Justice in Waterdeep in Not Forgotten Realms | World Anvil

Justice in Waterdeep

Magisters of Waterdeep
Waterdeep is no village led by hidebound hierarchs or petty fiefdom ruled by the whim of a warlord. It is a city of laws molded by Tyr’s spirit of justice. As a rule, you can trust members of the City Watch to do their duty diligently, and you can expect that the city’s magisters will be fair. If you have cause to come before the Masked Lords or the Open Lord herself, rest assured that if your cause be just, justice will be done. If, however, you find yourself in the wrong, know that though it might take time to weigh that wrong on Tyr’s scales, his hammer will fall — and it will be wielded by Waterdeep with a vengeance. Unlike in less civilized settlements, punishment for crimes in Waterdeep isn’t typically used as public entertainment. Scheduled executions occur behind the high walls of Castle Waterdeep, and floggings are carried out in the watch post nearest the sentencing. The Watch makes every effort to take individuals into custody quietly, so as not to disrupt other citizens. Those bystanders generally return the favor by giving altercations between criminals and the Watch a wide berth.
  Waterdeep has a complex library of law and custom set by precedent, the main body of which can be read in the Code Legal. This document is available in multiple languages at the Palace of Waterdeep, and (in the Common tongue) provided on request by the magisters at the gates and in the harbor. Be aware that the Code Legal provides only an outline of typical sentences for various offenses, and magisters have broad discretion when meting out justice as they see fit. Any Masked Lord can overturn a magister’s ruling, but there’s rarely a Masked Lord around when you need one.
— Volo

  Twenty-six appointed black-robed Magisters conduct the Common Courts of Waterdeep.
 

Palace


  Three “Black Robes” are always on duty at the Palace.
 

Gates


  During daylight hours, a Magister is also posted at each gate. Magisters can pass sentence instantly, but most sentences are conditional on the supporting evidence of witnesses. Magisters are always accompanied by at least six members of the city guard.
 

Common Courts


 

Lord's Court


  Any citizen of Waterdeep can appeal to the Lord’s Court within two days of being sentenced by a Magister, but most such appeals fail. There is no bail in Waterdeep, and barristers are barred from working in the city (although counsel from “professional witnesses” is grudgingly tolerated).
 

Known Magisters


 

Kylynne Sil­merhelve


  tiefling magistrate / , newly appointed tiefling magister**maybe Kylynne is no tiefling at all, but a half-dragon descendant of the bronze dragon Nymmurh, the Wyrm Who Watches?Dala Silmerhelve, the much protected only daughter of House Silmerhelve, wanted to see some excitement and do something a bit dangerous. (WATE 1-1)
 

Hester Barch


  courthouse magister LG female Turami human acolyte with Insight +4), a petite woman in her seventies.
 

Vorondar Levelstone


  a dwarf magister stationed at the South Gate.
 

