Professional Documents
Culture Documents
The Lords of Waterdeep rule the city, but who is the real force for law and order in this
city of thousands of ruthless nobles, unscrupulous merchants, and temperamental
adventurers? The forces of law and order are the watch (the police forces), the guard
(the army), and the Lords appointed and administered Magisters (the judges). The
chapter below details how each group operates and how each enforces the Lords Rule
from the local level with the watch up to the city level with the guard and ruled over
all by the magisters and the courts.
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a number of guardposts with senior civilars in charge of each out clear cause will be dismissed. Luckily, with the advent of
of them; one ward civilar oversees the senior civilars. Grand watch-wizards, these occurrences happen with far less fre-
Civilar Derek Windsfire (the half-elven commander of the quency, and successful arrests of even the most troublesome of
seven ward civilars) is of equal rank with Mage Civilar targets has increased dramatically.
Thyriellentha Snome (commander of the watch-wizard
forces) and Senior Armsmaster, Helve Urtrace (the adminis-
trator of watch weaponry and equipment, and Rulathons
The City Guard
oldest friend).
If a watch patrol makes an arrest, two of its four mem-
bers must accompany an accused to a Magister immedi-
T he Waterdeep Guards are the heavily-trained, fully
armored people who are permanently employed by
the city as crews of the rakers, fighting troops when the city
ately, the other two remaining on patrol, or if necessary or its interests are attacked, road patrols outside the city
assisting or protecting victims or abandoned property. If a walls, and as garrisons for Piergeirons Palace, Castle
vendor is arrested, the two watchmen who remain must Waterdeep, and the many guardposts along the citys
guard his goods and conduct business for him to the best perimeter towers, walls, seacaves, jails, and armories. The
of their abilities, although they are not responsible for lost guard also serves as bodyguards for Piergeiron and as honor
business or losses to monies or property in the arrested guards for visiting diplomats. The city gates are manned by
persons absence. One officer will be with each half of a both by the guard, who control access and see to the secu-
split patrol, never staying together while their two subor- rity of the city from attack, and by watch patrols, who
dinates go elsewhere together. observe those entering, and are ready to aid the guard in
For restraining and guiding very dangerous or active sus- troubles, chase fugitives so that the guard need not aban-
pects, each patrol carries two rolled-up leather capture don their posts, or escort visitors if required.
hoods large sacks with tiny air-holes which are thrown The guards uniforms are silver scale mail covered by
over a persons head and then drawn tight with straps black tabards with gold trim. They tend to be armed with
around the persons waist or belly, pinioning arms to sides rods, short bows, short swords, and daggers; different posts
and hampering visibility. Guide-ropes can be clipped to the demand different weapons, so guards posted at the gates
hood to pull a confined person along in a certain direction, might be armed with spears and long swords, whereas the
or used by several officers and a lot of strength to hold a raker crews might be more proficient with crossbows and
confined person away from others that the person is throwing daggers.
attempting to reach by pulling on lines on all sides of the The size of the guard and the watch is known only to
hood, preventing the arrested from lunging. Piergeiron and the Lords, but is strictly controlled, and
Watch patrols when arresting will use hand-to-hand thought to be approximately 1,200 guard and 1,600 watch.
fighting to disarm and capture suspects who do not In times of strife, Waterdeep usually hires mercenaries and
stand and surrender or throw down or sheathe their installs guardsmen as officers over them. The professionally
weapons when challenged. If the suspect continues to curious are warned that Piergeiron has deliberately subdi-
be violent, numerous watch members will attack single vided the payrolls of these forces so that it is difficult for
targets in attempts to hold the suspect down by sheer visiting diplomats and others engaged in snooping (pardon,
weight while he or she is disarmed and bound, with feet sightseeing) to discover the true size and names of the guard
hobbled, or a capture hood is put on. Watch-wizards and the watch, and these figures may only be two-thirds or
also employ slow, sleep, and hold person spells with great even less of the true totals.
effectiveness.
