The laws of Waterdeep were the system of rules governing the city. The law determined how its citizens were regulated, punishments for breaking said regulations, what activities were permitted inside Waterdeep, and many other facets of life within the City of Splendors.[1]
The main body of law was contained within Waterdeep's Code Legal, which was available in multiple languages at the Palace of Waterdeep. The Code Legal was also provided in Common on request by Magisters at each gate, and in Deepwater Harbor.[1] Outside of the Code Legal, the Edicts of the Masked Lords made up many other laws. Plenty of Waterdeep's laws, however, remained unwritten.[2]
Reputation[]
Waterdhavians held great respect for the law, especially laws concerning trade and protection of property.[3] Their respect was not misplaced: the legal process was incredibly accurate at determining fault through detect lie spells, and the court system almost always reached the correct verdict.[4]
General support for a strong police force was high, as any deaths of innocents brought about by the City Watch or City Guard were raised at the city's expense.[5]
Code Legal
Plaint
Crimes Against the Lords
Crimes Against the City
Crimes Against the Gods
Crimes Against Citizens
Severity
Severe
Serious
Lesser
Minor
Code Legal[]
The Code Legal was a list of crimes and their corresponding sentences. The Code was divided into four Plaints: Crimes Against the Lords, Crimes Against the City, Crimes Against the Gods, and Crimes Against Citizens. Within these Plaints, crimes were classified as Severe, Serious, Lesser, and Minor.[6]
Punishment for crimes listed in the Code Legal were listed as follows, from most severe to least severe: death (instant), death (upon conviction), exile, mutilation (loss of offending extremities, branding), flogging, enforced hard labor, imprisonment in Castle Waterdeep's dungeons, imprisonment and light work in the Castle compound, paying a fine to the city, paying damages to the injured party, and/or an edict. An edict was defined as a public pronouncement forbidding the convicted not to do something.[6]
Persons given a death sentence were occasionally allowed to instead choose permanent exile into the Undermountain. However, this had a very low survival rate: 10% in 1368 DR, and any person choosing this sentence would be put to death immediately if caught back in Waterdeep.[7]
By 1492 DR, the Code Legal had changed in various ways. Flogging had replaced mutilation as a form of punishment, and instant death and death upon conviction had been combined into, simply, "death." Crimes were also no longer divided by severity.[8][note 1]
Crimes Against the Lords[]
By 1492 DR, the first Plaint had been renamed from Crimes Against the Lords to Crimes Against Lords, Officials, and Nobles. Nobles also enjoyed greater protections under this updated Plaint.[8]
- Murder of a Lord, official, or noble
- Assault upon a Lord
- Impersonation of a Lord
- Impersonation of a Magister
- Assault upon a Magister
- This was punishable by death upon conviction, or imprisonment in the dungeons for 10 years, after flogging.[2] By 1492 DR, the crime's definition had been expanded to include officials and nobles, and the punishment had been lessened to flogging, imprisonment up to a tenday, and a fine up to 500 gp.[8]
- Bribery or attempted bribery of an official
- This was punishable by exile up to 20 years, and confiscation of all property except one weapon, one tenday's rations, and the offender's clothes worn at the time of sentencing.[9] By 1492 DR, the punishment had changed to exile up to 20 years, and a fine up to double the bribe amount. It had also been re-listed from the Second Plaint to the First Plaint.[8]
- Bribery was generally frowned upon, due to the risk to one's reputation. Only the very rich ever attempted it, though the bribe was usually a valuable property rather than coin.[7]
- Blackmailing an official
- This was punishable by flogging and exile up to 10 years.[8]
- Theft, vandalism, or arson against the Palace of Waterdeep or any part of the City Walls
- This was punishable by exile, as well as a fine covering the cost of repairs, plus 2,000 gp.[9]
- Impersonation of a Guardsman or Officer of the Watch
- This was punishable by imprisonment in the dungeons, as well as a fine of 5,000 gp and flogging.[9]
- Using magic to influence a Lord without consent
- Willful disobedience of any edict
- This was punishable by exile up to 5 years, or a fine of up to 1,000 gp.[9]
- Using magic to influence an official without consent
