I thought I could have Q&A thread from world my region (Borderwatch) belongs to. The Borderwatch is a direct translation of 'Rajakatse' which in turn is location of fort in the game world. Rajakatse in turn is name of our Finnish roleplaying organization. There's no offical name of world so it's called just Rajakatse world. Ok, enough about that.
Unlawful and Evil Organisations
Religion, Magic and Superstition
Belief in Supernatural spirits, monsters and places
Dreams, Prophecies, Signs, Portents, Blessings and Curses
Stories, tales, fairy tales, explanations and sayings
Magical objects, texts, powerstones and lucky charms
Goods and Gadgets in Rajakatse world

It is year 470 (2010 real time) after Juilo, the king of Mahtivuori was crowned. The place of region is in the western winderness, also know as Barbarian areas to most. The opposite side of bay lies kingdom of Mahtivuori and sister kingdom of Nohvatov.
World of Rajakatse is a northern area which people live their medieval lives much like
some 900-1300 century people. Technology isn't too advanced. Peseants got their living from burn beaten land. Bows are only shooting weapons with heavy trebuchets and ballistas for support. Crossbows are not known.
So you could say the world is mostly like low fantasy while the truth is it's more like 'medium fantasy'. The magic doesn't stand out in street view, though there would be
no settelements this far north without it. Wise and powerful men want gems that can be found from crust of rock. Only small part of these gems contain magic power and only refined jewels can be called powerstones that mages can use to refill their mana or pirests their power. Or warm the cottage during harsh winters. Most common people don't know much about powers that are hidden to gems or refined jewels.
Jewel guilds are powerful factions in the north but they abide kings ruling. However the lack of jewels in south has moved mining center farther and farther to north. Currently mines have struck valuable deposits in Vuoriniitty and Vardakov grand dutchies and settlements have been there for while now. Both grand dutchies have been uneasy and had their own internal strifes. There were war between both kingdoms that ended in 19 years ago (451). Despite some people might still be bitter about it sister kingdoms are having currently expectional good relationships.
Bear in mind there's no things called 'orcs', you can have fantasy world without them too.
Most of creatures encountered in northern forests are natural. However it's known that eastern part of kingdom of Nohvatov has creatures that have been named as trolls. They are giant like things and supposedly like to eat people. In Mahtivuori they are nearly nonexistent. However wizards could potentially bring something from diffrent worlds so in theory any kind things could exist. Magical gates (teleports) do exist but are extremely rare and most quilds don't even know how to do them.
Though existing, most of people have never seen an elf. This explains why locals might find odd things scary.
There is small group of anthromorphic humanoids (furries) that were born after particulary disturbed magicans tests but they are largely regarded as myths.
Factions:
Finnish name/English translation
Mahtivuori
Mahtivuori is a kingdom which lies in the west side of sister kingdom of Nohvatov. It's capital is great city of Suomuraja. The Mahtivuori is divided to two grand dutchys. Southern being grand duchy of Suomuraja and northern diverged part of kingdom is grand duchy of Vuoriniitty. Both grand duchies are named with their main cities. Other important cities are Hajavirsta and Olyi. Hajavirsta is located in southern coast near the border of Nohvatov and Olyi is main harbour in the Bokea region. The road system between south and north is quite literally non existent so most of traffic is moving with sail ships through the bay of Mahtivuori.
Mahtivuori army members wear blue tabards and blue is the color of choice to many guilds too.
Deinosanit, Deinosan quild
Deinosan guild is a jewel/magic guild that is based mainly to Mahtivuori. Deinosans do 50% of jewel trade in Mahtivuori. The rest of trade is made by noble families. Deinosans sell small amounts of weak magical objects like weapons and utility things. The guild moved their main estate from Suomuraja to Vuoriniitty because mines in sothern grand duchy run out of gems in 411. The guildmaster is called Datojan. The quild is ancient in origin and arrived to north about 2000 years ago with first guildmaster being woman named Deinosan. Deinosan's symbol is triangle with round shape in the middle.
The Deinosan guild members use blue and novices dress to green.
Dercas papisto, Derecas pirests

Derecas pirests are the main religion of Mahtivuori. They worship Ishacka named spirit and direct rural people in understanding of his wisdom. Usually pirest is asked to be the judge in legal controversies. The Derecas pirests mine about half of jewels that are traded in the north.
The Derecas pirests are named by their founder Derecas who arrived to north about 2000 years ago. The magical equipment of Derecaas are kept in main temple in Suomuraja. Religion has been united untill dispute that originated from new high pirest Paltamon. Paltamon tired to root out worshiping of nature from Mahtivuori kingdom with his "Derecas lay warriors" called more common name as "Club guards" but that caused religion to split to two oppsing temples. After Paltamon decided to go in voluntary exile in 467 both temples started careful negotiations to join again and in 470 Derecas-pirests were united again. There has been talks of choosing new high pirest but only after Paltamon is confirmed dead.
Derecas pirests have Ishackas bird (or bird) as their symbol which can look like cross when made from wooden boards
The main beliefs are jugement after death and reincarnation. The good person will be reincarnated to good life and bad person will reincarnate to bad, poor,life. Derecas have magical healing powers which they believe originating from Ishaca. They can immolate small animals but that's not required in any way. The pirests are not allowed to shed blood with edged weapons because it interferes their healing powers
The derecas pirests use blue and novices dress to green.