Umbero Zastro


  lawful neutral.a handsome, eloquent, and fair-minded half-elf in his thirties. He's known for his finely-honed sense of poetic justice and for meting out unconventional punishments.Глубоководье — это, в общем и целом, самый цивилизо¬ванный город на Побережье Мечей. Тем не менее, циви¬лизованный — не означает безопасный, и не означает, что в нем легко ориентироваться. Многие повседневные вещи в Глубоководье, которые местные жители считают само собой разумеющимися, для вновь прибывших представляют собой скопление чудес и опасностей, которых нет ни в одном другом поселении в пределах тысячи миль. Здесь есть все, что вам нужно знать, чтобы пережить первые несколько часов в городе. Отметьте этот раздел, он вам пригодится!
  Глубоководье это вам не деревенька, возглавляемая узколобыми священнослужителями и не мелкое княже¬ство, подчиняющееся прихотям военачальника. Это город законов, сформированных в духе справедливости Тира. Как правило, можно доверять членам Городской Стражи прилежно выполнять свои обязанности, и мож¬но ожидать, что магистры города будут честны. Если вам нужно выступить по судебному делу перед Тайными Лордами в Масках или самим Публичным Лордом, будьте уверены, что если ваше дело правое, справедливость будет восстановлена. Однако, если вы виновны, знайте, что, хотя для взвешивания ваших деяний на весах Тира может потребоваться время, удар его молота будет тяжелым.
  В отличие от менее цивилизованных поселений, наказания за преступления в Глубоководье обычно не используются в качестве общественного развлечения. Запланированные казни происходят за высокими сте¬нами Замка Глубоководья, а порка происходит в наб¬людательном посту, ближайшим к месту приговора. Стража прилагает все усилия, чтобы задерживать людей незаметно, дабы не мешать другим гражданам. Свиде¬тели, как правило, отплачивают тем же, освобождая для них широкое пространство в случае препиратель¬ства между преступниками и Стражей.
  В Глубоководье имеется сложно организованная библиотека законов и обычаев, созданных прецедента¬ми, основная часть которых может быть прочитана в Своде Законов. Этот документ доступен на нескольких языках во Дворце Глубоководья и (на Общем языке) предоставляется по запросу магистрами у ворот и в гавани. Имейте в виду, что Свод Законов содержит только краткое изложение типичных приговоров за различные правонарушения, и магистры имеют широ¬кие полномочия при совершении правосудия по своему усмотрению. Любой из Тайных Лордов может отменить решение магистра, но редко когда Тайный Лорд находится рядом, когда он вам нужен.
 

Оружие, Доспехи и Сражения


  Люди, привыкшие к суровой жизни на Севере, часто удивляются тому факту, что жители Глубоководья ходят без оружия и без доспехов. Тем не менее, в городе нет закона, запрещающего их ношение. Вместо этого су¬ществует культура цивилизованного поведения, кото¬рая делает такие меры излишними.
  Дуэли уже давно запрещены в Глубоководье, как и любые нападения. Все, кто был замечен Стражей в уличной драке, будут арестованы и осуждены независи¬мо от того, кто начал потасовку и почему. (на драки в тавернах, вспыхивающие под воздействием слишком большого количества выпивки, Стража обычно не обра¬щает внимания, если только владелец не требует ком¬пенсацию за ущерб и никто не получает существенных ранений.) Спортивные бои, такие как бокс или борьба на руках, законны только в специально отведенных для этой цели местах. Кроме того, любое лезвие длиной более одного фута облагается дополнительным налогом при каждой его продаже, что объясняет, почему жители Глубоководья предпочитают для самообороны носить ножи и кастеты.
  Предприятия и частные лица все же нанимают вооруженных охранников, но, за исключением дворян или иностранных послов, мало кто перемещается по городу под такой защитой. В силу этого, вид идущих по улице вооруженных людей в броне, при этом не носящих цвета города или одного из его благородных домов, настораживает местных жителей. Люди предполагают, что никто не будет так напрягаться, таская на себе все это снаряжение, если только он не собирается им вскоре воспользоваться, напав на кого-то, или если ожидает, что скоро нападут на него.
 

