Thread

Every great craft begins with a single thread.

Thread is one of the most fundamental textile products in Faerûn. Spun from cleaned and prepared wool fibers, it serves as the backbone of tailoring, weaving, leatherworking, sailmaking, and countless other crafts. Though inexpensive and often overlooked, thread is indispensable to nearly every artisan who works with cloth or leather, making it one of the most consistently traded production materials in the Realms.

Usage

Thread is used to weave cloth and to stitch clothing, blankets, bedrolls, tents, sacks, leather goods, sails, and countless other finished products. Nearly every textile craft relies upon a steady supply of quality thread.

Type Trade Category Availability License Tier Source Cost Wholesale Price Base Price Premium Price Weight
Textiles Textiles Abundant 0 5 cp 1 sp 2 sp 4 sp 1 lb

Production Information

Production Stage: Refined Material

Item Roles: Production Material, Trade Good

Production Method: Weaving

Materials Required

Trade Information

Availability

Thread is produced anywhere spinning and weaving are practiced. Textile workshops, villages, and market towns throughout Faerûn produce large quantities to support local craftsmen and regional trade.

Export Locations: Amn, Cormyr, Sembia

Premium Markets: Waterdeep, Baldur’s Gate, Athkatla

Exotic Markets: Icewind Dale, Chult, Calimshan

Exotic Market Notes
Icewind Dale: Durable thread is constantly needed to repair clothing and winter gear.
Chult: Humid conditions accelerate wear on textiles, creating continual demand for replacement thread.
Calimshan: Active textile production supports a thriving market for quality thread.

Market Activity

Common Buyers: Weavers, tailors, leatherworkers, sailmakers, outfitters, merchants

Common Producers: Shepherds, spinners, weavers, textile guilds, village craftsmen

Profit Potential: Minimal

Transportation And Storage

Storage Requirements

Store thread in a dry environment away from moisture, insects, and rodents. Finished thread is commonly wound onto wooden spools or bundled into skeins for transport and storage.

Trade Characteristics

Transport Risks: None

Storage Difficulty: Easy

Spoilage Risks: Low

Inspection Frequency: None

Smuggling Appeal: None

Regulation Level: None

Merchant Notes

Thread is among the most widely consumed production materials in Faerûn. Though inexpensive, its constant demand across numerous crafts ensures steady trade between shepherds, spinners, weavers, and artisans of every profession.

License Tiers

Tier Description

0 - Open

This item may be freely bought, sold, transported, and stored without special permits or registration. Open Trade goods form the foundation of everyday commerce and are rarely subject to inspection beyond normal taxation.

1 - Registered

This item is legal to trade but may be subject to routine taxation, record-keeping, or inspection when transported in commercial quantities. Merchants conducting regular business in these goods are often expected to maintain a recognized trade registration.

2 - Controlled

This item is considered hazardous, specialized, or otherwise regulated. Merchants may be required to obtain a trade license, maintain records of sale, or submit shipments for inspection. Bulk transport is often monitored by guilds, city authorities, or trade officials.

3 - Restricted

This item possesses significant economic, strategic, or industrial value. Trade is limited to approved merchants, guild members, chartered companies, or licensed organizations. Unauthorized possession or transport may result in confiscation, fines, or suspension of trade privileges.

4 - Chartered

This item is subject to monopolies, exclusive trade agreements, state control, or powerful guild charters. Production, transport, and sale are closely regulated. Access is typically restricted to organizations operating under special contracts, noble grants, or government authorization.

5 - Prohibited

This item is illegal to produce, possess, transport, or sell within most jurisdictions. Exceptions are rare and generally require direct authorization from ruling authorities. Violations often carry severe penalties, including imprisonment, asset seizure, exile, or execution.