Pamppukaarti, "Club guards"
(No offical banner. However P-letter has beeen used as for venerating Paltamon)
Originally named 'Derecas Lay Warriors' when High Pirest Paltamon tried to teach peseants not to worship nature like water or storm god. Lay warriors preferred style of teaching was randomly clubbing the peasants and forcing them to say 'Paltamon is a wise man'. Hence the name of "club guards" was sticked to them. Some years back Derecas pirests divided to northern more peaceful group and Paltamon led south. Tensions run high and whole Mahtivuori was in state of civil war. Paltamon however decided to leave his post when a trusted man near him tried to assassinate him. Practically exiling himself Paltamon left the Mahtivuori and set his foot to western terrotories in barbarian lands. After exile of Paltamon club guards vanished from Mahtivuori but his followers founded them again in western colonies. However this time they didn't want to piss off local people so since them club guards have been clubbing only barbarians and seawolves.
Lay warriors dress to mild brown that is quite close to nohvatovian gray.
Simonidit, Simonides or Knights of Justice
Prince Ouvan Simondies knights of justice were founded in 432 in Suomuraja. Simonide knights are paladins of justice that abide both kingdoms and derecas law. Though one of thier most famous knight Velmon is known as "the Buffoon Knight". The Simonides sell small amounts of jewels and serve the king. Currently the western colony is ruled by old Simonide knight Alanannon, who's having title count of the western colony as for reward of his actions in wartime.
Blue is the color choice of Simonides.
Nohvatov
Nohvatov is a kingdom located at the east side of Mahtivuori. It's capital is Nohvatov and other important cities are southern Taltara and northern Vardakov. The kingdom has three grand duchies from which the Vardakov is northermost. Because sheer distance the travel is hard and road system isn't much developed. However desipite these problems northern grand dutchy exports jewels from mines in Vardakov area and imports goods.
Nohvatovian army member wear gray tabards, black armor and both officers and non commissioned officers can wear red to show their status.
Vardakovin sotavelhot, Vardakov Warlords
Warlords are part of Nohvatovs military. They have 25% of Nohvatovs jewel trade in their grip and they sell small amounts of magical objets. The warlords have bases in Vardakov and Nohvatov side bokea. Their history is known well. At start they were splinter group from Chaosnode which worshiped chaos. Warlords joined sides with the army and Chaosnode was outlawed. Today Warlords are not much chaotic but they possess ancient tomes of knowledge and the cahotic Sword of Pirmas which they have as their emblem. The warlords are peculiar in the way that they use sword and light armor which the other jewel guilds cannot do.
The choice of color is red for full fledged Wardakov Warlords although some NCOs in Nohvatov army are allowed to wear red as well.
Bokean illusionistit, Bokean Illusion
Bokean Illusion is relatively young jewel guild founded in 312 in Nohvatov side Bokea. Still most of time they get trash talk from other guilds who keep illusions as less demanding magic. They have 10% of Nohvatovian jewel trade at their disposal and their specialty is trade to far Taltara and Nohvatov. The guild sells some magical items which are mostly related to illusions. Theres lots of infighting in the guild and several 'mini guilds' as result. It's not know where the first wizards came from to Bokea and if their main guild is still alive? The emblem of the guild is simple ball above hemisphere and illusion shadow on the hemisphere.
Bokean illusion doesn't have dress code but gray and even yellow formal dressing has been seen.
Zharin mestarit, Master of Zhar
Masters of Zhar is the oldest, most neutral and secretive guild in the north. Their main estate is located in Vardakov. The guild has 10% dedication to jewel trade and they are specialized to earth magic making them most able to make magical gates between places. Most of time the guild keeps with themselves but in 422 one of its wizards was outlawed because immoral studies. Anseli named wizard tried to make life from dead and succeeded to make lots of horrible abdominatiosn. Rumors tell he allied himself with chaosnode and hasn't been seen since. Anseli is wanted as "Dangerous madman" in Nohvatov.
Color of choice is purple for Zhar guild members and green for novices.
Haltiat, Elves
???
It's know that elves live in forests. They are secretive and few people has ever seen them at all. The tend not to interfere with human lives but unhappy love affairs are known to happen. They live about 3-5 times longer than humans and elven females carry their babies for three years.
Groups of elves can be seen in areas that are often foggy. There is basic three elves divided to their living dwellings. Forest, Mountain and Nomadic elves. Fourth group of elves doesn't have much dealings with three mentoned earlier. They call themselves sea elves and tell they are from 'Island of Fog.' Where ever that is? One elven faction is known and that's Border elves which fight against chaos.
Elves dress generally to green and brown.
Metsäläiset, Forest people
Forest people are indigenous people that are diffrent race and culture than 'civilized' people. Their technology is at stone age level and they live in tribes. They don't have kings or larger pacts but shamans are widely respected. Shamans have magical powers but quite less than jewel guilds. Many 'Civilized' people think forest people as lazy, stupid and uncivilized but they are agile and fast to move in forest. There is quite many warriors that have thought less of their short bows and from which they have been paying the ultimate price. Some civilized humans make trade with forest people and do appriciate their forester skills. Occasionally forest peoples might have some iron weapons but they are probably stolen somewhere. Both Mahtivuori and Nohvatov armies make raids and force forest people settlements away from civilized villages. This has forced forest people to move more north form their settlements. In western areas forest people haven't been experiencing this kind problems and they live happily like they used to be.
Forest people dress generally to rags and leather.
