Arkham Horror Files Wiki
Register
Advertisement
Akachi Onyele
the Shaman
Set
Innsmouth Horror
Sanity Stamina Focus
7 3 1
Speed/Sneak
2 3 4 5
4 3 2 1
Fight/Will
1 2 3 4
4 3 2 1
Lore/Luck
2 3 4 5
3 2 1 0
Special Abilities
Guardian of the Veil (Any Phase): It costs Akachi 1 less Clue token to seal gates.
Secret Rites (Any Phase): Akachi gains a +1 bonus to all skill checks to close or seal a gate. In addition, Akachi may always seal gates, regardless of other game effects.
Home
Ye Olde Magick Shoppe
Starting Possessions
Fixed Random
$3
1 Clue Token
1 Unique Item
2 Spells
1 Gate Trophy
1 Skill
Bones of the Earth
The bones of the earth were strong here in Arkham. They responded to her queries with a quivering eagerness that almost made her nervous. But she knew that this was an advantage that she couldn't afford to squander. She would need all of her power to face the Old One.
If Akachi has 3 gate trophies, place "The Earth Speaks" in play.
If any investigator spends a gate trophy, place "The Earth's Anger" in play.
The bones of the earth spoke to her then, telling her the secrets of how she might be able to defeat the Old One, if she were cautious...and lucky.
Place a Clue token in every unstable location without an open gate.
"The earth is silent. Our actions must have offended it, somehow."
Akachi must discard 1 Spell of her choice.
Akachi Onyele
The Shaman
Set
Beyond the Threshold
Health Sanity
6 8
Strength Agility Observation Lore Influence Will
3 2 4 4 3 5
Special Ability
Effects cannot cause you to discard Clues unless you choose to.
Akachi Onyele
The Shaman
Akachi Onyele ~ Elder Sign - Gates of Arkham
Set
Gates of Arkham
Sanity Stamina
6 4
Special Ability
Earthspeaker: Once per day, when an Other World card is drawn, one investigator of Akachi's choice regains 1 sanity and 1 stamina.
Starting Items
Unique ItemSpell
Akachi Onyele
The Shaman

"I will journey to the lands beyond. I do not fear them."
Set
Core Set
Health Sanity
5 7
Lore Influence Observation Strength Will
3 2 2 2 4
Special Abilities
Action: Look at the top 2 Gates in the Gate stack. Put 1 Gate on the top of the Gate stack and the other on the bottom.
When you close a Gate during an Other World Encounter, you may move to any space containing a Clue or a Gate.
Starting
Location Possessions
South Africa (Space 15) 1 Mists of Releh Spell
1 Clue
By the time you find Akachi, she's slipped into a coma. Doctors aren't certain if she will recover.
Gain all of her possessions.
The hospital staff has grown very fond of her, and you try to convince them to tell you what she said to them while she was conscious (Influence).

Pass: You hear many stories.
Retreat Doom by 1.

Fail: You can't get anyone to share Akachi's story with you.
Nothing happens.
Discard her Investigator token.
Akachi's mind has left this world and she no longer has interest in material goods.
Gain all of her possessions.
An Odinani man gives you a bitter drink to help you reach her. After you drink it, you are assaulted by nightmarish visions, but you force yourself to keep searching for her (Will).

Pass: You hear Akachi's voice sharing all she's learned.
Retreat Doom by 1.

Fail: You curl up in a corner until the drink wears off.
Nothing happens.
Discard her Investigator token.
UniqueTPtC-4: Akachi Onyele
The Shaman
File:Akachi Onyele TPtC-4.png
I will journey to the lands beyond. I do not fear them.
Type Subtype
Investigator Sorcerer
Faction Health Sanity
Mystic 6 8
Willpower Intellect Combat Agility
5 2 3 3
Ability
Your assets with "uses (charges)" enter play with 1 additional charge on them.
Elder Sign effect
+1. Add 1 charge to an asset with "uses (charges)" you control.
Deck
Size: 30
Options: Mystic cards (Mystic) level 0–5, Neutral cards level 0–5, cards with "uses (charges)" level 0–4, Occult cards level 0.
Requirements: Spirit-Speaker, Angered Spirits, 1 random basic weakness.

Akachi Onyele is an Investigator that appears in the Arkham Horror Second Edition Innsmouth Horror, Mansions of Madness Second Edition Beyond the Threshold, Eldritch Horror Core Set, Elder Sign Gates of Arkham, and Arkham Horror: The Card Game The Path to Carcosa.

Fiction[]

The Story So Far[]

For as long as Akachi can remember, she was trained to be the tribe's next shaman. Studying at the feet of the old shaman, she learned how to speak to the spirits, how to read the bones of the earth, and how to avoid the fell creatures that dwelt in the dark places.

Her education was supplemented by tutoring from an earnest young missionary. Her mentor allowed the man to teach her as long as he taught her English and other modern topics in addition to trying to convert her to Christianity.

As for his religion, Akachi was uninterested, for she had already learned many of the great secrets of lore, and felt the power of the old ways.

Recently, her old mentor called her to his bedside. His face was pale and gaunt. "Akachi, I have seen that a great trial is coming for you. You must go to the United States, to a city called Arkham. There, you will have to face one of the old creatures, using the things that I have taught you."

Weeks later, as she opens the door to Ye Olde Magick Shoppe, Akachi hopes that she can meet the challenge that lies ahead of her.[1]

As a young girl in Nigeria, Akachi became used to being set apart. Her habit of chattering away to thin air and secluding herself from other children led her village to believe she was mad. Her village dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness and taught her how to use her communion with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community to which she brought aid. Now she meets her destiny head-on, seeking out unnatural troubles that only her knowledge can stop.[2]

As a young girl in Nigeria, Akachi stayed apart from other children, preferring the company of imaginary friends. Her elders feared madness, but the village dibia believed that she had been chosen by the gods. The wise old man taught her how to travel between worlds and how to marshal spirits. Now, she has become a wise leader herself, traveling across Africa and teaching others to protect themselves. She's recently arrived in Cape Town and from here, she will track down the dark forces that threaten humanity.[3]

As a young girl in Nigeria, Akachi became used to being set apart. Her habits of chattering away at thin air and secluding herself from other children led her village to believe she was mad. Her village Dibia was the first to see her true potential. He believed Akachi was marked by the spirits for greatness, and he taught her how to commune with them to her advantage. Under his tutelage, Akachi grew into a wise young leader, respected not just in her village, but in every community she aided. Now she meets her destiny head on, seeking out unnatural troubles that only her knowledge can stop.[4]

Artwork[]

The Arkham Horror Second Edition and Elder Sign Investigator Cards for Akachi Onyele use the illustration "M'weru" by Henning Ludvigsen.

The Mansions of Madness Second Edition, Eldritch Horror, and Arkham Horror: The Card Game Investigator Cards for Akachi Onyele use an illustration[?] by Magali Villeneuve.

Notes and references[]

  1. Arkham Horror Second Edition — Akachi Onyele Investigator Card
  2. Mansions of Madness Second Edition: Beyond the Threshold — Akachi Onyele Investigator Card
  3. Eldritch Horror: Core Set — Akachi Onyele Investigator Card
  4. Arkham Horror: The Card GameTPtC-4: Akachi Onyele
Advertisement