The economy of the Tyr-region is based around the ceramic piece: small, glazed and fired tiles that can be broken into ten bits, called (uncreatively) bits.  Each city-state mints their own, though all are generally accepted as currency in any city-state and there are measures in place to prevent forgery.

Copper, silver and gold coins are minted as well, and are worth a great deal more than the ceramic piece, by increasing factors of ten (i.e. -- a copper is worth ten ceramics, a silver is worth ten coppers (one hundred ceramics) and a gold is worth ten silvers (a thousand ceramics)).
Assume that a wealth of 1 is equal to a few bits, a wealth of 2 is equal to a few ceramics, a wealth of 3 is equal to a silver or two, a wealth of 4 is equal to a number of silvers, a wealth of 5 is equal to a few golds, and a wealth of 6 or higher is equal to many golds.

Buying goods is a simple matter of finding a vendor and purchasing them, the rarity of the goods being bought supplying the difficulty for the wealth check.

Rarity of Goods Difficulty
Plentiful Easy (4)
Common Average (8)
Uncommon Challenging (12)
Rare Daunting (16)
Very Rare Desperate (20)
Unique Impossible (24)

See the "Wealth" section for more details.


The majority of craftwork on Athas is done upon materials such as clay, wood, stone, shell, bone and obsidian, as metal is rare and extremely expensive.
As these materials are not metal, they weigh and cost far less than metal items of the same sort would.

In addition, weapons made out of these substances are less sturdy than their metallic twins, not holding as good of an edge and even breaking while in use. Weapons normally crafted of steel that are instead made of bone, stone, obsidian, or wood all cause 1 less than the listed damage in other sources (note though, that no weapon can cause less than one point of damage). Further, striking with such weapons increases the action difficulty by one (for bone, stone or obsidian) or two (for wood).


Material

Cost


Weight

Damage
Adjustment
Attack
Difficulty
Wood one-tenth half -1 +2
Bone one-third half -1 +1
Stone or Obsidian one-half one-third -1 +1

Any of these weapons will break upon striking if a Dragon card is used for a successful blow (though damage will still be dealt); failing the attack action with a Dragon card has either no effect upon the weapon, causes it to become stuck in something nearby, or a similar mishap (Narrator's choice).

 

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created on January 22nd, 1999
last updated on January 31st