Unlawful and evil organizations
Iiv-papisto, Iiv-pirests
Iiv pirests were founded about 100 after Juilo the first and they had their main temple next to Baak lake untill grand duchy Geofrius the first outlawed them and burned main temple. Their teachings about polygamy, using of slaves and sacrifices of human captives were reasons why goverment turned them as warning examples to other guilds. Faction of Iiv pirest Latoniko was promoting human sacrifices and he was mudered by fellow pirests in 239. After destruction of temple in 255 Iivs moved to be underground organization and most normal people that worshiped Iiv moved away. Few nobles aquired ships and moved their families to western barbarian areas. During 200 years their blood was mixed to local barbarians but worship of Iiv stayed as one of religions. Iivs are know from their undead terror in Mahtivuori and from good healing potions. Few important magical artifacts were hidden to western areas with strongest being thing called by Derecas pirests as "Axel of Evil." Iiv worshippers face serious charges and can be senteced to death if they are ever caught. However this has been public secret that many barbarians worship dream spirit which is quite same than Iiv.
Strong dislike from Alanto and Ivans administrations have been put Iiv-worshippers to alert. When Paltamons followers captured Iiv worshiping barbarian from Nannola the elimination of Iiv followers became one of Paltamons goals and licence for Barbarian traders to visit Nannola was revoked.
Kaaoslähde, Chaosnode
Chaosnode originates from school of magic in Nohvatov. During years the inner circle begun to worship chaos spirit Primas. After head on collision course with Nohvatov army the moderate members joined their forces with the army and begun Wardakov Warlords. The inner circle was forced underground and became Chaosnode. Chaosnode worshippers face serious charges and can be senteced to death if they are ever caught.
Diemundin rosvoritarit, Diemuns Robber Knights
Diemunds (or Diemus) robber knights are not Robin Hoods but persons acting in secret and planning to gain wealthy possessions and political power. They think king as thief but do not have any reason to start terrorizing people like Chaosnode or Iivs do. Robber knights can be viewed as mafia which has some important magical writings stolen from some ancient guild.
The main enemy of Diemunds are Simonide knights and their emblem is therefore mockery of Simonide emblem. The Diemunds are small in numbers, based on Suomuraja and they don't have much presence anywhere else. Few individuals might be located elsewhere.
Ghoulin palvojat, Cult of Ghoul
Cult of Great Ghoul is situated in large desert in far south (not in determined world). Their expanding sphere of influence is located in desert of Jakarta and their religious activity is centered to Deep Canyon and to Nightforest valley. Cult is based on necromancy and the main belief is they can live indefinetly with preserving their bodies. The cult doesn't have much foothold in north but Hirsikasaus or Hurjaviini might have small cells intersted in jewels. Few individuals like cult's explorers might be found elsewhere.
Religion, magic and superstitions
The general belief in Rajakatse world is magic-religious. World is the place where many supernatural powers do exist. Belief to magic, spirits, monsters and
life after death is common. In this perspective the world of Rajakatse resembles medieval europe before age of sense. The diffrences are that magic has been proven to work and it's part of the world. There is no man who would deny its working. However there might be suspicion if monsters and ghosts do exist.
-Religions explain the world and it's phenomena. Their teaching consists views about world, life, death and after life thigns. Religions have important gods, demigods or other powers which pirests and shamans are believed to be in connected with.
Priests and shamans are believe to represent these power and they are generally well respected in society.
- -Derecas pirests (Main religion in Mahtivuori, Derecas pirests venerate Ishacka spirit and his disciple Derecas. Derecas pirests believe in reincarnation)
- -Zada pirests (Main religion in Nohvatov, Zada-pirests venerate spirit Zada and believe in life after death in heaven or hell.)
- -Cult of storm god and other nature spirits is old religion from north and deemed as heresy or pagan accordingly main religions. Still venerated in some groups of civilized humans though main body of cult seems to be centered around forest peoples.
- -Iiv pirests (Offically unlawful organization although it seems to have some supporters around the kingdom. Usually in same locations than cult of storm god. Iiv pirests are centered around belief towards spirit Iiv, Dreamworld and existance after death.
- Iiv pirests are generally believed to deal with powers of darkness and undeads so that's the reason why the religion is feared.)
- -Chaosnode (Mainly Nohvatovian secret society that is feared. The cult is told to worship horrible powers like chaos spirit named Primas. The society is rumored to be involved in many plots against kingdom, witchcraft, vierd rituals, perverted things and all the kind of things lawful people are horrified about. It's also rumored that Iiv pirests are directly opposing Chaosnode.)
- -Southern religions. (Citizens of distant Hurjaviini worship sun and moon keeping them as gods. These religions are not known in north because lack of pirests or temples.
- Other cultures and religions like Cult of The Ghoul are practically uknown.)
2. Belief in supernatural spirits, monsters and places.
- -Beliefs to supernatural things are both ancient and relatively new. There's wide range of beliefs and most of monsters are claimed to be found in distant part of world.
- -Elves*, Trolls*, Giants, Drakes, mystical monsters*, werewolfs*, undeads*, vampires*, ghosts*, wights, Gnomes, nixies, chaos beasts, many kinds of spirits like sickness spirits or air spirits. (* marks actual encounter of thing in Rajakatse LARPs during years 95-2010, so that you know).
- -There's stories of animals that can speak and many other kinds of things that can be believed in. Rumors add that some magic-users have created artifical things with varied success. Most known of these magic-users is crazy wizard named Anseli who left Masters of Zhar 20+ years ago.
