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Is Nyambe good?

Wwe used the crap out of it early on in 3.0 and then again some in 3.5 for our Conan/Black Kingdoms stuff (naturally).

It's the only product of it's kind as far as I'm concerned. Had nice touches, feel, flavor. Good forplayers who are inteested in playing a "Nyambian" in a normal campaign.

jh
 

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Crothian had given me a copy which I used for a module a few year's back (thank's again). I used in in conjunction with the African-based Dungeon Magazine #56 module "The Land of Men with Tails" which worked very well.
 

Nyambe

Nyambe is different.

The first thing that hit me upon reading Nyambe was that it was a little complicated. And then I realized it was because I was comparing it to Rifts Africa, and Nyambe was *good* whereas Rift Africa was *Bad*. For starters, while lesser supplements would portray their africanesque people as homogeneous, Nyambe gives at ten different African flavored peoples. From your jungle dwelling pygmie folk to your empire building worker folk to your family oriented nomads.

So the first thing you gotta do is keep 'em straight. It seems hard at first since you're not used to it (seeing African people as diverse!? What COULD they be thinking!?). But once you realize it's no different from keeping all those different kinds of white folks straight in The Forgotten Realms, you get on with your life and realize it's actually quite fun. Some of em are into ritual scarring, some aren't, but as ritual scarring can be used to increase your statistics (at the cost of charisma or hit points), the power gamer in me gives it a definite thumbs up!

Then comes the different flavoring. Characters get their powers from different sources in Nyambe. Armor isn't used that much, but characters do have innate abilities to increase their AC. Scrolls are out, Gris-gris is in. Characters can make or buy magic masks to increase their abilities. Undeads and Serpents are connected to one another (As opposed to Realms based from European roots, where undeads and soil is connected). Different things are important, Nyambe Zombies take damage from salt. The monster section is all naturalistic, even the demons are agglomerations of different animals. The biggest baddie is a big tree (and to be honest, I thought it was the best botanical beastie I'd ever seen in a gaming book).

Oh, and the Mangabangabana! Don't forget the Mangabangabana! They aint half-bad (oh look, I made a funny! buy the book to get the joke). Scary lookin abominations, but sure fun to say!

Ancestral Vault steps up the fun because it is where you go for high power Nyambe characters. Whereas an Forgotten Realms character gets his abilities from his weapons, armor, amulets, rings, ect.... Nyambe characters are a bit different. All of those other things do exist in Nyambe, but your Nyambe guy is using ritual scarring, fetishes, and beadwork. A nyambe cleric with a high beadwork skill is a source of excellent items for The Party. And if that aint fun, I don't know what is!

Yes, there are rules for ritual circumcision, yes it gives you a +1 constitution. find another fantasy sourcebook with THEMS apples!

I gave Nyambe and Ancestral Vault a definite thumbs up, and am bugging my local gamers to start a campaign in it.
 


One last thing

Since the nyambe forum has been dormant for six months, I have a nyambe rules question perhaps someone can answer....

And you get a +50 AC bonus?

-Now that I have the attention of the power gamers, lets see how...

It's about the general magic beads (ancestral vault, P53). If anyone cares. So, the beads *are* supposed to be linked together into simultaneously functioning sets (this requires a craft(Beadworking) check of DC 15+ the number of beads in the creation), and there is a limit given on how *many* beads can be put into one such item (50,000 go worth of beads)...

However, it isn't mentioned whether the beads *stack*. One would initially think they do, with two +1 AC beads stacking into a +2 beadwork (and requiring a beadwork check of DC 17 to make the beadwork).

However, if that is the case, then the maximum for such an item is 50,000 gp worth of beads, which is 50 +1 ac beads , requiring a DC of 65 beadwork check, which seems like a lot, but once you realize you're getrting +50 AC from it.... you realize it's cheap at twice the price... MEanwhile a DC25 beadwork check (very do-able for a mid-level character) gets you +10 AC beads.

AND that's for ONE beadwork item (a belt for instance), if that stacks with other beadwork items (like a bracelet or a headband), you could pump that AC to +150 or higher, which doesn't seem the intent, but there are limits, and the text does expressly state that the beads are meant to be strung together.

However, if they don't stack, there are really not very many types of beads, and thus the beadwork becomes almost moot since the big beads cost 40,000 or so, meaning that you can only have one or two of them in an item anyway, so what's the beadworking really for? What do you think?
 


The Ubbergeek said:
Does Nyambe have a 'saharan/sahelian muslim kingdoms' area, and is it possible to do one with Nyambe stuff? I have an idea for a sultanate based on the great western empires perhaps also.

No it doesn't (other than a passing note)

Nyambe focuses primarily on sub-sharan africa for which it does an excellent job in presenting a range of cultures and flavour for game use.

However the Sahel and its (medieval) kingdoms are sorely neglected and this was the reason I did not purchase Nyambe. personally I've run games based on analogues to the Kingdoms of Mali and the Hausa kingdoms and know that the area is a rich source of inspiration as yet untapped) - Hausa and Kanem-Bornu even allow you to have elite warriors wearing chainmail...
 


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