ASTOUNDING TALES OF BRITANNIATHE TAILOR FILE
Guide No. 13 of 1810¢Makers
MAKERS

TAILOR

Everyone assumes the tailor makes hats. The tailor also makes the armour half the heroes in this magazine are wearing, and every bandage that has ever saved one of their lives.

Start training ▸ See the build
Fighting
1/5
Magic
1/5
Cozy
5/5
Difficulty
Easy
Time to GM
1–2 weeks of evenings
Startup cost
~800gp
Straight talk, no padding

WHAT YOU ACTUALLY DO

THE COSIEST WAY TO BECOME INDISPENSABLE

Tailoring has two halves and newcomers only ever notice one. The obvious half is clothes — robes, cloaks, hats, dyed anything, the entire reason your family's characters can look like themselves instead of like the starting kit. The half nobody expects is armour: leather and studded, which is what every archer, ninja and mage in Britannia wants to be wearing.

The third thing you make is bandages, and it's quietly the most important item in the game. Every fighter burns through hundreds a trip, and they're just cut cloth. A tailor with a loom is an infinite bandage factory, and that fact alone will make you the most-messaged person on the shard.

The work is gentle and the materials are everywhere: cloth from cotton and flax you can grow or buy, and leather from hides off any animal. Better creatures drop better hides — spined, horned, barbed — and better hides make better armour. It is the most relaxing trade in Britannia and one of the most useful, which is a rare combination.

Clip and save

THE BUILD

You get 700 skill points in total, which is seven skills at 100 (Grandmaster). Here is a sheet that works, and why each line is on it. You can load this exact spread on the hero sheet in the magazine and slide the numbers around.

Tailor — a working 700-point sheet
SkillPointsWhy it's here
Tailoring100The craft: clothing, leather and studded armour, bandages, and repair on everything cloth and leather.
Arms Lore100Raises your chance of an exceptional piece and the bonus it carries. It applies to the armour you sew, not just to swords.
Tinkering100Sewing kits, scissors and dye tubs on demand, plus every other crafter's tools. Cheap independence.
Carpentry100The spinning wheel and loom are carpentry work, and so is the furniture for the shop. This is how cotton becomes cloth under your own roof.
Herding100Walk the sheep to the shears and the cows to the knife. Sounds like a joke; it is genuinely how a tailor gets wool and hides without owning a weapon.
Magery100Mark and Recall. Bolts of cloth and stacks of hides are heavy, and the shop is never next to the animals.
Meditation100Keeps the travel spells running back to back. Swap both of these for Alchemy and Cooking if you'd rather be a homesteader than a courier.
Total700of 700
★

You can shear sheep with no skill at all

Herding makes moving animals pleasant, not possible — anyone can use shears on a sheep. If 100 points for convenience offends you, drop Herding and take Cooking or Alchemy instead; the sheep will just be more annoying.

★

Tailor bulk orders give runic sewing kits

Same system as the smiths: fill BODs from NPC tailors and the rewards include runic sewing kits, which make leather armour with real magical properties. This is the only route to top-end leather, so start hoarding deeds early.

From zero to Grandmaster

THE TRAINING LADDER

Skills go up by using them, and they go up fastest on a task that is just barely hard for you. Climb the rungs in order — each one stops paying off, and that's your cue to move up.

0 → 30
Trainer, then a pile of cheap cloth

An NPC tailor trains you to 30 and sells bolts of cloth across the same counter. Buy far more cloth than looks reasonable — it's the cheapest training material in the game.

30 → 50
Sew the simplest thing, hundreds of times

Gains come from attempts. Make the cheapest item on the menu over and over while sitting next to your cloth. Failures cost you a scrap of material and nothing else, which makes this the most forgiving grind any crafter gets.

50 → 70
Move onto leather

Switch to leather items as soon as they'll succeed sometimes. Buy leather from the tanners at first; start cutting your own hides once you're killing or herding animals. Keep picking the hardest item you can land about half the time.

70 → 90
Studded armour, and your first exceptionals

Studded is the training sweet spot and the thing players actually want. Exceptional pieces start appearing; Arms Lore makes them appear far more often. Keep those, recycle the rest.

90 → 100
Grind it on things people need

The last stretch is slow. Spend it making full studded suits, stacks of bandages and a shop's worth of clothing, and fill bulk order deeds while you do — then your Grandmaster day comes with a runic kit attached.

Spend your first coins well

YOUR KIT

The cheapest start of any trade in Britannia. A sewing kit, scissors and an armful of cloth will carry you most of the way to Grandmaster, and the only real expense on this list is the loom.

Day-one shopping list
WhatWhereWhat it's for
Several sewing kitsAny tailorThey run out of uses. Buy a handful now; tinker your own later and never think about it again.
ScissorsTailor or provisionerCuts cloth into bandages and hides into leather. The most-used tool you own.
Bolts of clothTailor shopTraining fuel and bandage stock. Buy in bulk — this is where most of your startup gold should go.
A spinning wheel and a loomCarpentry, or house add-on deedsTurns raw cotton and flax into thread and then cloth, for free, forever. The one purchase that makes you self-sufficient.
Dye tubs and dyesTailor or tinkerThe entire reason the family will come to you. Pick up the special tubs when you see them; some colours are hard to get again.
A knifeProvisionerFor taking hides off things. Keep one on every character, honestly.

HOW IT FLOWS

Cotton, flax or hidesGrown in a field, sheared off a sheep, or cut off whatever somebody else killed.
Thread or leatherCotton and flax go through the spinning wheel; hides go under the knife.
ClothThread on the loom. From here it's bolts, and bolts are both armour stock and bandage stock.
The sewing kitPick an item off the menu. Clothing, leather armour, studded armour, or just bandages by the hundred.
Exceptional, and signedSkill plus Arms Lore decides how often you make the good version — and it carries your name, which is the point.
Pack a runebook

WHERE TO GO

The right room makes training three times faster. These are the spots worth a rune.

Britain

The biggest tailor shops, the biggest bank and the most foot traffic. If you want to sell to players rather than to shopkeepers, be where they already are.

Any sheep farm

Free wool, forever, from an animal that cannot hurt you. The farms around Britain and Trinsic are the usual haunts.

Your own house, with a loom

Spinning wheel, loom, dye tubs and a cloth chest in one room. This is where a tailor stops spending money on materials.

Any NPC tailor

For the bulk order deeds, not the goods. Collect them in passing; the runic rewards are the top of the trade.

Learn it here, not the hard way

HARD-WON ADVICE

⚡

Bandages are made, not bought

Cut cloth with scissors and you have bandages. Every fighter in the family burns hundreds per trip and most of them are buying them at shop prices. Hand out a thousand and you will never pay for anything again.

⚡

Better hides make better armour

Plain leather is the bottom rung. Spined, horned and barbed hides come off tougher creatures and make noticeably better armour. If a fighter in the family is clearing a dungeon, ask them to bring the hides home.

⚠

Don't cut your good hides at low skill

Failures eat material, and at 50 Tailoring you fail a lot. Train on cheap cloth and plain leather; save the barbed hides for when you can actually land an exceptional piece with them.

⚠

Dyed clothing can't always be re-dyed

Some dyes and some special tubs are one-way or one-of-a-kind. Before you recolour something irreplaceable, make a plain copy and test on that. This advice exists because somebody had to learn it the hard way.

Letters to the editor

QUESTIONS WE ALWAYS GET

Is a tailor actually useful, or just decorative?
Both, and the useful half is bigger than people think. You make the leather and studded armour for every light fighter on the shard, you repair it, and you are the entire bandage supply. The hats are a bonus.
Leather or studded?
Studded is stronger and needs more skill; plain leather is lighter and easier. Most characters want studded once you can make it well. Make both while training — the failures cost almost nothing.
Where do I get cotton and flax?
Fields outside most towns, and you can grow your own. If you want to go properly self-sufficient, read the Gardener file — the two professions fit together perfectly and gardening costs no skill points at all.
Can I make bandages without Tailoring?
Yes — scissors and cloth is all it takes, at zero skill. What Tailoring buys you is everything else: the armour, the clothing, the repairs, and making the cloth yourself instead of buying it.
What should I do with my stat points?
Strength for carrying bolts and hides, and that's about it. A tailor has the gentlest stat requirements of any profession — this is a trade you can play comfortably while doing three other things.
Nobody does this alone

TEAM UP

Britannia runs on favours. These are the people you want in your party and on your friends list.

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