C REDITS Author: Art Director & Graphic Designer: Christopher W. Dolunt Scott Reeves Contributing Authors: Cover Illustrator: David Howery (monsters), Mike Dutton Travis Laney (tropical diseases, monsters), and Frédéric Leneuf-Magaud (Magic Eater) Interior Illustrators: Kurt Brugel, Michael Clarke, Shane Coppage, Editor: John Davis, Steven Ekholm, Brian Figur, Michelle A. Brown Nephew Steven Sanders, Brendon Fraim, Brian Fraim, Lee Moyer, Chris Schott, Chris Seaman, Publisher & Proofreader: Chad Sergesketter, and Helena Wickberg John Nephew (Phoenix Studios) Editorial Assistance: Author’s Special Thanks: Mary Dolunt Dominique Crouzet, Vincent Darlage, Chimezie Joseph, Eric Noah, Keith Nelson, Playtesting and QA: Antal Molnar, Russell Morrissey, Sean Muder, Brad Meng, Lorcan Murphy, Melissa Smith, and Patrick Murphy Patrick Taylor, and Rachel Taylor Publisher’s Special Thanks: Jerry Corrick and Alex Knapik About the Author: Chris Dolunt lives in Michigan with his wife Mary, their two loyal dogs Loki and Freya, and a baby on the way. When not gaming he works as a database programmer for a market research company. Dedicated to Mary: You make everything perfect. “d20 System” and the “d20System” logo are Trademarks owned by Wizards of theCoast and are used according to the terms of the d20 System License. A copy of this license can be found at www.wizards.com. Dungeons &Dragons® and Wizards of the Coast®are Registered Trademarks of Wizards of theCoast, and are used with permission. The Atlas Games logo is a trademark of JohnNephew and Trident, Inc., d/b/a Atlas Games. Nyambe is a trademark of Trident, Inc. d/b/a Atlas Games. Copyright ©2002Trident, Inc., d/b/a Atlas Games. Reproduction of non-Open Game Content from this work by any means without written permission from the publisher, except for short excerpts for the purposes of reviews, is expressly prohibited. This is a work of fiction. Any resemblance to actual events or persons, living or dead, is purely coincidental. Open Game Content Digital Edition Nyambe: African Adventuresis published under the Open Game License. We hereby identify all of the text on pages 24 – 251 inclusive as Open Game Content, and designate the following as product identity: Adamu Dwa, Arabo, Baroka, Version 1.0 Bashar’ka, bIda, Boha-Boha, Boroko, Bugundo, Caliph Ragheb, Child of Dead Marak Island, Chuku, D’ok, D’okan Desert, Dagamar, Darak-Lar, Desert of Watery Sky, Dogar, Dogar Plateau, Drogo River, Drum of Tarango, Dutama, Eye of N!ok, Forge of the Kosans, Ghana Bashar, Giko Taaba Mountains, Great Mangrove Marsh, Great Udamalore, Gudu Ji Pingu Atlas Games Desert, Halak Island, Hungering Lion, Isili, Isle of the Overpower, JamIkadi Kimah, Jolo, Kalayu Island, Kalimara River, Saint Paul, Kaya Vua Samaki, Kisi, Kogo, Kosa Empire, Kuba Taaba, Kwo, Kwo’s Shield, Lake Gomala, Lake Tugo, Lord Rag’g DoGa , Mabwe, Mademba, Mansa Wahibreteni, Marak’ka-land, Marak’pInga Island, Mask of Nyambe, mbUi-land, Molembe, Minnesota Mura’ka, Mwanamutapa Faouzi of Taumau-Boha, Nibomay, Nyambe, Nyambe-tanda, Nyambe: African Adventures, Oba Dunsai, Oba Thabiti, Opon TuIda, Overchief Bomani, Queen Nyathera, Risu Island, Samara, Shomari of T’ombo, Shombe-land, Shomo, Silwane-manzi-water, Skin of Zombi, Sueta, T’ombo, Tabu-Taabu Mountain, Tamago-Dugu, www.atlas- Taumau, Taumau-Boha, Throne of the Overpower, Tobuyho, tUbI, Water People, Z’idan, Zulo. If you’re not a publisher, don’t worry about this. If you are curious about Open Gaming, which allows publishers to games.com reproduce and modify each others’ Open Game Content, we encourage you to visit www.opengamingfoundation.org on the web. 2 C ONTENTS 3 Hewa-hewa!I am Shomari of T’ombo, a teacher at the great school of T’ombo. I have been selected to guide you through the lands of Nyambe-tanda, a daunting task indeed. Nyambe-tanda — sometimes simply called Nyambe — is a land in transition. Though we have never been completely isolated, recent events have brought us to the attention of the outside world, and I fear that our way of life is about to change for the worse. As a stranger, you do not know our ways. Pay careful attention and I shall teach them to you. If you wish to walk beneath our sky, you must learn to walk as we do, or you will surely die. Forgive my gravity, but this is a serious matter. Nyambe is not a safe place for the unwary. Vicious monsters, black-hearted tyrants, and foul magic await you at every turn, and the spirits cry out for brave heroes to fight the evil. This is not to say that Nyambe is devoid of peace or beauty. To the contrary, we believe that our land is the most blessed in the entire world. But do not take my word for it, read on and decide for yourself. OVERVIEW Nyambe: African Adventuresis a campaign sourcebook designed for use with the D20 System. The default setting used in this sourcebook is a continent called Nyambe-tanda(neye- AHM-bay TAHN-dah), a place that combines African mythology, legend, and history with ele- ments of high fantasy to create an exotic land with a distinctly African flavor. Nyambe is an epic, historic setting. It is a place where you are more likely to find someone like Mansa Sundiata, the physically handicapped warrior-sorcerer who became the first king of Mali in the 13th century, rather than a stereotypical “noble savage” like Tarzan. The continent of Nyambe-tanda is not located in any particular game world, so GMs can eas- ily insert it into their own campaigns. There are references to other parts of the world, but the details are intentionally left vague so you can substitute existing cultures of your own design where appropriate. Specifically, the Near East is a generic Middle Eastern land, the Far East is an Asian land, and the North is a European land. There are also references to the Water People, an Egyptian culture. Nyambe: African Adventuresincludes a significant amount of new game material and rules. These include new location-specific races, core class variants, prestige classes, spells, diseases, monsters, and new categories of magic items. These elements can easily be lifted from this book 4 L O AND OF THE VERPOWER and transplanted into your home campaign, adding a great deal of depth to any land with an African feel. Conversely, you could use only the extensive history and background presented for Nyambe, disregarding the new rules completely. Either way, your roleplaying experience will be greatly enriched. The mythology and history of Nyambe-tanda was inspired by the folklore of real-world Africa. If you’d like to create your own fantasy Africa campaign setting, you may want to build its history around similar themes. A list of reference materials that you might find useful are available in the Suggested Reading list in this book, and on-line at www.nyambe.com. The languages used by the fantasy Africans in Nyambe are loosely based on a number of real African languages, especially those of the Bantu family, such as Kiswahili. The first time a for- eign term appears in the text, it will include the pronunciation in parentheses. In many African languages, plural words are formed by changing the beginning of the singular form — for exam- ple, utuchekulu is the plural of akachekulu — but for the sake of clarity, the singular and plural forms of most Nyamban words are identical. Finally, some Nyamban words include sounds that will be unfamiliar to many readers. These sounds are represented by either a “!” — click your tongue against the roof of your mouth — or a “/” — click your tongue against your teeth as in the first part of the sound sometimes written as “tsk-tsk.” NYAMBE-TANDA The full name of our continent is Nyambe-tanda. The name comes from Kordo(KOR- doh), the common tongue of the land, and roughly translates to “Land of the Overpower.” According to Nyamban beliefs, the creator of the world, known as Nyambe or “the 5 C O HAPTER NE Overpower,” once lived amongst the mortal races, and so the land bears the Overpower’s name. Nyambe is just southwest of an area called the Near East, west of an area called the Far East, and far to the south of a region simply known as the North. The continent is located completely within the world’s tropical zones. Because of the resulting heat, armor sees little use here; most warriors wear no armor at all. Due to the lack of armor, Nyamban warriors excel at dodging attacks, an art known as san- guar(SAHN-gwar). In addition, shield use is common, as are ranged weapons of all sorts. Nyambe-tanda supports highly var- ied terrain, including scrub plains, marsh, grassland, rainforest, moun- tains, and deserts. Much of this terrain is hostile, and large areas of the conti- nent are only sparsely inhabited. Cities are rare, and those that exist tend to be relatively small. HUMANS OF NYAMBE As in most lands, humans are the dominant race of Nyambe-tanda. Differences between Nyamban humans and those of other lands are superficial at best. As a general