- -Most of these odd things are told to avoid humans or just being invisible for naked eye. Only wizard or wise pirest can know spirits. However stories tell that spirits could take a form of their own if they please to do so. Things that wizards bring here might not be part of this world and it's believed that spirit world of some kind exists or other places not know by man.
- -Besides supernatural things, some places are know as magical, holy or cursed. Odd happenings and spirits are connected to certain places. Locals might think some hills, nodes, brooks or trees might be enchanted. Some curious people are drawn to these places but most avoid these places just in case. Some places are rumored to cause people to disappear. One of these forests can be found southeast of city of Vardakov and another from western barbarian lands.
3. Dreams, Prophecies, Signs, Portents, Blessings and Curses.
Many people thing that future can be known at least in some extent. This means some signs are closely watched. Unexpected happenings during week or animals behaving oddly can be interpreted as sign of something to come. Dreams are also told to hint about what is about to happen. Belief about propechies means
that most of people do think about some kind of fate. In other people try to direct the future by worshiping and making sacrifices to spirits. One of way
to tell the future is astrology. Common peasants do look things more close like birds flying. What is also believed in is that people can by his own deeds
be punished or rewarded by spirits and gods. In this life or the next. Some people are told to be able to give blessings or curses. Though cursing won't usually cause anyone to flich unless something else is involved. Like being cursed by person who is in his deathbed. It's know that words have power and they can cause something despite person not being wizard of shaman.
4. Stories, tales, fairy tales, explanations and sayings
-Many stories tell about old happenings. Some of these tales are believed and some are believed to lack the truth. Stories tell about how inhabitants of the world view things around them.
Some generally know stories:
(can be found from rajakatse wiki but in finnish, sorry)
- -Story of Rajakatse Drake (Human story)
- -Oracle of the highest top (Human story)
- -Death of Aehia(Human story)
- -Commemoration day for believers of Zada.(Human story)
- -Dormen Ballendorf and how graveyard of Rajakatse was made. (Human story)
- -Legacy of Gohtarg the forest people (Forest peoples tale)
- -How Foggy Lake was born (Forest peoples tale)
- -Foggy Lakes name (Forest peoples tale)
- -How tribe of Stone Forest was born (Forest peoples tale)
Then theres lots of other stories like Source of Stupid Thoughs (eng, youtube), Khazors fight (eng, youtube) and the Winner and Prize (fin, youtube). There's lots more of other stories (fin, youtube) about alcoholic mages named Henri and Gerota. No one shouldn't keep those stories as full truth though...
The existance of magic is generally believed and members of jewel guilds are believed to have supernatural powers. Same kind of powers are found from pirests but
they don't usually like to call them magic. However most jewel guild members appear more like wealthy traders than magical users to common folk. It's known
that most of magic users belong to Jewel guilds or in small extent to mysterious secret societies like Chaosnode. It's not easy to make diffrence between wizards
magic and pirests magic. At least it's rumored wizards themselves do divide magic in diffrent categories. So called colors of magic. Most people than wizards themselves do know understand or know anything about said divisions.
A many peasant people do often make 'spells' or tricks in order to help everyday work or festivals. However these tricks rarely work, at least if you ask some of jewel guild members opinion. It's know that other people than just jewel guild members can harbour these skills, like fortunetellers, healers and bards. Even hermits living alone can get reputation as magic users. However it's often questioned if these persons use their skills to bring ill fortune or where they have aquired their skills. From forces of darkness perhaps? Because unlawful organizations do exist and plague peoples lifes persons with rare skills can be blamed for witchcraft.
Usually claims of witchcraft involve some kind of harmful magic. Example healers can be blamed for sickness. Sometimes these rogue witches are found and punished but large scale witch hunts are not known. Usually eccentric persons can come to bad light in the eyes comminty and it's known that not all blamed to be witches are brought alive to justice.
Paltamons 'Club guards' had strictest way to deal with these village idiots blamed for heresy, witchcraft or other way diffrent from others. Today the search of witches isn't organized so old loony grannies with their black cats and cauldrons can be in peace despite people being suspicious about them. In any rate witchcraft is believed to exist like forces of darkness and evil.
Some persons suspected about witchcraft in Vuoriniity county:
Hansu named robber
Limmi named wizardress
Elissa named fortune teller
Some late members of noble family of Ballendorf
etc...
6. Magical objects, texts, powerstones and lucky charms
Jewel guilds and pirests are reported to have objects that are enchanted, charmed or otherwise holy. These objects have magical properties or powers. Ordinary folk
or even serveants of these quilds rarely ever see these things. However time to time noble families or other wealthy traders do aquire some of these things and they can be carried elsewhere. Guilds also make work for many talented craftsmen and blacksmiths who do produce high quality products. These products are kept in high regard despite them not being enchanted. Enchanted objects are naturally quite expensive but they are offred to persons with walth.
Magical objects are found in wast variety. Weapons, amulets, pedants, rings and other jewelery are amongst the most common. There's also a drinks, poweders and other mixtures and spices. One could count magical books, scrolls and texts amongst magical objects. Nearly all of these items are from the guild. Eccentric jewels called powerstones are most important amongs the magical objects. Finding, mining, refining and preparing of these powerstones is the most important trade jewel guilds have which in turn has caused guilds nickname. Only exprienced magic user can apparaise powerstone from "ordinary" jewel. During the centuries jewel guilds have advanced use of powerstones to both craft, science and wizardy. Handeling the powerstones includes lots of secrets of the trade and trade of powerstones is right reserved only to most powerful jewel guilds, piresthood and noble families. Same thing applies to mining the by product the ore. In time to time jewels and powerstones might end up to wrong hands but persons doing this don't generally make world out of it.
Besides mixed enchanted objects there's group of legendary objects. Some stories tell about several ultra powerful objects:
- -Scroll of Great powers
- -Fallen stars
- -JongJung, the stones of coldness
- -Clay snake picture
- -Verdant stones
- -Drake crystals
- -Weapons of heroes like Dagger of Veteran and Gohtargs sword
- -Pirests and guilds have powerful objects in their vaults like Vardakov Warlords having
- the Sword of Primas
- -Staff of Melina, late priest Melinas staff which location is unknown.
- -"Object wrapped to white cloth" - A object seen in Rajakatse 469 which was
- taken by jewel guilds.
Despite magic and supernatural things are believed to exist and influencing to human lives the sightings of such powers are rare. In same way believes might be rich and have large variety of phenomena the world is thought to be somewhat stable. Magic is seen as part of the world and it doesn't make threat how the world gets around. Common view is that world isn't on the brink of apocalypse. During the wars or epidemics this kind of thought might be brought up. Individuals claming that end is nigh might be seen during peaceful times as well.
Goods and gadgets of Rajakatse world
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For any class housing and food are almost without expection included in pay. Maybe even clothing. Examples include farmhands, maids, novices, assistants, sailors, soldiers and craftsmen. Most of miners do live in their own house and recieve their pay in coppers.
At rural areas master of the farm recieves income at fall when they sell the crops. In other time income usually involves slaughtering some animals. In practice this means workers do recieve their pay annually at fall. Usually harvest festival is such instance. The pay might vary depending how good the crops have been.
As a rule of thumb at countryside worker recieves 4-20. In average farmhands and maids do get average 4 coppers in month meaning they get 50 coppers at bulk. As for fringe benefit they recieve upkeep from house during the winter. In practice money is seldom used and pay is paid with farmyard goods like live pig.
At cities serveants, assistants and novices have more regulary pay, usually four times at year. Pay varies between 6-30 coppers in month depending on task and qualifications. Pay is larger than at rural areas but living in city means need of currency. In contrast upkeep in rural areas means everything worker needs.
Craftsmen earn usually several hundread coppers in year in addition of upkeep which is more than average soldier earns but less than non-comissioned officer. Seamen recieve a little less pay than miners. Officers, scribes and guild members earn naturally more than soldiers or craftsmen.
Part 1: Ordinary goods and stuff
The price depends on many things like buyer, seller, availability... Prices listed next are average values at cities in Nohvatov or Mahtivuori. Rule of thumb is that what farmhand or maid can produce by themselves as extra job is fairly cheap. Anything that needs professional craftsman like blacksmith usually costs a lot more. Metal objects are particulary valuable.
a) Known metals and money
There's very little of gold but it's regarded as highly valuable. Practically it's used in some of jewels and perhaps in magical items. Gold is found with just luck. Sometimes small nuggets are brought by forest people from north so most of gold is purchased from Hurjaviini although this is rather rare. Masters of Zhar guild is suspected to have gold but it's rarely used outside guild.
Silver is found from some of the mines in both of the kingdoms. It's used in coins, jewels and magical gadgets. Even some rich families might have silver items like cutlery. Big money are usually in form of silver ingots and it's purity varies a lot. Most valuable jewels are usually silver and they might have gems in them. Copper is most used metal in both kingdoms and can be found from some of the mines as rich deposits. It's used in money, jewelry, magical items and crafted items like cups.
Pewter isn't found from any mine so bronze isn't used. There might be some imported bronze goods from Hurjaviini and Masters of Zhar might sell them. Guilds do know about pewter but they are not interested about it
Brass (zink+copper) is known although zink isn't used in pure form. Brass isn't not too much used.
Lead is found from both kingdoms. It's used in crafting as metal and for coloring like dying glass to red.
Iron is found from both of the kingdom. Most common ore is CuFeS2. It's use din weapons and most of tools
For metal smelting there's four special facilities in Nohvatov (Vardakov Warlods operate this), Suomuraja (Deinosan), Vardakov (Vardakov Warlords) and Vuoriniitty (Deinosan)
Smelting of metals is known only by jewel guilds and both piresthoods. Pirests are not involved in metallurgy. Bokean Illusion planned facility to smelt metal for long time but they will never acieve their goal. Truth is they don't have enough knowledge for it. Master of Zhar did sell metals as ingots few hundread years ago but today they trade only ready metal items.
Smelting uses magical powerstones and without them there would be no skill to utilize metals in Mahtivuori and Nohvatov. Metals are sold from guild metal smelters to blacksmiths and craftsmen as ingots who do not know how it's refined.
-It's not decided if Hurjaviini has metal refining. They might have iron weapons imported from Nohvatov and Mahtivuori. Traders import bronze items south from Hurjaviini so they can end up to northern markets. Coins are copper and biggest are silver (It's said in GM manual that small coins are tin but that's not the case).
Money doesn't really circle around in rural areas. In practice economy is based on exhanged goods like animal furs. Even in capitals all trade is not coin based.
Horses
old draught animal 200 coppers
Horse for riding 400 coppers
Good warhorse 1200 coppers
ox 180 kuparia
saddle and reins 120 coppers
leather saddlebag 25 coppers
-animals like donkey and mule are not found fromNohvatov or Mahtivuoressa.
(Those visiting far east Sammalvuori might have spotted a donkey)
skis 9 coppers
snow boots (rare) 30 coppers, if you can ever find one
sled (crafted) 2 coppers
sledge + reins 300 coppers
2 wheel cart + reins 500 coppers
4 pyöräinen kärry + valjaat 1000 coppers
Ship used by Nohvatovian Guild of Rivermen 16000 coppers
Seaworthy sailing boat 10000 coppers
Rowboat + oars 700 coppers
flat bottomed tub 300 coppers
Seaworthy ship 50000 coppers
-There's no big ships in seas of Mahtivuori or Nohvatov
-One can find from Suurjärvi (Great Lake) only ordinary rowboats some which might have sail installed. Boat with sail might get as expensive as 2000 coppers.
-Bokea lake has more traffic than in Suurjärvi because Mahtivuori people move goods from Olyi to Vuoriniitty through waterline. Few sailboats can be spotted and they can cost as much as 2500 coppers.
-All water areas in Nohvatov or Mahtivuori kingdoms are frozen in winter expect for places of rapid water.
-Smaller boats are dragged to land for winter. Many big ships stay at Hurjaviini where winter is much more mild. Most of ships are made for Hurjaviini trade in mind.
-In winter skis and sleighs are used for transportation
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Metal used in weapons is iron. Next weapons are normal. If it's well made the price can be double.
Dagger 30 coppers
Short sword 65
Long sword 100
Two handed sword 145
club -neglible
small shield 50
big shield 100
leather armor 140
chainmail 400
platemail 750
bastard sword 105
walking stick 2
sling 10
(weak) shortbow 40
longbow 200
good longbow (rare)700
arrow 2
Polearm 90
Big waraxe 66
handaxe 45
throwing spear 5
spear 10
staff 10
lance150
whip 15
riding whip 10
d) Few other things
clay ball 4
glass ball 28
leather rucksack 25
leather boots 25
bark boots neglible
throwable metal hook (3 fishooks) 80
torch 1
-Houses use generally shingles ja
more rich people use candles.
Candle lanter 5
Oil lantern 20 (usually used only in cities)
-uses for example flax oil
storm lantern 35
-covered oil lamp
sailor sack 6
20 m rope 9
tinderbox 15
puukko (a knife) 30
small metal hammer 20
Woodaxe 55
stone axe, neglible
saw 20
pickhack 80
Plough (with iron head) 90
Tar is the most important good and there's lots of people specialzied for distillation of tar although there's no offical tar burners guild. One tar pit burns for a week and one cubic meter of wood produces about 30 liters of tar.
-One can find from Nohvatov cities and Suomuraja everything mentoned above if one can find it. This applies to Vardakov and Vuoriniitty too excluding boats. One can find rowboat from Vardakov.
-It's general that in Taltara or Hajavirsta rare stock might be out. Seaworthy ship can be found only from capital unless you're lucky.
-Taltara and Hajavirsta has merchant guild represented so legal goods can be orderd if one has time and money.
-Both cities have partly stone build guard towers right after piers. Between towers one can get to town. After gates there's merchant buildings at right and barracks and offical buildings at left. Located in the center of the both cities is temple.
-Villages are located next to rivers and at high point as possible. There might be a blacksmith at the villages but he probably doesn't have weapons for sell. Blacksmith can however make weapons for order.
-If one knows sahdy persons one can try to buy illegal goods like garrote, poison, narcotics, picklocks etc... The value of these things is probably connected to need rather than real value.
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One pint of ale costs 1 ropo (1/10 coppers) at tavern. Hefty meal with meat included might cost even a silver coin (10 coppers). Usually foods cost a lot less than that. In the middle of ordianry people eating in tavern is regarded as waste. Travellers eat in taverns and locals go to drink beer in them. Usually farms cultivate rye, barley and wheat. Another useful plant is flex that's used for cloth and oil. At farmyard one can find apple trees, bushes of raspberry, currant and gooseberry. Blueberries, lingonberries and forest strawberry grow in the forests. As for food onion, cabbage, rutabaga and carrot are used as well as some other vegetables.
Unknown plants are potato, tomato, corn, rice, plum, paprika, citrus, pineapple etc... Some of these can be however exported to north from Hurjaviini. Another possibility is that exotic fruit is brought here by elf or wizard.
((Food plants that are unknown in game world terms can be used in LARP and should not be paid much of attention))
Farmyard animals are pig, sheep, cow, hen, dog and cat. Chickens are rather cheap and there's superstitions about cats.
(meat) cow 100
(milk) cow 180
calf 40
(meat) bull 120
good female pig 140
(meat) pig 80 (resembles a boar)
sheep 60
chicken 5
puppy 5 (spiz)
kitten is usually free
Natural animals
elk 100
deer 80
bear 120
wolf 15 (skinned)
fox 12 (skinned)
squirrel 1/2 - 1 (skinned)
Goods and gadgets of Rajakatse world
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Part 0: How much do you earn?
For any class housing and food are almost without expection included in pay. Maybe even clothing. Examples include farmhands, maids, novices, assistants, sailors, soldiers and craftsmen. Most of miners do live in their own house and recieve their pay in coppers.
At rural areas master of the farm recieves income at fall when they sell the crops. In other time income usually involves slaughtering some animals. In practice this means workers do recieve their pay annually at fall. Usually harvest festival is such instance. The pay might vary depending how good the crops have been.