The Magisters & The Courts


  Directly beneath Piergeiron and the mysterious Lords are the magistrates, or Magisters. The Common Courts of Waterdeep are conducted by 26 appointed Magisters. At least three such officials are always on duty at the Palace, and dur¬ing daylight hours, there is also a Magister at each gate of the
  city. These “Black Robes" can pass sentence instantly, although most make sentences conditional on the supporting evidence of witnesses. They are always accompanied by a bodyguard of at least six members of the city guard.
  Any citizen of Waterdeep is allowed an appeal to the Lord's Court within two days of any sentencing by a Magis¬ter. The Lord's Court is chaired by Piergeiron, and is attended by at least two other Lords and two Magisters. It is held at about highsun (noon) every day. This court hears all cases of murder and other “severe" crimes, reports of sus¬picious deaths, rape, misuse of magic, succession and inher¬itance disputes, and appeals from the citizenry against Magisterial judgments. Most judgments are upheld or reworded in a minor way, it should be noted. The Magisters are good and perceptive people, or they do not hold their positions for long. Magisters can be created at will by pub¬lic decree of the Lords.
  Laws of Waterdeep
  W
  aterdhavians are, by and large, a law-abiding peo- ple—when so many of the city's inhabitants earn their living by trade, respect for property is high, and sup¬port for a strong, objective police force even more so. Much of the laws of Waterdeep remain unwritten, within the “reasonable discretion" of the Magisters (and ulti¬mately, of the Lords who may overrule them), and there¬fore cannot all be set down here. A summary of sentences, the “Code Legal" is provided below.
  Code Legal
  Crimes and their corresponding sentences, as administered by the Lords and Magisters, can be roughly summarized as set forth below. This system is known as the “Code Legal," and is only a basis for sentencing, not absolute rules. Note that both Lords and Magisters are free to determine absolutely guilt and innocence, and set any lesser sentence they consider fitting (or none at all) if a crime is deemed justified or largely harmless and unintentional.
  A single act can result in multiple charges, under one or more of the four “Plaints." Magisterial justice may be appealed to the Lords by anyone, but such appeals must be within nine days of the initial sentencing, and noncitizens of Waterdeep must persuade a citizen of the city (“Money is the great persuader," Durnan once remarked dryly . . . ) to appeal on their behalf.
  The four Plaints are the four different classes of aggrieved parties, or those who are injured by a crime. They are Crimes
 
  Against The Lords; Crimes Against The City; Crimes Against The Gods; and Crimes Against Citizens. Under each Plaint are four classes of crimes. These four types of offenses are Severe; Serious; Lesser; and Minor.
  The sentences have been set forth below in a chart to save space. After the letter that denotes a type of punish¬ment, an amount (of time or money) usually follows. The commercial nature of the city, with its emphasis on mer¬cantile trade and property, is clearly reflected in these “typi¬cal" punishments. The city is empowered to seize and sell the property of a convict to realize the money needed to satisfy the payment of fines or damages, without the con¬sent of a convict. The family, clan, guild, or business part¬ners of a convict are never liable for the payment of a convict's fines or damages, unless they can be proven to have aided, abetted, ordered, or coerced a convict into the criminal activity in question.
  Temples and priesthoods are not permitted to pass or carry out sentences under the Third Plaint; only officers of the city may do so.
  Convicted beings may owe fines to the city and pay as they can over time, but only upon permission of a Lord or Magister, who will typically demand at least a partial pay¬ment immediately.
 

Trials & Sentencing


  There is no bail in Waterdeep, although a Lord can dis¬miss charges at will. This is rarely done; usually the offender must be an undercover Lord or trusted agent involved in something important to get such a reprieve.
  There are no lawyers in Waterdeep (Piergeiron's com¬ment on this matter was that "no one should get between citizens and their justice"), although there are a few "pro¬fessional witnesses" who for a fee will state a case to their client's best advantage before a Black Robe. Expulsion from the city is the fate of any of these who are caught swearing they saw something that did not in fact occur, or that they were not present to see. Several minor clerics earn regular incomes for themselves or their temples by casting detect lie magics from behind concealing tapestries at a sign from a Magister. The fee paid by the city is 500 gold pieces per spell cast, and so this service is 'used only in the most deli¬cate of important cases.
  The death penalty is customarily employed only to deal with dangerous and incurable lunatics, murderers, and those who commit acts of treason against the city or the Lords. Sentences of death are usually carried out on the battlements of Castle Waterdeep if commoners or 
  soldiers must die—for death in such cases is by hanging, usually at highsun (noon). Several massive, permanent wooden scaffolds are cantilevered out from the Castle walls on the south side. Nobles die by the sword; such beheadings are usually carried out in front of the Palace gates. Floggings are more often carried out in the Court of the White Bull, but may be carried out anywhere if an example to the citizenry of a particular neighborhood is intended. Many people over the years have opted to stay an immediate death sentence for exile into Undermoun¬tain; while over 200 persons have requested this appar¬ent clemency, Laeral reports of the survival of perhaps 10% of these. Persons sentenced to death who choose exile to Undermountain and are later caught in the city are put to death immediately.
 