rule, Nyamban humans have dark skin, brown eyes, and curly black hair, while the humans of other lands tend to have lighter skin, lighter eyes and straighter and lighter hair. However, there are plenty of exceptions, and Nyamban humans demonstrate a vari- ety of physical appearances. These variations have been further increased by intermarriage with Near Easterners and Far Easterners, making the Nyambans a very diverse group indeed. The humans of Nyambe are divided into twelve major ethnic groups, and dozens of minor ones. Occasionally the structure of these groups change. Groups break apart, merge, or are 6 L O AND OF THE VERPOWER sometimes even driven to extinction. However, the following twelve groups are currently the most prominent. •The Azzazza(ah-ZAH-zah) are an agricultural people with a highly ritualized society. Most Azzazza live in the United Kingdom of Taumau-Boha. •The Hutali(hoo-TAH-lee) are semi-nomadic mountain-dwellers who live amongst the active volcanoes of the Giko Taaba Mountains, in a dwarf-dominated region known as Utuchekulu-land. •The Marak’ka(mah-rahk-KAH) are nomadic desert-dwellers with a love of music and dance. They live in a harsh desert called the Gudu Ji Pingu, in the region known as Marak’ka-land. •The Mbanta (m-BAHN-tah) are homeless nomads with a reputation for magical prowess. As nomads, the Mbanta are evenly distributed amongst the lands of Nyambe. •The NaBula(nah-BOO-lah) are masters of unarmed combat, and have recently adopt- ed many aspects of Near Eastern culture. Most NaBula live in the Caliphate of Boroko. •The Nghoi(ng-HOHY) are diminutive humans who live amongst the elves of the bIda Rainforest, in a region known as Wakyambi-land. •The Shombe(SHAWM-bay) are cattle-herders with a strong warrior ethic. They live within the tUbI Grassland, in a region known as Shombe-land. •The Tembu(TEHM-boo) are merchants with a reputation for flamboyance. They are the dominant ethnic group in the Empire of Mabwe. •The Tisambe(tee-SAHM-bay) are a strong-willed people best known for their matriar- chal traditions and “Amazon” warrior women. They are the dominant culture of the Empire of Nibomay. •The Tuslan(TOOS-lahn) are hunter-gatherers with a great reverence for nature. They live in the Empire of Nibomay, but are an oppressed minority. •The Xon’mo(zohn-MOH) are an offshoot of the Marak’ka, and have developed a soci- ety controlled by fire priests. Most Xon’mo live in the kingdom of Bashar’ka. •The Zamara(zah-MAH-rah) are obsessed with fighting witchcraft, and have recently adopted many aspects of Far Eastern culture. Most Zamara live in a series of coastal city-states known as the Kaya Vua Samaki. NON-HUMAN RACES Nyambe-tanda does not support the wide variety of humanoid races found in other lands. Most noticeable is the absence of goblinoid species. Nyambe has no goblins, hob- goblins, or bugbears of any sort. Orcs, while once common, are now (supposedly) extinct. Due to a lack of hostile humanoid invasions, Nyamban kingdoms are very stable, and some have remained intact for thousands of years. This is not to say that there are no humanoid races. Over a dozen non-human races exist, some co-existing with humans, others opposing them. The races that co-exist with humans are known as the demihumanraces, while the races that oppose humans are known as the savageraces. DEMIHUMAN RACES The demihumans have much in common with humans, and the demihuman races tend to get along well with both humans and each other. •The agogwe(ah-GAWG-way) are furred nomads with powerful claws and a propensity for burrowing. Agogwe seem to be a warrior offshoot of the halfling race, and live in the Wakyambi-land region of the bIda Rainforest. •The kitunusi(kih-too-NOO-see) of Mademba are a diminutive race with strong ties to the Shadow World. Kitunusi are related to gnomes, but lack both the humor and inven- tiveness found amongst other members of their species. •The ngoloko(ng-oh-LOH-koh) are a wizardly race of human-orc crossbreeds. Though similar to the half-orcs of other lands, ngoloko are far more intelligent than their back- ward cousins and live in isolated communities. 