- This was punishable by a fine or damages up to 1,000 gp, as well as an edict.[8]
- Unlawful observation or copying of an official document
- This was punishable by imprisonment in the dungeons for 3 tendays, as well as a fine of 300 gp.[9]
- Assault upon any City Officer in the line of duty
- This was punishable by imprisonment in the dungeons for 1 tenday, plus a fine based on the offender's ability to pay. If they were unable to pay a fine, they would be flogged.[9]
- Blasphemy against Lord, Magister, or any City Officer
- This was punishable by imprisonment and light work in the Castle compound for 4 days, plus a fine of 120 gp.[9]
- Repetition of any Lesser or Minor offense in this Plaint
- This was punishable by exile or imprisonment in the dungeons for 1 month, and/or a fine of up to 1,000 gp.[9]
Crimes Against the City[]
- Treason
- This was punishable by death.[8]
- Poisoning a city well
- This crime's definition included attempted blockage of the well, attempts to control public access, or charging fees for public access. These were all punishable by instant death.[9]
- Espionage or sabotage
- Forgery of an official document
- Fraud
- This was punishable by permanent exile and paying damages, or imprisonment in the dungeons up to 10 years, an edict, and paying damages.[9]
- Arson
- This crime's definition included ships and any stored property. This was punishable by enforced hard labor up to 3 months and a fine of 500 gp, as well as damages paid, and/or exile up to 10 years and paying damages.[10] By 1492 DR, this punishment had been increased to death or enforced hard labor up to 1 year, as well as a fine of 2,000 gp and damages covering the cost of repairs. It had also been re-listed from the Fourth Plaint to the Second Plaint.[8]
- Fencing stolen goods
- Unlawful dueling resulting in manslaughter
- This was punishable by exile up to 5 years and damages paid to the victim's family up to 1,000 gp, or enforced hard labor up to 3 years and damages.[9]
- Unlawful entry into the harbor
- This was punishable by exile for 1 year, and a fine of 500 gp. This crime was charged per vessel, per occasion.[9]
- Unlawful dueling
- This was punishable by 1 tenday of imprisonment and light work within the Castle compound, a fine of 100 gp, and an edict.[9]
- There were many laws concerning the performance of duels. Duels were only allowed in specific places, and were required to be supervised by a City Watch officer or a Magister. A duel's basis had to be strong, and Lords, Magisters, City Guard and Watch members, Heralds, Guildmasters, heads of noble houses, and heads of priesthoods could not be challenged to a duel. Duels were usually until one yielded, or until first blood.[7]
- By 1492 DR, duels had been illegal for many years, and any participants would be quickly arrested by the City Watch.[11]
- Bribery of a non-official
- This was punishable by 1 tenday of imprisonment and light work within the Castle compound, and a fine of the bribe amount.[9]
- Unlawful flight intrusion
- Only licensed persons and their mounts were allowed to fly over Waterdeep.[12] This crime's definition included flying via aerial or magic, and was punishable by a fine of 300 gp and an edict. However, if one flew over Waterdeep illegally in wartime, the offender could be punished with instant death.[9]
- Hampering justice
- This was punishable by enforced hard labor up to a tenday, and a fine up to 200 gp.[8]
- Blasphemy against foreign ambassadors
- This was punishable by up to 1 tenday of imprisonment and light work within the Castle compound, a fine of 50 gp, and an edict.[9]
- Vandalism
- This was punishable by imprisonment in the dungeons up to a tenday, a fine of 100 gp, and/or damages covering the cost of repairs.[8]
- Theft
- This was punishable by flogging and imprisonment in the dungeons up to a tenday, or enforced hard labor up to 1 year, or a fine equal to the value of the stolen goods.[8]
- Vagrancy
- This was punishable by imprisonment in the dungeons overnight.[9]
- Littering
- Brandishing a weapon without due cause
- This crime's definition did not consider a brawl as "due cause," unless one was menaced with a weapon. This was punishable by imprisonment in the dungeons overnight, as well as a fine of 1 gp.[9] By 1492 DR, the punishment had been increased to imprisonment up to a tenday, and/or a fine up to 10 gp.[8]
- Dangerous operation of a coach, wagon, litter, etc
- This crime's definition included the dangerous operation of airborne vehicles. This was punishable by a fine of 5 to 50 gp, as well as any punishments resulting from the death or wounding of any citizens.[9]