In cases of great danger to watch officers (such as an angry, The Magisters & the
powerful mage or a fighter attacking with magical weapons),
watch members can slay to defend themselves and employ Courts
speak with dead spells later to determine a subjects guilt or
innocence. Innocent parties are always resurrected at the citys D irectly beneath Piergeiron and the mysterious Lords are
the magistrates, or Magisters. The Common Courts of
expense, if possible. Watch officers who must kill in the line Waterdeep are conducted by 26 appointed Magisters. At least
of duty are never charged, nor held financially responsible, for three such officials are always on duty at the Palace, and dur-
the deaths they bring about. An officer who kills often with- ing daylight hours, there is also a Magister at each gate of the
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city. These Black Robes can pass sentence instantly, Against The Lords; Crimes Against The City; Crimes
although most make sentences conditional on the supporting Against The Gods; and Crimes Against Citizens. Under each
evidence of witnesses. They are always accompanied by a Plaint are four classes of crimes. These four types of offenses
bodyguard of at least six members of the city guard. are Severe; Serious; Lesser; and Minor.
Any citizen of Waterdeep is allowed an appeal to the The sentences have been set forth below in a chart to
Lords Court within two days of any sentencing by a Magis- save space. After the letter that denotes a type of punish-
ter. The Lords Court is chaired by Piergeiron, and is ment, an amount (of time or money) usually follows. The
attended by at least two other Lords and two Magisters. It commercial nature of the city, with its emphasis on mer-
is held at about highsun (noon) every day. This court hears cantile trade and property, is clearly reflected in these typi-
all cases of murder and other severe crimes, reports of sus- cal punishments. The city is empowered to seize and sell
picious deaths, rape, misuse of magic, succession and inher- the property of a convict to realize the money needed to
itance disputes, and appeals from the citizenry against satisfy the payment of fines or damages, without the con-
Magisterial judgments. Most judgments are upheld or sent of a convict. The family, clan, guild, or business part-
reworded in a minor way, it should be noted. The Magisters ners of a convict are never liable for the payment of a
are good and perceptive people, or they do not hold their convicts fines or damages, unless they can be proven to
positions for long. Magisters can be created at will by pub- have aided, abetted, ordered, or coerced a convict into the
lic decree of the Lords. criminal activity in question.
Temples and priesthoods are not permitted to pass or
Laws of Waterdeep carry out sentences under the Third Plaint; only officers of
the city may do so.
the great persuader, Durnan once remarked dryly . . . ) to l Impersonation of a Magister: B after flogging
The four Plaints are the four different classes of aggrieved plus D
parties, or those who are injured by a crime. They are Crimes l Assault Upon A Magister: B or F (10 years) after flogging
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SERIOUS OFFENSES hended): C (up to 20 years) and confiscation of all prop-
l Theft, Vandalism, or Arson Against the Palace or any erty except one weapon, one weeks rations, and clothes
part of the City Walls: E (as justice demands) plus H worn by offender.
(cost of repairs plus 2,000 gold pieces)
l Impersonation of a Guardsman or Officer of the LESSER OFFENSES
Watch: F (as justice demands) plus H (5,000 gold l Unlawful Entry Into The Harbor (1 charge per vessel per
Plaint: E or F (1 month) and/or H (up to 1,000 gold week) and H (100 gp) and J
pieces)
l Willful Disobedience of any Edict Uttered Against One MINOR OFFENSES
By A Lord: H (up to 1,000 gold pieces) or C (up to 5 l Bribery: G (1 week) and/or H (amount of bribe or
l Assault Upon Any City Officer Who Is Acting In the week), H (50 gp) and J
Line Of Duty: F (1 week) plus H (as justice demands, l Vagrancy: F (overnight)
usually based on ability to pay; flogging if unable to pay l Littering (includes Relief of Human Wastes in Public): F
MINOR OFFENSES Without Due Cause (Note: being in a brawl is not due
l Blasphemy Against Lord, Magister, or any City Officer: cause unless one is menaced with a weapon): F
G (4 days) plus H (120 gp) (overnight) and H (1 gp)
l Dangerous Operation of a Coach, Wagon, Litter or
The Second Plaint: Crimes Against The City other Conveyance (including Airborne): H (5-50 gp,
SEVERE OFFENSES as justice demands; note that this will be in addition to
l Poisoning of Water (City Wells; includes attempted the sentence for any charges placed under The Fourth
blockage or attempts to control public access, or charge Plaint)
fees for such access): A
l Murder: B or E (10-15 years) The Third Plaint: Crimes Against The Gods
l Spying, Sabotage: B or C (permanent) plus H (costs of SEVERE OFFENSES
