Textilecraft

Spinning, weaving, dyeing, and sewing fabrics into finished textile goods.

Textilecraft covers cloth from the fibre onward — spinning, weaving, fulling, dyeing — and then the knitting, tailoring and embroidery that turn cloth into goods. The workhorse material for garments in temperate country is buckram: hard-wearing, cheap, and about as comfortable as sailcloth. Fine wool, soft leather and silk are what the money is spent on, and silk in particular multiplies in price many times over on its way from the countries that produce it.

What a character wears announces their class, or the class they wish to be taken for, and the price of a suit of clothes is mostly a statement about that.

Crafting

Cloth and clothing are made by the common crafting routine — workshop, expense, test, result, masterwork rolls, repair. What follows is what is particular to the loom and the needle.

Expense. Costs and times below are for plain work; double the time for heavily decorated pieces, a figured tapestry against a plain carpet.

Test. A Textilecraft Success Value test, read on the standard ladder.

ItemCostTimeItemCostTime
Arrow bag36d20hPouch, buckram5d1h
Bedroll, light72d16hPurse, silk48d0.5h
Bedroll, heavy108d20hSack, canvas, 50 lb20d4h
Blanket, light60d12hSack, canvas, 20 lb10d2h
Blanket, horse24d10hTarpaulin84d6h
Carpet, wool36d60hTent, Conical288d10h
Buckram Cloak53d13hTent, Dome432d15h
Padded Cloak99d20hTent, Ridged, large518d20h

Armour. Textilecraft is also the skill that fashions cloth, padded, quilted and gambeson armour, following the armour-making routine under Weaponcraft.