7 C O HAPTER NE •The unthlatu(oonth-LAH-too) are a reclusive race of dragon-blooded spellcasters. The unthlatu were once humanoid sorcerers, but evolved into a new race while exiled in the Great Mangrove Marsh. •The utuchekulu(oo-too-cheh-KOO-loo) are a race of subterranean warrior-cannibals inhabiting the Kuba Taaba and Giko Taaba mountain ranges. Utuchekulu are descend- ed from a race of dark dwarves, but do not show any particular tendency toward evil behavior. •And finally, the wakyambi(wahk-YHAM-bee) are an arboreal race with strong druidic tendencies and prehensile tails suited for their home in the bIda Rainforest. Wakyambi are related to elves, but unlike the elves of other lands, wakyambi cannot interbreed with humans to produce half-elves. SAVAGE RACES The savage races tend to be self-centered and evil, making peaceful co-existence with the human and demihuman races all but impossible. •The entare(en-TAH-ray) are dangerous predators with the head of a lion, the upper torso and arms of a human, and the four-legged lower torso of a lion. The majority of the entare prowl the tUbI Grassland, though a few have been known to venture into the nearby D’okan Desert. •The getiet(geh-TEE-eht) are race of degenerate kosan orcs, physically powerful, but stupid and despised by all civilized beings. They live as bandits on the fringes of many settled lands. •The ingogo(ihn-GOH-goh) are another race descended from the kosan orcs. They are smaller and weaker than the getiet, but far more cunning. They are the most hated of all the savage races, and live almost exclusively in the tUbI Grassland. •The kosans(KOH-sahns) were an ancient race of wizardly orcs that once dominated all of Nyambe-tanda. Though they are extinct now, the kosans had a major impact upon Nyamban history, and spawned the getiet, ngoloko, and ingogo. •The mbUi(mb-OO-ee) are a race of cowardly scavengers descended from human were- hyenas, and appear much like gnolls. The mbUi live in the foothills of the Giko Taaba Mountains. •The silwane-manzi(sihl-WAH-nay MAHN-zee), cousins to the sahuagin, are a shark- like race of amphibians notorious for devouring sailors. They live in sunken cities off Nyambe’s northern coast. •The yuan-tiare a race of serpent-folk recently arrived from the Far East, who now dominate the western portion of the bIda Rainforest. There may be other savage races beyond those listed here, but if such creatures exist, they are both rare and secretive. ANIMALS Nyambe is perhaps best known for its stunning array of large animals, such as apes, cheetahs, crocodiles, elephants, gazelles, giraffes, hippopotami, hyenas, jackals, leopards, lions, monkeys, rhinos, and zebras. Two animals that many foreigners expect to find here but do not are bears and tigers. Many of these animals can also found in dire versions, and though they lack magical powers, such beasts can pose a formidable challenge to an adventuring party. The most famous of all Nyamban dire animals is the dire lion. These creatures are rare, and often have unusual coloration, such as black, green, red, or white. Seeing a dire lion is considered an omen, but the exact meaning of the omen depends on the lion’s color and the circum- stances under which it was observed. Individuals who encounter a dire lion are encouraged to visit a diviner so as to learn the meaning of the omen. 8 L O AND OF THE VERPOWER Not all Nyamban wildlife is so impressive or famous. Few foreigners would recognize the cichlid fish, known here as the marakely, though it is a common sight in the nets of Nyamban fishermen. Even fewer would recognize the bird known as the black-headed gonolek, or realize that seeing one is an ill omen. PLANTS Though many foreigners are familiar with Nyamban fauna, few know anything about our flora. Commonly grown foodstuffs include beans, cassava, chickpeas, barley, calabash gourds, figs, millet, onions, peanuts, plantains, taro, sorghum, teffwheat, and nyami(nah-YAHM- ee), or yams as foreigners call them. More recently introduced crops include bananas, coconuts, and rice, all of which have been brought from the Far East. Common cash crops include cotton, tea transplanted from the Far East, and especially palm trees. There are many different types of palm trees, but the two with the most eco- nomic value are the oil palm and the wine palm. The oil palm is valued for its nuts, which are crushed to produce meca(MEH-cah), also known as palm oil. These nuts, called diga(DEE-gah), are gathered and crushed to extract the oil. Once the oil has been removed, the husks can be boiled and eaten, or burned to make charcoal. The wine palm is valued for its sap, which is fermented and used to make palm wine, also called jana(JAH-nah), a common drink which I am told tastes much like the rice wine of the Far Eastern