Specific Crimes awd Situations


 

Bribery


  Bribery is a most frowned-upon crime among the general populace. Because of the ill it brings to one's reputation, no one native to Waterdeep would ever attempt it, although they might—if very rich—bargain with the Lords to drop (severe) charges in return for forfeiture of a valuable prop¬erty, vessel, or cargo. (This has wryly been referred to by Durnan as "buying back your own skin.")
  Debts
  Most Waterdhavians are sentenced for debts of one sort or another—either debts to another citizen or outstanding debts owed to the city due to unpaid fees or taxes or fines imposed by a Black Robe or Lord which cannot be (or are not) paid within a specified period of time. Such "payoff" periods are set by the sentencer, and are usually twenty days, exactly, from the date and time of the sentencing. Minor personal (private) debts are paid off by the offender, by having him work for the person he owes money to (Watch officers will check on attendance to, and diligence in, this enforced servitude) until service, at the going mar¬ket rate, equals the debt owed. Major debts may result in the city paying the person owed from its own coffers, and the offender becoming an unpaid sewer, wall, or road repair worker until the debt is cleared.
  In times of strife, such offenders have found themselves pressed into service as temporary soldiers, or rowers on a
 
  seagoing raker, on the understanding that they are free of debt if they survive to make it back to Waterdeep with their ship or military unit. Only the Lords can approve a recommendation by a Magister, senior watch officer, or one of their number to seize property or goods of an offender to pay fines; this they do rarely—but, combined with exile from the city, it provides an effective last-resort method of removing persistent troublemakers.
  Written contracts or note-of-hand are required to prove to a Black Robe that a debt is owed, if a citizen wishes to bring a complaint before the Courts. All careful merchants will get and give written documents in their dealings, even if their trade is unlawful. (For example, the selling of privi¬leged information overheard in the Palace might appear on an invoice as "three horses," or slaves—discussed below— as "six sacks of finest barley, unmilled.")
 

Duels


  The wearing of weapons is allowed in the city, as is using them in clear self-defense, but duels are allowed only in specific places (such as the various open courtyards in the southern part of the city), and must be marshalled by an officer of the watch or a Magister. A duel must be for reasons of a specific, unprovoked injury, allowed by a Magister; simply killing citizens because you covet their money or don't like their faces is not sanctioned. Lords, Magisters, guard and watch members, and Heralds (even visiting ones) are exempt from challenges, and the Lords usually forbid any duels involving the heads of guilds, noble houses, or priesthoods (although rank-and-file members of all of these organizations can and do duel, sometimes with great enthusiasm). Duels are seldom to the death; more often, they are to yield or first blood, whichever first occurs; and clerics usually attend to heal (upon payment of temple donations) the loser, and some¬times the winner too.
 

