To understand commerce and equipment in Dark Sun, one must understand Athas is a metal-poor world with only handful of iron mines. Many items that would be crafted from metal are instead made from bone, stone, or ceramics.
Virtually all city-states issue coins minted in tribute to their sorcerer kings. The most common coin is the ceramic piece (cp). Gold is too scarce to make good currency and silver is only slightly more common. For millennia, templar-controlled kilns have manufactured ceramic coins from clay, glazed in specific colors to discourage forgery. Notches on the “tails” side radiate from a center point so you can break the ceramic piece into 10 pie shaped “bits.” A bit can generally buy a cheap night’s rest on an inn floor, a loaf of bread, or entry into a city state. An unskilled laborer might earn 1 bit a week. The merchant houses do mint metal coins, but it is rare to see them in general circulation. Most are reserved for large transactions and when dealing with government.
When making non-metal purchases from the PHB, simply change the gold piece price to ceramic pieces (cp). Change silver piece prices to bits. Anything of copper piece value might only be sold in bulk and is treated as 1/10th of a bit, subject to DM approval.
All metal items cost the listed gold piece (gp) price. Items with mixed parts like a chariot almost always have substitute materials and cost the ceramic pieces price. So, a metal long sword (15gp in the PHB) costs 15gp on Athas, or 1500 ceramic pieces. A long sword made of other materials, such as obsidian, cost 1% of the PHB cost, or 15cp.
Metal weapons are extremely rare and highly coveted, a sign of wealth and power. Most weapons are made from an amalgamation of obsidian, bone, or wood. It is not uncommon to find a wooden club with a bone spike in the end and obsidian shards embedded into it. When listing a weapon on your gear, it should be referred to by its material.
Some weapons cannot be manufactured from certain materials. There is no such thing as an obsidian bow, and the rule of common sense applies in such matters.
Non-metal weapons also weigh half as much as metal weapons.
Alhulak. A blunt grappling hook attached to 5-7 feet of rope with a 2 foot-long handle. The bladed head is commonly carved from mekillot bone while the handle is wood or bone.
Cahulak. A pair of alhulak heads tied to either end of a 10-12-foot rope. As a melee weapon, the wielder holds one blade cluster in each hand and swings them in unison or succession at the foe. Used this way, the wielder can strike with the off-hand as a bonus action and the weapon has reach. As a thrown weapon, it tangles around the target like a Net (no effect on Huge or larger, DC10 Strength check to free self or another) and causes 1d6 damage when the blades strike.
Carrikal. The sharpened jawbone of a large creature lashed to a haft, forming a sharp club with two forward facing heads.
Chatkcha. This small 3-bladed crystalline throwing wedge is made exclusively by thri-kreen in a secret process carefully guarded by them. In their language, it means “rememberer-who-ends-knowledge,” reflecting it ends awareness by killing and remembers to return to its thrower. Due to its spin it will return to a proficient thrower if it misses.
Datchi club. A 4-foot-long head made of dried insect hide or roots is attached to a 3-foot-long handle, with teeth or claws embedded in the head, enabling it to create horrible wounds. It is a crude, common weapon used in the arena.
Dejada. A long, scooped basket is worn on the arm and used to propel 2-inch ceramic or stone projectiles called “pelota” at high rates of speed.
Dragon Paw. Popular in arenas, this is a 6-foot-long pole with a blade on either end. Proficiency allows the wielder to strike with the off-hand as a bonus action.
Gouge. Worn in an over-the-shoulder harness, this is commonly found in the Nibenese infantry. A wide blade is mounted to a 3-foot-long wooden shaft that requires two hands to wield. One hand goes on a small bar and another on a grip at the rear of the shaft to increase thrust. The weapon is wielded much like a shovel.
Gythka. A thri-kreen polearm with wicked crystalline blades at each end, wielded like a quarterstaff with the ability to strike with the off-hand as a bonus action. Like the chatkcha, its manufacture is a closely guarded racial secret.
Impaler. Developed for the arenas, this is a T-shaped weapon with two blades mounted parallel atop the end of a 4-foot shaft. It is swung like a pick.
Lotulis. Crescent blades with barbed spikes near the points and mounted at either end of a long shaft make this a nasty melee weapon.
Quabone. Common arena weapon made from 4 identical shanks lashed together to form a symmetrical, sword-length rod.
Singing Sticks. A carefully crafted and polished thin club, often used in pairs, drawing their name from characteristic whistling noises when used.
Talid. Also known as the “gladiator’s gauntlet,” this is made of stiff leather with metal, chitin, or bone plating on the hand cover and along the forearm. Spikes protrude from the knuckles and along the back of the hand. A sharp blade runs along the thumb and there is a 6 inch spike on the elbow.
Trikal. Three blades radially project from the business end of a 6 foot shaft. A series of sharp, serrated edges line the shaft below the blades while the far end of the weapon is weighted to balance it.
Tortoise Blade. A short, sharp blade attached to the shell of a desert tortoise. It straps to the forearm and provides protection like a buckler with +1 to armor class. It cannot be combined with a shield (the better bonus applies), but if a pair are worn, their effects stack to a maximum of +2.
