Note: A single goat pelt fetches more than a rabbit per pelt, but nowhere near the same per yard. e.g. Tiger pelts are the most valuable per square yard. Goats and boar are the least.

Textiles will vary in cost between city to city. In a Bronze, and even Iron, age society, textiles would be a highly lucrative trade. By the time the textiles arrive at the garment-maker they have been extracted from the raw material, woven into thread or fabric and dyed. DnD (and Thule) have standardized the currency based on a pound of Wheat, specifically one pound of wheat is equal to one copper piece (Copper Pek, in Quodeth). A pound of silk (roughly equivalent to 10 sq. yards) would cost, by comparison, a staggering 100 Golden Daric (gp) . Textiles are considered one of the finer trade goods.

The art of clothesmaking and textiles is quite daunting. While arms, armor, and other items are self explantatory in their function, clothes serves a remarkably important social role even in early societies. Clothes provide the wearer with the ability to express their creativity, rank in society, and play an important function in social hierarchy. In general, when it comes to clothing and selling clothing there tends to be two significant steps that have to be overcome:

Dying Textiles

Dyed fabric is a cost multiplier. The process of extracting and creating the dyes as well as properly dying the fabric without runing it is a very involved, specialized endeavour. In many cities, there is a strong association between fabric merchants and dyers. Some dyes are regional in cost. Each dye applies a percentage increase to the textile's cost listed below

Color Cost Modifier Regional Cost (if applicable) Browns, Oranges +10% N/A Greens +20% -10% in Imystrahl Yellows +25% -5% in Quodeth Blues 30% -20% in Nim Formal Black +30% -10% in Thran True Crimson +50% -30% in Marg Royal Violet +100% -50% in Katagia

To mix colors: Add Cost and subtract 10% from result. For example, to make a Yellow-Green would cost +35% in most cities, +30% in Quodeth and 25% in Imystrahl

Making the Clothes

So, first of all, the costs of clothing listed in the PHB are a bit on the lower end when it comes to costs. Standard clothing would consist of a tunic over breeches. For women it would be an undertunic and wrap dress. Your average tunic would require 3 square yards of fabric and breeches would be 2 yards, the costs of fabric alone would be 5 sp. That doesn't even include labor costs.

Step 1: Choose the Item(s) to Make

Choose what item of clothing you intend to make. Each item has a minimum fabric requirement. Each item also has an amount of time (in hours) it takes to make. See Appendix A: Clothing Items

Step 2: Choose the Fabric

The Clothier now chooses the fabric to use in the item. Is the fabric a certain color? Is it dyed? If so, apply the cost modifiers noted in the previous section.

Step 3: (Optional) Roll to work

Each item takes the listed amount of time. This task will succeed automatically unless you cannot spend the necessary time.

If you are proficient in the tools (Leather or Weaver's) you may roll to increase the speed of your worksmanship. For each item you can roll a DC 20 crafting check.

Success reduces the time to craft the item by half. Failure has no effect; you complete it in the normal time. Rolling a 20 completes not only completes the item quickly but saves half your fabric. However, rolling a 1 catastrophically ruins the garment, you must start over, and you lose half your fabric.

(Optional) Step 4: Artistic Customization

Charisma is social intelligence. Those with high Charisma are able to add customization and features to the clothes. Customization may include everything from custom embroidery, gorgeously woven highlights, or interwoven patterns. For each item may add a number of Features equal to your Charisma Modifier.

Feature Guide- Example possibilities

Feature Requirement Benefit Custom Stitching +25% time/item +50% Value Custom Design +50% time/item +100% Value Jewel Details Jewel cost, +75% time/item Jewel Cost + 100% Value Fur Lining +1/4 Item's Fabric as Fur, +25% time/item Fur Cost+ 50% Item Value. Cold weather bonus. Interwoven Pattern Half , +100% time/item +150% Value Use your Imagination! Think of one with the DM Think of one with the DM

Step 5: Determine the item's value

Start with Fabric Cost (including Dye Cost), then add any value modifiers from your features. Finally, multiply this amount by 25% for your labor

Step 6: Selling the Item

The more expensive an item is the harder it is to sell the item. However, selling in a larger city greatly eases the process.

Days to Find a Buyer

Item Value Village Town City Quodeth <5gp 1d4 1d4 1d2 1d2 5-50gp 5+1d8 1d8 1d4 1d4 51-200gp 10+1d10 1d10 1d6 1d6 201-1000gp 1d6x30 1d4x15 1d8 1d8-1 (min1) >1000gp N/A N/A 6+1d10 1d10

After you find a buyer roll a Persuasion (Charisma) check: