winner takes all.
Appendices:
This section gives various random charts for the weapons, armour, shields, and magical items presented in the book. Just over a page of errata for the Nyambe Campaign Setting core book is also provided, whilst there is a comprehensive (5-page) index to all the items in the book, divide by type.
High Points:
The product is designed with stats and rules for both 3.0 and 3.5, and advice is given in most cases for use outside the Nyambe setting, expanding its usability for a wider audience, though the items manage to retain their African ambience. All items are given a market price, and their level of power in relation to Detect Magic spells where appropriate. The comprehensive and logical index makes it easy to find the info on any of the items during game play. Most of the items come with some sort of interesting background information, which livens up even the less appealing items.
Low Points:
The most noticeable deficit to my mind was the quality of the presentation - both in terms of layout and artwork. Many of the magical items were not illustrated, and the frequent use of public domain artwork as filler did little to enhance the reader's understanding of the text. There were a few minor rules oddities, such as both a caster level and character level requirement for some of the items.
Conclusion:
Ancestral Vault adds new possibilities and depth to the Nyambe campaign setting, but also has its uses for anyone running an African-influenced campaign (indeed, there are some ideas for use in any campaign setting). The mediocre presentation should not stop those interested in adding these inspirational magical items and equipment to their Nyambe campaign.
Ancestral Vault is a collection of equipment and magical items for the African-influenced Nyambe setting from Atlas Games.
Ancestral Vault is a 96-page mono softcover product costing $19.95. Space usage is average, with chunks of white space at the end of each chapter, average-sized margins and font, and no line between paragraphs. Art is pretty mixed in both quality and appropriateness to the text - generally, art taken from the public domain seems in general to be used as filler, whilst the rest of the art is more appropriate. Neither is outstanding. The writing style is engaging and intelligent, especially considering the nature of the subject matter. Editing seems good.
Chapter One: Equipment
A varied selection of new equipment is offered in this chapter, including a new exotic weapon (iron backscratcher), basketwork shields, class tools and skill kits, various ships (such as dhow, jato, and junk) with stats that I believe are taken from Living Imagination's 'Broadsides', cloths used as trade goods, description of a new skill - Craft (Weave), and a couple of new special items that may have an important impact on your Nyambe campaign - fetishes and ritual scars.
Fetishes are items made of animal parts (especially feathers) and stones, and hung on a cord with beads. They are created with the Natural Medicine skill and increase a character's BAB, but only for the purpose of Sanguar (the Nyambe feat that gives a dodge bonus based on the character's BAB). There is a short discussion on how these items affect existing AC-increasing magical items and AC-increasing spells, and integration into an ongoing campaign. Ritual scars also require the Natural Medicine skill to create, and can provide various possible bonuses such as to attack rolls, saving throws, or skill checks. In payment, the character loses a permanent hit point and there are limits to the number of ritual scars that can be taken.
Chapter Two: A Nyamban Herbal
This chapter begins with a new skill - Natural Medicine - and new feat - Plantbind - which are more or less taken from the Herbalism chapter in Atlas Games' 'Occult Lore', with a few twists to reflect the setting. The basic idea is that plants have certain traits that can be removed to create herbal concoctions, mundane (using the skill) or magical (by using the feat to imbue the plant with a spell effect). A dozen or so plants and trees are described in detail with a variety of mundane and magical concoctions that can be created from them explained in terms of their properties and game functionality. These include the baobab tree, formian daisy, honeybush, ironberry, and rooibos.
Chapter Three: Magic Weapons And Armor
Apart from the slew of special properties for armour and shields (e.g. healing, indestructible) and weapons (e.g. construct-destroying, quick, sundering) and specific examples (e.g. cheetah armour, force shield, beheading sword, psionic-powered crystal spear), the chapter offers a system for creating ancestral weapons and armour (whose magical powers can only be used by someone who shares the same bloodline as the items was originally created for). Ancestral items cost XP to create and must originally have been used to kill a challenging opponent, from which the XP is drawn to create the item. Rules for the amount of XP required for different items are given, along with general advice to the GM for how to handle the possibility of an ancestral item in a treasure horde being related to the finder in terms of bloodline.
Chapter Four: Magic Items
Nyambe expands the potential of item creation fairly significantly. This chapter begins with a range of generic item creation feats (craft charged or permanent items split into minor, medium, and major levels of power). Potions can hold spells above 3rd level, wands above 4th level, and multiple spells can be imbued into one item. A variety of magical items are included in the rest of the chapter, including potions (e.g. oil of astral projection, shield other potion), rings (which also include lip plugs and body piercings, e.g. lip-plug of diplomacy), rods (e.g. divining rod, rod of lightning), scrolls and gris-gris (with a range of planar ally/planar binding variants that could also be used as new spells), staffs (e.g. diplomat's staff, translator's staff), and wands (e.g. wand of extended bless, wand of lockjaw). Several of the sections have a rules recap - a reminder of the changes in creation and use of these types of magic items in Nyambe, and any rules expansion introduced in Ancestral Vault.
Chapter Five: Wondrous And Cursed Items
17 pages of wondrous and cursed items. The most notable of these are various beads, a number of different enchanted shrines (which link with the new planar ally variant spells in the previous chapter, and whose focus is in summoning orisha), spirit jars (whose focus is on capturing orisha, and link with the planar binding variant spells from the previous chapter), magical statues (providing protection against specific orisha), and trophies (animal parts that, when extracted correctly from a suitably challenging animal, can give a variety of bonuses).
Chapter Six: Artifacts
In the past of the Nyambe setting, evil Kosan orcs ruled using powerful magic. Though their culture has disappeared, ruins of their buildings still exist, and can contain any of the artifacts in this chapter. The chapter begins with some guidelines for creating Kosan artifacts (all of which come with a rather nasty curse if used by those with no orc blood running through their veins). A number of other artifacts presented here are based on the concept of dragon orisha, artifacts imbued with the spirits of Nyamban dragons, and offering certain draconic powers to the wielder.
Chapter Seven: Magical Games
This chapter contains two magical games played by Nyambans - a complex game, known as Bao, involving distribution of seeds across various holes in the ground, and Shahmatq, a chess variant. The games are enhanced when played by spellcasters, who can sacrifice spell slots to add further complexity to the game. The stakes put up are XP and the winner takes all.
Appendices:
This section gives various random charts for the weapons, armour, shields, and magical items presented in the book. Just over a page of errata for the Nyambe Campaign Setting core book is also provided, whilst there is a comprehensive (5-page) index to all the items in the book, divide by type.
High Points:
The product is designed with stats and rules for both 3.0 and 3.5, and advice is given in most cases for use outside the Nyambe setting, expanding its usability for a wider audience, though the items manage to retain their African ambience. All items are given a market price, and their level of power in relation to Detect Magic spells where appropriate. The comprehensive and logical index makes it easy to find the info on any of the items during game play. Most of the items come with some sort of interesting background information, which livens up even the less appealing items.
Low Points:
The most noticeable deficit to my mind was the quality of the presentation - both in terms of layout and artwork. Many of the magical items were not illustrated, and the frequent use of public domain artwork as filler did little to enhance the reader's understanding of the text. There were a few minor rules oddities, such as both a caster level and character level requirement for some of the items.
Conclusion:
Ancestral Vault adds new possibilities and depth to the Nyambe campaign setting, but also has its uses for anyone running an African-influenced campaign (indeed, there are some ideas for use in any campaign setting). The mediocre presentation should not stop those interested in adding these inspirational magical items and equipment to their Nyambe campaign.