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.
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
| Right | License | Effect (Rights Code) | Typical Price | Where Issued |
|---|---|---|---|---|
| Arms | Arms Permit | Arms: M → R (martial weapons allowed) | 25–50 gp/year | City Watch, Lord’s Guard |
| Armor Permit | Arms: R → U (heavy armor permitted) | 50 gp/year | Lord’s Council / Knightly orders | |
| Mercenary Charter | Arms: R → U (as above) + Status: C → A | 100 gp/year | City council, military office | |
| Spellcasting | Spellcasting License | Spellcasting: L → D (basic spellcasting legal) | 100 gp/year | Watchful Order, arcane colleges |
| Enchantment/Illusion | Allows charm/disguise magic (L/H → D) | 200 gp/year | Special magistrates, arcane guilds | |
| Travel License | Allows teleport, planar travel, flight | 250 gp/year | Council chambers, mage guilds | |
| Necromancy Writ | Allows funerary necromancy (H → L) | 500 gp, rare | High priests, royal decree only | |
| Beasts | Familiar License | Beasts: D → E (familiars tolerated) | 10 gp/year | City Watch, arcane guilds |
| Exotic Beast Permit | Beasts: E → U (mounts/familiars unrestricted) | 50–200 gp/year | Lord’s stables, ranger orders | |
| Mount License | Allows exotic mounts (hippogriff, giant lizard) | 100 gp/year | City stables, military council | |
| Trade | Merchant’s Permit | Trade: X/G → T (tariffed legal trade) | 25 gp/year | Guildhouse, customs office |
| Salvage Charter | Trade: X → T (sell adventuring loot) | 200 gp/year | City council, adventurer boards | |
| Relic Permit | Trade: T/G → U (relics/magic items legal) | 500 gp/item | Council chambers, royal decrees | |
| Faith | Clerical Writ | Clerics gain Arms + Spellcasting Licensed | 50 gp/year | Temple hierarchy, city registry |
| Shrine Permit | Allows construction of shrine | 100 gp one-time | City registry, temple oversight | |
| Temple Charter | Major temple rights (Status: N equivalent) | 1,000+ gp one-time | Lord’s council, ruling monarch | |
| Status | Bounty Charter | Status: C → A (legal bounty hunting) | 50 gp/mission | Guard barracks, city magistrates |
| Letter of Marque | Authorizes privateering (Status: C → A + Trade: U) | 1,000 gp/year | Royal/naval authorities | |
| Duel Permit | Sanctions trial by combat | 10 gp/duel | City magistrates, noble councils | |
| Movement | Travel Writ | Movement: P → U (free passage) | 10 gp/month | Gatehouses, city watch |
| Caravan Charter | Covers entire caravan | 100 gp/month | Customs offices, trade guilds | |
| Curfew Exemption | Movement: C → U | 25 gp/week | Guard 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…

Comments