people. Palm wine is a milky-white liquid, and is very dry. Most people don’t like it the first time they try it — it is an acquired taste. Visitors to our land are advised to try banana beer instead. Nyamban wild plants are extremely diverse. Some of the more commonly encountered wild plants include flowers like iris- es, geraniums, gladioli, orchids, and violets, and grasses like common thatch, devilgrass, pangolagrass, and weeping lovegrass. Some of the better- known Nyamban trees are the thorny acacia, ambatch tree, baobab, kapok tree, and mahogany. Vines are also numerous, and include jas- mine, liana vines, pink trumpet vines, and the ubiquitous strangler figs. 9 C O HAPTER NE MONSTERS The monsters of Nyambe-tanda take a variety of forms. Though certain ones are not found in Nyambe, there are more than enough monsters unique to this continent to com- pensate for any loss. Many monsters date back to the time of the ancient kosan orcs, and were either created in diabolic magical experiments or brought here from other lands. No creature limited to temperate or arctic climates (or with the cold subtype) appears in Nyambe-tanda. The only known exceptions are several white dragons rumored to lair in the highest peaks of the Kuba Taaba mountain range. • Beasts:The vast majority of Nyamban monsters are non-magical beasts, and a wide variety of beasts make their home in this land. The best-known beast is the mokele m’bembe(moh-KEH-leh m-BEHM-beh), a dinosaur-like creature of tremendous size and power. •Dragons: Most of the standard dragon races can be found in the Land of the Overpower; even cold-loving white dragons have been reported living on the peaks of the highest mountains. Winged “proto-dragons” known as kongamato (kohn-gah- MAH-toh) are also native to Nyambe. They have a reputation for attacking fishing boats, and are among the weakest of all dragon species. • Elementals:Elementals of all sorts are quite common in Nyambe-tanda, acting as the servants of the elemental orisha spirits. • Fey:According to Nyamban beliefs, fey are creatures native to the Shadow World. The most commonly encountered fey in Nyambe-tanda are servants of the natural orisha spirits. • Giants:With the exception of frost giants, many of the standard giant races can be found in Nyambe. Nyambe-tanda also has its own race of giant known as the sao (SAHW), and a race of undead giants known as the rom(RAWM). • Magical Beasts:While many magical beasts can be found in Nyambe-tanda, most have physical differences from their counterparts in other parts of the world. For example, the Nyamban cockatrice, called the “crowing crested cobra,” appears to be a cobra with wings and a cock’s comb. Rather than hissing, the Nyamban cockatrice crows like a rooster at sunrise. It sometimes uses this sound to attract unsuspecting prey. • Outsiders:Since outsiders are native to the Spirit World and not the Material Plane, in theory any sort of outsider could visit Nyambe-tanda. In practice, the only outsiders that appear are servants of the orisha spirits. • Plants:As might be expected from a land with a giant rainforest at its center, plant monsters abound in Nyambe. • Shapechangers:Nyambe has an above-average concentration of shapechangers. The best-known shapechangers in the Land of the Overpower are the mysterious leopard cultists. • Undead:The most commonly encountered undead in Nyambe-tanda are true zombis and ancestor spirits — monsters not found in other parts of the world. Other common undead include ghouls, mummies, shadows, and common zombies. The only sort of undead completely unknown in Nyambe is the vampire. Unfortunately, Nyambe has its own version of the vampire — a skinless monstrosity known as the terkow(ter-KOH). • Vermin:Not only can all known vermin be found in Nyambe-tanda, but the heat and humidity are ideal conditions for these creatures to grow to incredible sizes. RELIGION If you do not understand the orisha(oh-REE-shah) you cannot understand Nyamban religions. Belief in the orisha permeates every aspect of every race and culture. They are so commonly encountered that no sane creature doubts their existence. The orisha are immortal spirits that act as the intermediaries between the mortal races and the Overpower, and can be good, evil, or neutral. There are many different kinds of orisha. They include the celestial orisha (spirits of good), fiendish orisha (spirits of evil), 10
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