Fire


  Fire is not as common in Waterdeep as it might be. The collapse of a building often douses the fire with a dull "boom" as the full water cistern on the roof is emptied onto the flames, or the building falls in onto a full cellar cistern. Watch officers are adept at fighting fires with sand, night soil, the removal of flammables, and in most cases, the full cooperation of nearby city folk. Timbers are used for most of the upper stories, and for floors and furnishings, in Waterdeep buildings, but this seacoast city is damp (fogs and gentle mists are common) and
  most wood is very slow to catch fire, even when heating fires within are large, and ground-level stories and the floor directly above them are usually of stone or clay brick. Roofs are often a mixture of boards, thatch, and slates, sealed with pitch.
  Most injuries in fires come from smoke inhalation or being burned by raining gobbets of fiery pitch when a roof collapses. A typical building in Waterdeep has a base 30% chance of an uncontrolled fire in a room spreading (increased if there are tapestries, or stocks of stored fuel such as woodpiles or oil present) to the rest of the build¬ing. If it does, usually in 6-9 (5 + 1d4) rounds, the build¬ing will be engulfed, a process taking 3-6 turns, and this is affected by any firefighting attempted and by the weather. There is a 1 or 2 chance on a 1d8 that the fire will spread to adjacent buildings; if a fire spreads to a new building, there is a base 20% chance of it engulfing the structure as the original one was, and so on. Unless aided by magical or very unusual winds, a fire will never leap over water, a street, or another already burned building to reach a structure farther away.
  Members of the Watchful Order of Magists & Protec¬tors will guard buildings against fire, or attempt to extin¬guish existing fires, for fees (whereas it is part of the watch's and guard's duty to provide assistance against fires). A private home of middling wealth and no espe¬cially flammable or valuable contents is 35% likely to have a protection contract with this guild; members will arrive in 4-7 (1d4+3) rounds and attempt to douse the flames by magical means.
 

Slavery


  Slavery is illegal in Waterdeep; within the city walls, no one is deemed a slave, and may not be treated as one—no 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
  do all the fetching and carrying the slave normally does) for their stay in the city. Many slaves, if they are ever freed or escape, come to Waterdeep because of their happy memories of these holidays.
  The selling of slaves, even in the form of a previously- arranged transfer of possession that does not involve any transfer of payment within Waterdeep's walls, is well- nigh impossible given the vigilance of the guard, watch, and the magical arts of allies they can call upon. Durnan and Kitten of the Lords have both been slaves in the past, and the Lords as a whole take a savagely dim view of slavers.
 

Thievery


  Most thieves in Waterdeep are independent artists of low level and, if they are not both unusually lucky and skilled, soon caught unless they steal seldom, taking advantage of misfortune, a fight, or other confusion to steal unattended goods. Kidnapers, those who rob and then slay their vic¬tims, and those who indulge in torture are pursued tirelessly by the authorities. Only blackmailers, it seems, flourish in Waterdeep. Thieves of all sorts are reminded (often painfully and too late) that .Waterdeep is a city of much magic and powerful (high-level) people, and escaping detection is difficult. There is no organized truly organized thieves' guild, due to diligent policing and the activities of the Red Sashes. (Hidden workings by the Xanathar Thieves' Guild, however, are starting to increase, and the Red Sashes are working hard to find out what they can to shut this group down; see Chapter Six of Who's Who in Waterdeep for more information.)
 
 

 
  Punishment for a crime can include one or more of the following, based on the nature of the crime, who or what the crime is committed against, and the criminal record of the convicted:
  Death
  Exile (for a number of years or summers)
  Flogging (a set number of strokes)
  Hard labor (for a period of days, months, or years depending on the seriousness of the crime)
  Imprisonment in the dungeons of Castle Waterdeep (for a period of days or months depending on the seriousness of the crime)
  Fine (payable to the city; inability to pay the fine leads to imprisonment and/or hard labor)
  Damages (payable to the injured party or victim's kin; inability to pay damages leads to imprisonment and/or hard labor)
  Edict (forbidding the convicted from doing something; violation of an edict can result in imprisonment, hard labor, and/or a fine)
 

I. Crimes against Lords, Officials, and Nobles:


  Assaulting or impersonating a Lord: death
  Assaulting or impersonating an official or noble: flogging, imprisonment up to a tenday, and fine up to 500 gp
  Blackmailing an official: flogging and exile up to 10 years
  Bribery or attempted bribery of an official: exile up to 20 years and fine up to double the bribe amount
  Murder of a Lord, official, or noble: death
  Using magic to influence a Lord without consent: imprisonment up to a year, and fine or damages up to 1,000gp
  Using magic to influence an official without consent: fine or damages up to 1,000 gp and edict
 