As a rule of thumb at countryside worker recieves 4-20. In average farmhands and maids do get average 4 coppers in month meaning they get 50 coppers at bulk. As for fringe benefit they recieve upkeep from house during the winter. In practice money is seldom used and pay is paid with farmyard goods like live pig.
At cities serveants, assistants and novices have more regulary pay, usually four times at year. Pay varies between 6-30 coppers in month depending on task and qualifications. Pay is larger than at rural areas but living in city means need of currency. In contrast upkeep in rural areas means everything worker needs.
Craftsmen earn usually several hundread coppers in year in addition of upkeep which is more than average soldier earns but less than non-comissioned officer. Seamen recieve a little less pay than miners. Officers, scribes and guild members earn naturally more than soldiers or craftsmen.
Part 1: Ordinary goods and stuff
The price depends on many things like buyer, seller, availability... Prices listed next are average values at cities in Nohvatov or Mahtivuori. Rule of thumb is that what farmhand or maid can produce by themselves as extra job is fairly cheap. Anything that needs professional craftsman like blacksmith usually costs a lot more. Metal objects are particulary valuable.
a) Known metals and money
There's very little of gold but it's regarded as highly valuable. Practically it's used in some of jewels and perhaps in magical items. Gold is found with just luck. Sometimes small nuggets are brought by forest people from north so most of gold is purchased from Hurjaviini although this is rather rare. Masters of Zhar guild is suspected to have gold but it's rarely used outside guild.
Silver is found from some of the mines in both of the kingdoms. It's used in coins, jewels and magical gadgets. Even some rich families might have silver items like cutlery. Big money are usually in form of silver ingots and it's purity varies a lot. Most valuable jewels are usually silver and they might have gems in them. Copper is most used metal in both kingdoms and can be found from some of the mines as rich deposits. It's used in money, jewelry, magical items and crafted items like cups.
Pewter isn't found from any mine so bronze isn't used. There might be some imported bronze goods from Hurjaviini and Masters of Zhar might sell them. Guilds do know about pewter but they are not interested about it
Brass (zink+copper) is known although zink isn't used in pure form. Brass isn't not too much used.
Lead is found from both kingdoms. It's used in crafting as metal and for coloring like dying glass to red.
Iron is found from both of the kingdom. Most common ore is CuFeS2. It's use din weapons and most of tools
For metal smelting there's four special facilities in Nohvatov (Vardakov Warlods operate this), Suomuraja (Deinosan), Vardakov (Vardakov Warlords) and Vuoriniitty (Deinosan)
Smelting of metals is known only by jewel guilds and both piresthoods. Pirests are not involved in metallurgy. Bokean Illusion planned facility to smelt metal for long time but they will never acieve their goal. Truth is they don't have enough knowledge for it. Master of Zhar did sell metals as ingots few hundread years ago but today they trade only ready metal items.
Smelting uses magical powerstones and without them there would be no skill to utilize metals in Mahtivuori and Nohvatov. Metals are sold from guild metal smelters to blacksmiths and craftsmen as ingots who do not know how it's refined.
-It's not decided if Hurjaviini has metal refining. They might have iron weapons imported from Nohvatov and Mahtivuori. Traders import bronze items south from Hurjaviini so they can end up to northern markets. Coins are copper and biggest are silver (It's said in GM manual that small coins are tin but that's not the case).
Money doesn't really circle around in rural areas. In practice economy is based on exhanged goods like animal furs. Even in capitals all trade is not coin based.
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b) Travelling
Horses
old draught animal 200 coppers
Horse for riding 400 coppers
Good warhorse 1200 coppers
ox 180 kuparia
saddle and reins 120 coppers
leather saddlebag 25 coppers
-animals like donkey and mule are not found fromNohvatov or Mahtivuoressa.
(Those visiting far east Sammalvuori might have spotted a donkey)
skis 9 coppers
snow boots (rare) 30 coppers, if you can ever find one
sled (crafted) 2 coppers
sledge + reins 300 coppers
2 wheel cart + reins 500 coppers
4 pyöräinen kärry + valjaat 1000 coppers
Ship used by Nohvatovian Guild of Rivermen 16000 coppers
Seaworthy sailing boat 10000 coppers
Rowboat + oars 700 coppers
flat bottomed tub 300 coppers
Seaworthy ship 50000 coppers
-There's no big ships in seas of Mahtivuori or Nohvatov
-One can find from Suurjärvi (Great Lake) only ordinary rowboats some which might have sail installed. Boat with sail might get as expensive as 2000 coppers.
-Bokea lake has more traffic than in Suurjärvi because Mahtivuori people move goods from Olyi to Vuoriniitty through waterline. Few sailboats can be spotted and they can cost as much as 2500 coppers.
-All water areas in Nohvatov or Mahtivuori kingdoms are frozen in winter expect for places of rapid water.
-Smaller boats are dragged to land for winter. Many big ships stay at Hurjaviini where winter is much more mild. Most of ships are made for Hurjaviini trade in mind.
-In winter skis and sleighs are used for transportation
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Metal used in weapons is iron. Next weapons are normal. If it's well made the price can be double.