Wrist Razor. Several blades fastened to a strip of leather and lashed onto the forearm.
There are no silvered or adamantine weapons available for sale on Athas. Such relics, if they ever existed, would be in the vault of the richest merchant house or a sorcerer king, or lost beneath the ruins of a civilization gone eons ago.
The listed armors are not made of metal as crafters have learned ingenious methods of making armor of animal hides and other material. Metal armors, while ill-advised during daylight hours, cost the listed PHB price. A suit of metal plate mail would cost 150,000 cp, enough to fund construction of a small fortress, or to display one's wealth and power.
The lightest and cheapest option, worn by most Athasians, designed to trap moisture and maximize air flow.
Padded. Commonly made by layering oiled canvas between silk, with a soft padding underneath. Types: kes'trekel feather, spidersilk, giantweave.
Leather. Commonly made from cured animal hide fitted for a particular user. Types: inix, baazrag, jhakarskin.
Studded Leather. Reinforced with close-set rivets or spikes made of bone or chitin.
More protection with less flexibility, more often used in cities than in the direct sun but also built with ventilation in mind allowing some to avoid overheating during exertion.
Hide. Crude but flexible enough for use in the sun, favored by many warriors. Types: tembo, kank, kirre, mekillot.
Bonemail. Stiff leather jackets adorned with small disks or squares of horn, bone, or wood. The kank and the cilops have hard body parts ideal for such coats.
Scale. A heavy coat with carru leather leggings and overlapping scales of a beast. Types: Scorpion, mekillot.
Shell. Fitted inix or mekillot shell pieces worn over supple leather. Legs and arms are left vulnerable but the vital organs are protected and movement unhampered.
Chitin. Shaped chitin plates covering most of the body except the leg, which is protected by simple graves held by leather straps.
Years of experimentation and clever crafting methods have led armorers to develop ingenious air ventilation and circulation methods allowing alternative armors to be worn in the heat of Athas, albeit with some drawback.
Baazrag Bone. Hardened leather with thick baazrag bones, the few bones aside from drakes that can withstand the process, sewn in it. While appearing massive and imposing, it is the least practical of the heavy armors.
So-ut mail. The scales of a so-ut are attached to a layer of quilted fabric worn underneath to prevent chafing and cushion blows. The hard scales provide superior protection to traditional scale armor.
Mastyrial. The chitinous shell of the mastyrial is valued for its protective qualities. When supplemented with a backing of leather over cloth padding, it serves as a superior armor.
Braxat plate. Braxat shell makes excellent armor plates that can be shaped to fit the body and interlocked. Thick padding underneath cushions attacks, and buckles and straps evenly distribute the weight.
Shields are made from a variety of materials, ranging from thick beetle shells to mekillot plates to reinforced bark.
Buckler. Small shield strapped to forearm. As an action or bonus action, you can don or doff the buckler by flipping it around, allowing you to quickly switch between fighting styles or to free up a hand for casting. A shield normally takes 1 action to doff or don.
Shield. Standard one-handed device varying in material and shape.
Pavise. This convex shield is designed to stand alone on the ground. It takes an action to place or pick up a pavise. When placed, you lose the AC bonus but gain 1/2 cover if standing or 3/4 cover if prone behind it. A placed pavise provides no protection against melee attacks.
Tower shield. Standing nearly as tall as a person, this shield grants the wielder a +2 bonus to Dexterity saves that does not stack with cover. You can also use this shield in conjunction with the Dodge action to keep your dodge benefits even if stunned or movement is reduced to 0.
Broy: Broy is made from fermented kank nectar. When served plain, it is potent and foul tasting. However, broy can be served warm and spiced with a pungent herb that disguises its sourness, as well as enhancing its enrapturing powers.
Tun of Water (250 gallons). In most cities, water is drawn from a collective cistern maintained by templars and then distributed or sold. The prices are subject to change during dry periods or when templars want to extort more money.
Crodlu: A large bipedal lizard mount, resembling a scaled ostrich. A crodlu is appropriate as a mount for a Medium humanoid creature. Crodlu are hard to control in battle while war crodlu can be ridden into battle easily. Crodlu benefit from stabling, can wear barding, and require feed like normal mounts.
Erdlu: Flightless birds mostly used as herd beasts. They stand 7 feet tall and weigh around 200 lbs. An erdlu is appropriate as a mount for a Medium humanoid creature. Erdlus are hard to control in battle unless trained. Erdlus benefit from stabling, can wear barding, and require feed like normal mounts.
Inix: A large, 16‐foot long reptile commonly used for riding and as a beast of burden. An inix is appropriate as a mount for a Medium or Large humanoid creature. Inixes can be ridden into battle easily. Inixes benefit from stabling, can wear custom barding, and require feed like normal mounts.
Kank: A large, 8‐foot long insect, commonly used as a personal mount. These insects cannot be used as food, for their meat smells atrocious, but they produce highly nutritious globules of honey. A kank is appropriate as a mount for a Medium humanoid creature. Kanks are hard to control in battle. Kanks benefit from stabling, cannot wear barding, and do not require feeding.