Game Terms And Information
Resource Points (RP)
Resource Points are the production units of the game. Each turn your forces will produce resource points for them to utilize (though they can be stockpiled) in the following turn. Resource points are generated by the productive operations of the house (mining, construction, and research are examples). Resource Points are the combination of manual labor (drow and slaves) and materials available.
Agriculture Units (AG)
A noble house must produce (via trade, AG areas, or purchase) food for the inhabitants of the house. Failure to do so will ultimately lead to either high insurgency, deaths, and even revolt. An AG area produces enough food (40 units) for the like number of drow, slaves, or creatures (lizards, special creatures, etc..). AG Areas are usually attended to by slaves.
Adamantine (ADM)
Adamantine is the rare metal that is used to create the magical drow weapons and armor. It is also a major export item (though this is frowned upon by the Ruling House). 1 adamantine unit is required to produce an adamantine weapon or armor unit in combination with a enchantment spell by a wizard (see Standard Item Costs for RP costs and Magic Chart for spell descriptions).
Ore Units (OU)
In order to build structures, refined ore must be available (either through purchase/trade or mining operations). Structures require a base Resource Point (RP) cost plus Ore Units amounting to 10% of the total RP cost of the structure.
Magic (MP)
Magic points can be used on an individual level or in a group effort. A wizard receives 10MPs per level and a priestess 10 (this is the standard). Several wizard and priestess spells are similar (protection and detection spells) and others can only be cast in a group effort. Wizards and priestesses may NOT combine MPs or powers. A few spells consume Magic Points permanently and some spells are dangerous to cast! Magic Items can increase a spell caster's Magic Points and/or spell casting capabilities (see Wizard and Priestess Magic charts for Magic Point Progression and Spell Lists).
Raids
Drow raiding parties are one of the most feared elements of the Underdark. Deep gnomes and mountain dwarves are the most common targets as their rare ores and gold are of better quality and are typically more abundant. Grey dwarves, though not a true enemy of the drow, often suffer from drow raiders. Humans that run mining operations in the Underdark are easy targets of raiders (though they typically have little of value). Several noble quests and tests of faith are no more than raids on surface races- the most prestigious raids being against the wood elves. These raids are rarely for wealth or resources- but are potentially the most valued of all raids.
And drow prey on each other. Though raiding a drow caravan or outpost is not seen as a direct act of aggression, if the attacking house(s) can be identified, the house can (and normally will) be punished by the Ruling Council (this can be economic sanctions, open denouncement, loss of titles, forcing reparations, and worse!). The offended house is also typically allowed some sort of open retribution against its attacker(s). The penalty for mild offenses are normally gold or slaves, for the more damaging attacks the penalties are loss of land, loss of a lesser noble, and even house rank. Renegade drow, drow of the 9th Column, and even a few drow noble houses make it regular practice to raid on their fellow drow.
Trade
The city of ChedNasid has the 2nd largest drow trading center (the Bazaar). Several items are openly traded on the drow market, perfumes, oils, rare ores, black powder, slaves, and agricultural products. The Black Market is also prevalent at the Bazaar. Black Market products include additional products: adamantine and poisons.
Besides the Black Market, the most profitable trade practice is direct trade with the human trade city of Skullport. The humans tolerate all races (and do NOT tolerate raids on their caravans and assassins operating in their city). Skullport is less susceptible to seasonal trading jumps - but is several weeks from ChedNasid.
Trade with Vorkam is permitted but not prestigious (as the grey dwarves are seen as pirates and profiteers). The trade routes to Vorkam are also the most dangerous as renegade drow, deep gnomes and even the grey dwarves themselves attack noble house caravans.
Trade with the dwarves, deep gnomes, and surface elves is forbidden.
The cost and availability of all products will be listed on the Information and Rumor Sheet each turn. This will only include the prices at the Bazaar in ChedNasid and the Open Market at Skullport. Black Market availability is only open to houses who have made to proper connections (this is also true for other cities of the Underdark).
Refugees
When trade villas or a major drow city are attacked, the survivors (or the oppressed) often migrate to other drow cities. Many will find dwellings in the Brach (the slums) but many will be taken into noble houses to enhance their numbers (and sometimes a wandering noble will show up!). Refugees will normally increase the Insurgency Factor of a house, but this is typically just a temporary problem. Refugees will typically attempt to join houses with higher Prestige to Legacy Ratings.
Mercenaries
Mercenaries can be employed in ChedNasid and beyond its borders (Skullport, Vorkam, etc...). The costs vary (based on their number and expertise) and they often demand a cut of any cache they obtain. It is rumored that the 9th Column and even certain noble houses have mercenaries for sale. It is not prohibited to hire mercenaries in ChedNasid, but they are not popular (as their hire is usually a prelude to an attack).
Slaves
Slaves are normally responsible for maintaining AG areas and fortifications, construction, and other hard labor operations. However, slave can be trained for battle and even used on missions. Training of slaves requires a War Room or Training Center (as the Academies refuse to train slaves!) and cost substantial resources (time, trainers, and RPs). The more intelligent the race, the less time it takes to train. Some races can be trained to function for a noble house in specialized roles. Trolls are quick to join a "good cause" and are easily trained to take up standard watch positions or military formations. Ogres are also excellent guards and make impressive slave masters. Bugbears operate very well in the Brach and underground passages of the Underdark. Slaves are a major trade commodity (import and export) and high number of slaves are seen as a sign of power and wealth.
Slave size (how much AG eaten/work they can do): Kobold 0.5, Goblin 1, Orc 1.5, Ogrillon/Bugbear 2, Ogre/Troll/Minotaur 4