repairs plus 2,000-5,000 gold pieces) or F (20 years) plus H l Defiling of a Holy Place (Temple Burglary, Arson, or
cally double the sale price) and J consumption of same): F (up to 1 month) and I (double
l Unlawful Dueling (Manslaughter): C (up to 5 years and I the estimated value of the goods) and I
(to family, typically 1,000 gold pieces) or E (up to 3 l Tomb-Robbing (or Unlawful Entry or Vandalism of a
l Bribery of a City Officer or Official (attempted or appre- Plaint: G (up to 1 week) and H (up to 1,000 gp) and J
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LESSER OFFENSES l Assault on Livestock (non-fatal): I (cost of medical
l Assault Upon A Priest or Lay Worshiper: I (up to 500 gp; attention plus up to 500 gp; maximum damages always
payable to temple, and usually based on ability to pay) apply if livestocks breeding capability is impaired)
and J (in addition to charges placed under the Fourth l Unlawful Hindrance of Business I (up to 500 gp) and J
Plaint arising from such an assault) (this charge includes instances of blocking access to a
MINOR OFFENSES place of business without permission of owner or a Magis-
l Public Blasphemy of a God or Priesthood: I (up to 10 gp, ter; and trying to frighten, disgust, or drive away cus-
based on ability to pay) and J tomers in or in front of anothers shop)
l Drunkenness (and Disorderly Conduct) at Worship: I (up
elty, whipping, branding, or physical indignities are T here is no bail in Waterdeep, although a Lord can dis-
miss charges at will. This is rarely done; usually the
observed offender must be an undercover Lord or trusted agent
involved in something important to get such a reprieve.
SERIOUS OFFENSES There are no lawyers in Waterdeep (Piergeirons com-
l Robbery: E (up to 1 month) and I (value of goods lost ment on this matter was that no one should get between
plus up to 500 gp) citizens and their justice), although there are a few pro-
l Burglary: F (up to 3 months) and I (value of goods lost fessional witnesses who for a fee will state a case to their
plus up to 500 gp) clients best advantage before a Black Robe. Expulsion from
l Theft or Killing of Livestock I (double the cost of lost the city is the fate of any of these who are caught swearing
stock) they saw something that did not in fact occur, or that they
l Repetition of any Lesser or Minor Offense Against This were not present to see. Several minor clerics earn regular
Plaint: F (up to 1 week) and I (double normal), or G (up incomes for themselves or their temples by casting detect lie
to 2 weeks) and I (double normal) magics from behind concealing tapestries at a sign from a
l Usury: I (City recovers excess over legal rates, returns to Magister. The fee paid by the city is 500 gold pieces per
injured party) spell cast, and so this service is used only in the most deli-
cate of important cases.
LESSER OFFENSES The death penalty is customarily employed only to
l Damage to Property: I (value of goods lost plus up to 500 deal with dangerous and incurable lunatics, murderers,
gp) and J and those who commit acts of treason against the city or
l Assault (Wounding): I (cost of medical attention plus up the Lords. Sentences of death are usually carried out on
to 500 gp) and J the battlements of Castle Waterdeep if commoners or
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soldiers must diefor death in such cases is by hanging, seagoing raker, on the understanding that they are free of
usually at highsun (noon). Several massive, permanent debt if they survive to make it back to Waterdeep with
wooden scaffolds are cantilevered out from the Castle their ship or military unit. Only the Lords can approve a
walls on the south side. Nobles die by the sword; such recommendation by a Magister, senior watch officer, or one
beheadings are usually carried out in front of the Palace of their number to seize property or goods of an offender to
gates. Floggings are more often carried out in the Court pay fines; this they do rarelybut, combined with exile
of the White Bull, but may be carried out anywhere if an from the city, it provides an effective last-resort method of
example to the citizenry of a particular neighborhood is removing persistent troublemakers.
intended. Many people over the years have opted to stay Written contracts or note-of-hand are required to prove
an immediate death sentence for exile into Undermoun- to a Black Robe that a debt is owed, if a citizen wishes to
tain; while over 200 persons have requested this appar- bring a complaint before the Courts. All careful merchants
ent clemency, Laeral reports of the survival of perhaps will get and give written documents in their dealings, even
10% of these. Persons sentenced to death who choose if their trade is unlawful. (For example, the selling of privi-
exile to Undermountain and are later caught in the city leged information overheard in the Palace might appear on
are put to death immediately. an invoice as three horses, or slavesdiscussed below
as six sacks of finest barley, unmilled.)