  Forgery of an Official Document: Death (upon conviction) or Exile plus Mutiliation
 
  Theft, Vandalism, or Arson Against the Palace or any part of the City Walls: Enforced Hard Labor (as Jusctice demands) and Fine (2000 dragons and cost of repairs)
 
  Unlawful Observation or Copying of an Official Document: Enforced Hard Labor (3 weeks) plus Fine (300gp)
 
  Blasphemy Against Lord, Magister, or any City Officer: Imprisonment (light work in Castle compound) (4 days) plus Fine (20 dragons)
 
  Assault Upon a City Officer Who is Acting In the Line Of Duty: Imprisonment (dungeon)(1 week) plus Fine (as justice demands; usually based on ability to pay; flogging if unable to pay anything)
 
 
 

II. Crimes against the City:

Arson: death or hard labor up to 1 year, with fines and/or damages covering the cost of repairs plus 2,000 gp
  Brandishing weapons without due cause: imprisonment up to a tenday and/or fine up to 10 gp
  Espionage: death or permanent exile
  Fencing stolen goods: fine equal to the value of the stolen goods and edict
  Forgery of an official document: flogging and exile for 10 summers
  Hampering justice: fine up to 200 gp and hard labor up to a tenday
  Littering: fine up to 2 gp and edict
  Poisoning a city well: death
  Theft: flogging followed by imprisonment up to a tenday, hard labor up to 1 year, or fine equal to the value of the stolen goods
  Treason: death
  Vandalism: imprisonment up to a tenday plus fine and/or damages covering the cost of repairs plus up to 100 gp
  Using magic to influence an official without consent: fine or damages up to 1,000 gp and edict
 
  Unlawful Flight Intrusion (into City airspace, of intelligent being flying by means of an aerial mount or magic): Fine (300 dragons) and Edict Against Convicted (in peacetime; in wartime, sentence can be Death(Instant)
 
  Blasphemy Against Foreign Ambasadors: Imprisonment (light work in Castle compound) (up to 1 week), Fine (50 dragons) and Edict Against Convicted Imprisonment (light work in Castle compound) (up to 1 week), Fine (50 dragons) and Edict Against Convicted
  Dangerous Operation of a Coach, Wagon, Litter or other Conveyance (including Airborne): Fine (5-50 dragons as justice demands; note that this will be in addition to the sentence for any charges placed under The Fourth Plaint)
 
 

III. Crimes against the Gods:

Assaulting a priest or lay worshiper: imprisonment up to a tenday and damages up to 500 gp
  Disorderly conduct within a temple: fine up to 5 gp and edict
  Public blasphemy against a god or church: edict
  Theft of temple goods or offerings: imprisonment up to a tenday and damages up to double the cost of the stolen items
  Tomb-robbing: imprisonment up to a tenday and damages covering the cost of repairs plus 500 gp
 

IV. Crimes against Citizens:

Assaulting a citizen: imprisonment up to a tenday, flogging, and damages up to 1,000 gp
  Blackmailing or intimidating a citizen: fine or damages up to 500 gp and edict
  Burglary: imprisonment up to 3 months and damages equal to the value of the stolen goods plus 500 gp
  Damaging property or livestock: damages covering the cost of repairs or replacement plus up to 500 gp
  Disturbing the peace: fine up to 25 gp and edict
  Murdering a citizen without justification: death or hard labor up to 10 years, and damages up to 1,000 gp paid to the victim's kin
  Murdering a citizen with justification: exile up to 5 years or hard labor up to 3 years or damages up to 1,000 gp paid to the victim's kin
  Robbery: hard labor up to 1 month and damages equal to the value of the stolen goods plus 500 gp
  Slavery: flogging and hard labor up to 10 years
  Using magic to influence a citizen without consent: fine or damages up to 1,000 gp and edict
 

