Licenses

In Waterdeep they call it a license. In Amn it’s a writ. In Skullport it’s a knife to the ribs. Call it what you like — it’s the price of doing business.
— Elaith “the Serpent” Craulnober (elven crime lord, exile)

Licenses are formal permits or charters granted by rulers, councils, or guilds. Unlike noble birth (inherent) or organizational membership (conditional), a license is transactional: it grants a specific privilege in exchange for coin, loyalty, or paperwork.

Licenses are highly regional — common in bureaucratic cities like Waterdeep, rare in rural villages, and nonexistent in lawless realms like Skullport. DMs should use licenses as both a gold sink and a story hook: forging papers, bribing officials, or hunting counterfeiters are all classic adventurer problems.


How Licenses Work

  • A license upgrades or modifies a Right code for the character.
  • Example: A Spellcasting License in Waterdeep upgrades Right of Spellcasting: L → D (licensed casters may use defensive spells).
  • Licenses are revocable if abused.
  • Licenses may require renewal fees (yearly or per use).
  • Some licenses are only available to citizens or to members of approved guilds/factions.

Common Types of Licenses by Right

Right of Arms

  • Arms Permit — Allows carrying martial weapons within city walls.
  • Armor Permit — Authorizes wearing heavy armor in public.
  • Mercenary Charter — Grants authority to fight for pay within the city or its lands.

Right of Spellcasting

  • Spellcasting License — Basic permit to use leveled spells in public.
  • Enchantment/Illusion License — Special writs to use charm or disguise magic legally.
  • Travel License — Allows teleportation, planar travel, or flight within city limits.
  • Necromancy Writ — Rare; permits funerary or sanctioned necromancy (usually under strict oversight).

Right of Beasts

  • Familiar License — Allows magical familiars in public.
  • Exotic Beast Permit — Grants right to keep owlbears, wolves, or other unusual animals.
  • Mount License — Permits riding hippogriffs, giant lizards, or similar creatures inside city walls.

Right of Trade

  • Merchant’s Permit — General license to buy and sell goods beyond subsistence.
  • Salvage Charter (Adventurer’s License) — Allows adventurers to sell dungeon loot without confiscation.
  • Relic Permit — Grants right to export or sell magical/ancient items.

Right of Faith

  • Clerical Writ — Official recognition as ordained clergy; grants spellcasting rights equivalent to licensed casters.
  • Shrine Permit — Allows establishment of a shrine or small temple.
  • Temple Charter — Formal charter granting tax-exempt land and noble-like influence for a major temple.

Right of Status & Justice

  • Bounty Charter — Permits hunting criminals and collecting rewards (legalizes vigilantism).
  • Letter of Marque — Authorizes privateers to raid enemies of the state.
  • Duel Permit — Sanctions resolution of disputes by combat under city law.

Right of Movement

  • Travel Writ — Grants passage through city gates without inspection.
  • Caravan Charter — Covers entire caravans, including beasts and guards.
  • Curfew Exemption — Allows travel during restricted hours.

Regional Flavor Examples

  • Waterdeep — Nearly every Right can be licensed; the Watchful Order manages magic, guilds manage trade, and noble councils manage arms and beasts.
  • Neverwinter — Lord Neverember issues most licenses personally; fees are high but confer strong legitimacy.
  • Fort Leilon — Vexmoors issue Salvage Charters cheaply but strictly monitor adventurers.
  • Baldur’s Gate — Licenses exist but are corrupt; almost anything can be bought with the right bribe.
  • Skullport — No official licenses; the closest equivalent is a crime syndicate “protection contract.”

DM Guidance

  • Use licenses as gold sinks: annual fees, bribes, renewals, or fines for violations.
  • Treat licenses as story hooks: counterfeit papers, stolen charters, or rivals accusing PCs of faking.
  • Licenses are flexible levers: they can shift Rights one or two steps, but they never make PCs untouchable.

Licenses Quick Reference

RightLicenseEffect (Rights Code)Typical PriceWhere Issued
ArmsArms PermitArms: M → R (martial weapons allowed)25–50 gp/yearCity Watch, Lord’s Guard
Armor PermitArms: R → U (heavy armor permitted)50 gp/yearLord’s Council / Knightly orders
Mercenary CharterArms: R → U (as above) + Status: C → A100 gp/yearCity council, military office
SpellcastingSpellcasting LicenseSpellcasting: L → D (basic spellcasting legal)100 gp/yearWatchful Order, arcane colleges
Enchantment/IllusionAllows charm/disguise magic (L/H → D)200 gp/yearSpecial magistrates, arcane guilds
Travel LicenseAllows teleport, planar travel, flight250 gp/yearCouncil chambers, mage guilds
Necromancy WritAllows funerary necromancy (H → L)500 gp, rareHigh priests, royal decree only
BeastsFamiliar LicenseBeasts: D → E (familiars tolerated)10 gp/yearCity Watch, arcane guilds
Exotic Beast PermitBeasts: E → U (mounts/familiars unrestricted)50–200 gp/yearLord’s stables, ranger orders
Mount LicenseAllows exotic mounts (hippogriff, giant lizard)100 gp/yearCity stables, military council
TradeMerchant’s PermitTrade: X/G → T (tariffed legal trade)25 gp/yearGuildhouse, customs office
Salvage CharterTrade: X → T (sell adventuring loot)200 gp/yearCity council, adventurer boards
Relic PermitTrade: T/G → U (relics/magic items legal)500 gp/itemCouncil chambers, royal decrees
FaithClerical WritClerics gain Arms + Spellcasting Licensed50 gp/yearTemple hierarchy, city registry
Shrine PermitAllows construction of shrine100 gp one-timeCity registry, temple oversight
Temple CharterMajor temple rights (Status: N equivalent)1,000+ gp one-timeLord’s council, ruling monarch
StatusBounty CharterStatus: C → A (legal bounty hunting)50 gp/missionGuard barracks, city magistrates
Letter of MarqueAuthorizes privateering (Status: C → A + Trade: U)1,000 gp/yearRoyal/naval authorities
Duel PermitSanctions trial by combat10 gp/duelCity magistrates, noble councils
MovementTravel WritMovement: P → U (free passage)10 gp/monthGatehouses, city watch
Caravan CharterCovers entire caravan100 gp/monthCustoms offices, trade guilds
Curfew ExemptionMovement: C → U25 gp/weekGuard captain, noble patrons

Notes for DMs

  • Prices are deliberately high — they’re meant as money sinks at adventuring tiers. Adjust for tone (low for gritty, high for bureaucratic).
  • Licenses scale with settlement size — in a village, an “Arms Permit” might be free if you buy the reeve a drink; in Waterdeep, it’s an official paper sealed in wax.
  • Revocation risk — PCs who abuse privileges can lose licenses, opening plot hooks (appeals, bribes, revenge).
  • Counterfeit papers — great adventure seed: maybe the PCs think they’re licensed, but the clerk was a fraud…


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