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I
N A WORLD WHERE SURVIVAL ALWAYS HANGS
in the balance, gear can be crucial. As you make your Monetary Systems
way across the Athasian wilds, your items help to Wealth appears in many forms in the world of Athas. Coins,
keep thirst, starvation, sand, salt, and the blazing sun gemstones, trade goods, art objects, animals, and property
at bay. You need a good weapon and effective armor can reflect your character's financial well-being. Societies on
to fight off predators. A hardy mount can shorten Athas exchange goods and services in three ways: coins,
your trip or, if you're desperate, serve as extra barter, and service. Nomads usually trade in common goods,
provisions. And your traveling gear will make sure you won't bartering for what they need. Free citizens, members of the
get lost, get eaten, or fall prey to the multitude of raiders that nobility and merchants prefer coinage, though deals in
roam the deserts. services are not uncommon. Many an adventurer has
To understand commerce and the availability of equipment provided mercenary work at a merchant house's trading
on Athas, one must understand that Athas is a metal-poor caravan, only to be offered food, water, and some shade to
world. Nearly bereft of metals, all items - including armor and rest during the long trip.
weapons - are made from substitute materials, such as bone,
obsidian, or wood. The scarcity of metal has forced the Coinage
people to rely on barter and different materials, such as
ceramic, to use as currency. It has also hampered industrial Transactions where goods or services are purchased with
and economic development as well; farms, mills, and money is quite common on Athas, despite the lack of metal;
workshops rarely have quality tools to produce everyday after all, Athas is metal-poor, not metal-depleted. Coins are
products. This chapter details the mundane and exotic readily accepted means of payment and, considering the
merchandise that adventurers commonly find useful in the increased value of coins, are less bulky to carry than other
face of the threats that the world of Athas presents. forms of payment.
Virtually all Athasian city-states issue coins minted in
tribute to their sorcerer-kings. Also, some independent dwarf
Starting Equipment communities and some wealthy merchant families mint their
When you create your character, you receive equipment own coins when the precious metals are available to them.
based on a combination of your class and background. If you Though the currencies vary (a gold coin minted in Tyr might
use the Athasian Social Ranking variant, you start with a be a bit heavier than square gold coins bearing the Ryharian
number of ceramic pieces based on your social rank and family crest), they all fall under the standard exchange rates
spend them on items from the lists in this chapter. See the given in the Player's Handbook.
Initial Character Funds table to determine how much wealth The standard unit of measurement is not the gold piece,
you have to spend. however, but the ceramic piece (cp). Ceramic coins can be
You decide how your character came by this starting manufactured from the most common clay available, then
equipment. It might have been an inheritance, or goods that glazed in specific colors and kilned to discourage forgery. The
the character purchased during his or her upbringing. You molded shape of ceramic pieces allows them to be broken
might have been equipped with a weapon and armor as part into 10 separate pie-shaped bits. Ceramic pieces and bits
of your mercenary service, or scavenged from your raiding make up for most of trades; silver (sp) and gold pieces (gp)
tribe's latest loot. You might even have stolen your gear. A are reserved for exceptional items, such as weapons and
weapon could be the key to your freedom, your only means of armor, and the transactions that nobles and wealthy
defense while out in the deserts, or your signature item when merchants deal with.
fighting in the arenas. With one ceramic piece, a character can buy a set of
common clothes complete with shoes, five waterskins, or two
Initial Character Funds days of accommodation in a modest inn. A skilled (but not
Social Rank Funds exceptional) artisan can earn two ceramic pieces a day. A bit
Merchant House 3d4 x 10 cp can buy a night's rest in a poor inn, a loaf of bread, or the
entrance to one of the city-states. An unskilled laborer can
Noble 5d4 x 30 cp earn two bits a day.
Nomad 5d4 cp
Standard Exchange Rate
Free Citizen 2d4 x 10 cp Coin bit cp sp gp
Slave ─ Bit (bit) 1 1/10 1/100 1/1000
Ceramic (cp) 10 1 1/10 1/100
Silver (sp) 100 10 1 1/10
Gold (gp) 1000 100 10 1
Weapons
The weapons found in the brutal lands of Athas are made of Weapon Breakage
obsidian, bone, and wood; rarely are there weapons of metal. Nonmetal weapons tend to be break more easily
With regard to their costs and characteristics, they are than their metal counterparts, due to their inferior
material. The following rule simulates their relative
treated the same as their metal equivalents. An obsidian fragility, making combat more unpredictable and
longsword hits like a metal longsword, and a bone carrikal is exciting.
actually a different battleaxe. Nonmetal weapons are prone to Fumbling Breakage. When you roll a natural 1 on
breaking, however, and an adventurer should think twice a melee attack roll using a nonmetal weapon, roll a
before venturing out without a few replacements. d10. On a roll of 1 or 2, the weapon breaks.
The Simple and Martial Weapons tables show the most Reckless Breakage. When you score a critical hit
common weapons found in the world of Athas, their price on a melee attack roll using a nonmetal weapon,
and weight, the damage they deal when they hit, and any roll a d10. On a roll of 1, the weapon breaks.
special properties they possess. Of special note are the A broken item is considered at best an
weapon costs, which reflect an item made of a metal improvised weapon and deals 1d4 damage (your
substitute. Due to their rarity, weapons constructed from DM assigns a damage type appropriate to the
metal are priced at their listed cost in gold pieces. A metal object). If your character has proficiency in
shortsword, for example, would cost 10 gp, or 1000 cp. improvised weapons, you can add your proficiency
bonus when attacking with a broken weapon.
Weapon Properties
A number of Athasian weapons have special properties
related to their use, as shown in the Weapons table.
Double. Wielding a double weapon is like fighting with two
weapons. You can use a bonus action to make a second
attack, using the weapon's other end.
Special. Some weapons possess unique properties. Refer
to their description for more information.
Athasian Simple Weapons Wrist razor. Wrist razors consist of a trio of blades that
protrude from a heavy arm band. The blades project out over
This section lists all the simple weapons unique to Athas. the back of the hand, and are extremely sharp.
Bard's friend. Popularized by the bards of Balic, this
weapon sports several blades and prongs, strapped or
mounted to a wooden grip which has either finger holes or
leather straps for gripping. When used as an off-hand
weapon, you may increase your Armor Class by 1.
Datchi club. A 4-foot-long head made of either dried insect
hive or dried roots is attached to a 3-foot-long wood or bone
handle. Teeth, claws or razors of any type are embedded into
the head, which is then swung, inflicting horrible wounds.
Dejada. A long, scooped basket is worn on the arm and
used to propel projectiles (pelota) at a very high rate of speed.
Pelota are spherical objects approximately 2 inches in
diameter, made of ceramic, stone or brambleweed.
Talid. Also known as gladiator's gauntlet, talid is made of
stiff leather with plating of any kind on the hand cover and all
along the forearm. Spikes protrude from the knuckles and
along the back of the hand. Talid replaces your unarmed
strikes and can never be broken.
Widow's knife. Named for a similar-looking harvesting
tool used in the verdant belts, this weapon has a wide blade
on one end of the handle, while a thumb latch releases a pair
of prongs on the other end.