Dagger 30 coppers
Short sword 65
Long sword 100
Two handed sword 145
club -neglible
small shield 50
big shield 100
leather armor 140
chainmail 400
platemail 750
bastard sword 105
walking stick 2
sling 10
(weak) shortbow 40
longbow 200
good longbow (rare)700
arrow 2
Polearm 90
Big waraxe 66
handaxe 45
throwing spear 5
spear 10
staff 10
lance150
whip 15
riding whip 10
d) Few other things
clay ball 4
glass ball 28
leather rucksack 25
leather boots 25
bark boots neglible
throwable metal hook (3 fishooks) 80
torch 1
-Houses use generally shingles ja
more rich people use candles.
Candle lanter 5
Oil lantern 20 (usually used only in cities)
-uses for example flax oil
storm lantern 35
-covered oil lamp
sailor sack 6
20 m rope 9
tinderbox 15
puukko (a knife) 30
small metal hammer 20
Woodaxe 55
stone axe, neglible
saw 20
pickhack 80
Plough (with iron head) 90
Tar is the most important good and there's lots of people specialzied for distillation of tar although there's no offical tar burners guild. One tar pit burns for a week and one cubic meter of wood produces about 30 liters of tar.
-One can find from Nohvatov cities and Suomuraja everything mentoned above if one can find it. This applies to Vardakov and Vuoriniitty too excluding boats. One can find rowboat from Vardakov.
-It's general that in Taltara or Hajavirsta rare stock might be out. Seaworthy ship can be found only from capital unless you're lucky.
-Taltara and Hajavirsta has merchant guild represented so legal goods can be orderd if one has time and money.
-Both cities have partly stone build guard towers right after piers. Between towers one can get to town. After gates there's merchant buildings at right and barracks and offical buildings at left. Located in the center of the both cities is temple.
-Villages are located next to rivers and at high point as possible. There might be a blacksmith at the villages but he probably doesn't have weapons for sell. Blacksmith can however make weapons for order.
-If one knows sahdy persons one can try to buy illegal goods like garrote, poison, narcotics, picklocks etc... The value of these things is probably connected to need rather than real value.
![]()
One pint of ale costs 1 ropo (1/10 coppers) at tavern. Hefty meal with meat included might cost even a silver coin (10 coppers). Usually foods cost a lot less than that. In the middle of ordianry people eating in tavern is regarded as waste. Travellers eat in taverns and locals go to drink beer in them. Usually farms cultivate rye, barley and wheat. Another useful plant is flex that's used for cloth and oil. At farmyard one can find apple trees, bushes of raspberry, currant and gooseberry. Blueberries, lingonberries and forest strawberry grow in the forests. As for food onion, cabbage, rutabaga and carrot are used as well as some other vegetables.
Unknown plants are potato, tomato, corn, rice, plum, paprika, citrus, pineapple etc... Some of these can be however exported to north from Hurjaviini. Another possibility is that exotic fruit is brought here by elf or wizard.
(Unknown food plants can be used in LARP and should not be paid much of attention)
Farmyard animals are pig, sheep, cow, hen, dog and cat. Chickens are rather cheap and there's superstitions about cats.
(meat) cow 100
(milk) cow 180
calf 40
(meat) bull 120
good female pig 140
(meat) pig 80 (resembles a boar)
sheep 60
chicken 5
puppy 5 (spiz)
kitten is usually free
Natural animals
elk 100
deer 80
bear 120
wolf 15 (skinned)
fox 12 (skinned)
squirrel 1/2 - 1 (skinned)
Gold is so scarcely that it's not used for coins. Main bulk of coins are made from relatively worthless metals like copper. The basic currency is copper coin called Juilo accordingly the first king of Mahtivuori. In nohvatov the coin is called 'taltari' accordingly Taltara money smithy. The value of coins is mostly same in both kingdoms. Silver coin is valued to 10 coppers but it's nowhere near of pure silver. Smaller coins are called ropo and they are made from copper as well. In the mahtivuori ropo's are found in 1/10 and 1/2 coppers. In Nohvatov one can find 1/10, 1/5 and ½ coppers.
There has been cents of 1/100 Juilo but use of this coin was discontinued in 312 because it was deemed cents were too small currency. Besides juilo 1/100 taltari and 1/20 taltari have been in use but use of them was discontinued already in 302 and 392 respectively (discontinuing means ending making of them). There has been odd 3/100 taltari coins but only as short period of 220-442.
After 422 Nohvatov has forged 'knight coin' that's value of 3 silvers, meaning 30 coppers. The metal is stamped with knight picture, and that's where the name cames. The coin can ben found in sizeable porpotions in Mahtivuori side too.
Both coins are used at the both kingdoms, with some expection of recent stamped coins of Mahtivuori in hands of Nohvatovian merchants.
Really big coins are in non pure silver bars. Smaller silver bars are about 2000 coppers.
Recent reformation of Mahtivuori money
Stamped coins were introduced few years back 468 to Mahtivuori economy. Coins have been stamped with their market value and some security markings to prevent forgery. Nohvatovian traders are not accepting them more than half of a copper.
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Stamped coins in rajakatse |
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Left 0,5 copper, 1 copper and 5 copper coins. |
New generation of stamped coins
Improved stamped coins were published in 470-471. None of these are widely accepted in Nohvatov soil. In the improvement a hole was made to half copper coin and the mix would seem to be even more shiny copper. Probably only money smithy in Vuoriniitty knows the metal mix. Old half copper coins are still used as currency but old generation stamped coins are regarded as half coppers in Mahtivuori side. The reason of lack of trust is the commonality of forged coins.
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New generaton stamped coins |
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Hole appeared to half copper |