  Waterdeep City Ordinance 144 Mercenaries and Mercenary Groups
  Laws of Waterdeep
 
  Any group of armed/magically endowed peoples operating/soliciting/offering to accept/accepting work for monetary/non-monetary but still valuable goods/services compensation from another individual/group/group of individuals shall be considered a mercenary group.
  All mercenary groups operating/soliciting/offering to accept/accepting work for monetary/non-monetary but still valuable goods/services must be licensed by the acting governing body of the city of Waterdeep. A new mercenary group registering with the city of Waterdeep must present upon registry five thousand (5,000) gold for licensing and processing fees as well as a title for the group, along with a list of members of the group, and the owner(s) of the group.
  Mercenary licenses must be renewed yearly. Upon renewal of license a five hundred (500) gold renewal/processing fee must be presented to the acting government of Waterdeep.
  144-A: No armed/magically endowed individual may operate/solicit/offer to accept/accept work for monetary/non-monetary but still valuable goods/services compensation in amounts in excess of one hundred (100) copper without being part of a licensed mercenary group or licensed guild. Any armed/magically endowed individual operating/soliciting/offering to accept/accepting work for monetary/non-monetary but still valuable goods/services compensations in excess of one hundred (100) copper will be considered a mercenary and must be part of a mercenary group or a guild. Any individual found in violation of this will face incarceration and/or a fine. If said individual cannot pay a fine leveled against them said individual(s) will face a mandatory incarceration.
  144-B: No individual/group/group of individuals can operate in the employ of the city of Waterdeep and a mercenary group and/or a guild simultaneously. If an individual/group/group of individuals is in the employ of a mercenary group/guild they shall be denied employment by the city of Waterdeep on these grounds. If an individual/group/group of individuals is in the employ of the city of Waterdeep and gains employ in a mercenary group/guild they shall be terminated under these grounds.
  144-B-2: The city of Waterdeep may hire mercenary groups/guilds in times of need to perform services/deeds that are beyond the common normality and for the public good. The period of time for these types of services/duties may not exceed fourteen (14) months.
  144-B-3: The city of Waterdeep may conscript mercenary groups/guilds in dire times (including but not limited to: times of war, plague, civil unrest) indefinitely and without contract with the understanding that after the emergency state has passed said mercenary groups/guilds will be fairly compensated within the abilities/limits of the government of Waterdeep.
  144-C: A mercenary group shall be defined as no less than three (3) peoples and no more than a dozen (12). Any mercenary group exceeding a dozen (12) members will have its license suspended and fined two hundred (200) gold a month for as long as said group exceeds a dozen (12) members. See City of Waterdeep Ordinance 145: Guilds for guild size and license information.
  144-D: Upon yearly renewal of a mercenary group’s license an updated and current roster of said mercenary group must be provided to the city of Waterdeep for records’ purposes. Said mercenary group must submit to an inspection of its members if an inspection is deemed necessary.
  144-E: Any and all property/goods/items/relics/artifacts/works of art bought/purchased/found/used by the mercenary group after the registration of said group are considered to be property of the owner(s) of said mercenary group.
  144-E-2: For the purposes of mercenary groups only two (2) persons may be named as owner per one mercenary group.
  144-E-3: A person may only be named as owner in one mercenary group at a time; until which time as the mercenary group disbands/dissolves/dies, at which point the surviving owner can become the owner of a new mercenary group.
  144-F: If at any time there are no founding members of a mercenary group in a mercenary group than the original license for said group is void. The remaining members of the mercenary group must/can form another mercenary group to continue acting as such, but must first present a filing fee, roster, and new name to the current form of government of the city of Waterdeep.
  144-G: Any and all members of a mercenary group are accountable for the action(s)/violation(s)/crime(s) of any or all member(s)/owner(s) of said mercenary group and will be held to the same punishment(s) as said member(s)/owner(s) even if they were not present and/or did not participate in said action(s)/violation(s)/crime(s).

 
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