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most wood is very slow to catch fire, even when heating do all the fetching and carrying the slave normally does)
fires within are large, and ground-level stories and the for their stay in the city. Many slaves, if they are ever
floor directly above them are usually of stone or clay freed or escape, come to Waterdeep because of their
brick. Roofs are often a mixture of boards, thatch, and happy memories of these holidays.
slates, sealed with pitch. The selling of slaves, even in the form of a previously-
Most injuries in fires come from smoke inhalation or arranged transfer of possession that does not involve any
being burned by raining gobbets of fiery pitch when a transfer of payment within Waterdeeps walls, is well-
roof collapses. A typical building in Waterdeep has a base nigh impossible given the vigilance of the guard, watch,
30% chance of an uncontrolled fire in a room spreading and the magical arts of allies they can call upon. Durnan
(increased if there are tapestries, or stocks of stored fuel and Kitten of the Lords have both been slaves in the
such as woodpiles or oil present) to the rest of the build- past, and the Lords as a whole take a savagely dim view
ing. If it does, usually in 6-9 (5 + 1d4) rounds, the build- of slavers.
ing will be engulfed, a process taking 3-6 turns, and this
is affected by any firefighting attempted and by the Thievery
weather. There is a 1 or 2 chance on a 1d8 that the fire Most thieves in Waterdeep are independent artists of low
will spread to adjacent buildings; if a fire spreads to a new level and, if they are not both unusually lucky and skilled,
building, there is a base 20% chance of it engulfing the soon caught unless they steal seldom, taking advantage of
structure as the original one was, and so on. Unless aided misfortune, a fight, or other confusion to steal unattended
by magical or very unusual winds, a fire will never leap goods. Kidnapers, those who rob and then slay their vic-
over water, a street, or another already burned building tims, and those who indulge in torture are pursued tirelessly
to reach a structure farther away. by the authorities. Only blackmailers, it seems, flourish in
Members of the Watchful Order of Magists & Protec- Waterdeep. Thieves of all sorts are reminded (often
tors will guard buildings against fire, or attempt to extin- painfully and too late) that .Waterdeep is a city of much
guish existing fires, for fees (whereas it is part of the magic and powerful (high-level) people, and escaping
watchs and guards duty to provide assistance against detection is difficult. There is no organized truly organized
fires). A private home of middling wealth and no espe- thieves guild, due to diligent policing and the activities of
cially flammable or valuable contents is 35% likely to the Red Sashes. (Hidden workings by the Xanathar
have a protection contract with this guild; members will Thieves Guild, however, are starting to increase, and the
arrive in 4-7 (1d4+3) rounds and attempt to douse the Red Sashes are working hard to find out what they can to
flames by magical means. shut this group down; see Chapter Six of Whos Who in
Waterdeep for more information.)
Slavery
Slavery is illegal in Waterdeep; within the city walls, no
one is deemed a slave, and may not be treated as oneno
branding, shackling, or physical punishment. If any of
these are observed in public (this includes inns and busi-
nesses, but not private homes, pleasure houses, festhalls,
and warehouses), charges will result, usually including
immediate imprisonment for the offender, so that the
slave has time to escape. Many slaves are brought into the
city, however, for slavery is common in Calimshan and
Thay, and not unknown in the northern Moonsea area,
Unther, and Mulhorand. While in the city, slaves have all
the rights of any citizen, and wise owners make a trip to
the City of Splendors a holiday for slaves, giving them
some spending money, and hire bodyguards (for protec-
tion against their own temporarily free slaves, as well as
any dangerous residents of Waterdeep) and servitors (to
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