- Repetition of any Lesser or Minor offense in this Plaint
- This was punishable by imprisonment in the dungeons for 1 month, a fine up to 1,000 gp, and an edict.[9]
Crimes Against the Gods[]
- Defiling of a holy place
- This crime's definition included the burglary, arson, or vandalism of a temple. This was punishable by exile of 5 years and paying damages, or enforced hard labor up to 5 years, or imprisonment in the dungeons and paying damages.[9]
- Theft of temple goods or offerings
- This crime's definition also included the spoiling or consumption of the goods and offerings. This was punishable by imprisonment in the dungeons for up to 1 month, and paying damages double the value of the goods.[9] By 1492 DR, this punishment had been slightly lessened to imprisonment up to a tenday and paying damages double the value of the goods.[8]
- Tomb-robbing
- Assault upon a priest or lay worshiper
- This was punishable by damages up to 500 gp and an edict. This would be compounded upon any murder or assault charges in the Fourth Plaint.[10]
- Public blasphemy of a god or priesthood
- Disorderly conduct at worship
- Repetition of any Lesser or Minor offense in this Plaint
- This was punishable by imprisonment and light work in the Castle compound up to 1 tenday, a fine up to 1,000 gp, and an edict.[9]
Crimes Against Citizens[]
By 1492 DR, the specific assault laws in the Fourth Plaint had been combined into a general law on assault. Under this general law, assaulting a citizen resulted in imprisonment up to a tenday, flogging, and paying damages up to 1,000 gp.[8]
The unintentional wounding or killing of bystanders while engaged in noble causes (for example, destruction of surroundings while fighting evil) was not officially recognized as anything other than a crime. However, the Magisters and Lords recognized this factor on a case-by-case basis, sometimes entering into an agreement with heroes to pay damages "behind closed doors," and without a trial.[13]
- Murder
- Murder without justification
- Murder with justification
- Murder in self-defense
- Settling on a charge of murder in self-defense required witnesses and a Magister's full confidence in their testimony. This was punishable by exile for a tenday, a fine from 20 to 50 gp, a small amount of damages paid to the victim's kin, and occasionally an edict.[14]
- Rape
- Assault resulting in mutilation or crippling
- Magical assault
- Forgery (not including official city documents)
- This was punishable by exile up to 20 years, mutilation, and confiscation of all property except one weapon, one tenday's rations, and the offender's clothes worn at the time of sentencing.[10]
- Slavery
- This was punishable by exile up to 10 years, as well as flogging if shackling or physical cruelty was observed from the slaver.[10] By 1492 DR, this punishment had changed to flogging and enforced hard labor up 10 years.[8]
- Suspected transactions involving slaves were watched extremely closely by the City Guard, Watch, and their magical allies. Slavers would often be immediately imprisoned, allowing the slave time to escape.[15]
- Robbery
- This was punishable by enforced hard labor up to 1 month, a fine of 500 gp, and damages paid according to the value of the goods lost.[10]
- Burglary
- This was punishable by imprisonment in the dungeons up to 3 months, a fine of 500 gp, and damages paid according to the value of the goods lost.[10]
- Theft or killing of livestock
- Using magic to influence a citizen without consent
- This was punishable by a fine or damages up to 1,000 gp, as well as an edict.[8]
- Usury
- This was punishable by damages paid to the victim.[10]
- Damage to property
- This was punishable by a fine of up to 500 gp, damages covering the value of the goods lost, as well as an edict.[10] By 1492 DR, this had been bundled into a law covering the damage of property and livestock (not counting arson), and was punishable by a fine of up to 500 gp and damages covering the cost of replacement.[8]
- Assault resulting in wounding
- Assault on livestock
- This was punishable by a fine of up to 500 gp, as well as damages covering the cost of medical attention. If the livestock's breeding capability was damaged, maximum damages applied.[10] By 1492 DR, this had been bundled into a law covering the damage of property and livestock (not counting arson), and was punishable by a fine of 500 gp and damages covering the cost of replacement.[8]
- Unlawful hindrance of business
- This crime's definition including blocking access to a business without permission, as well as attempting to drive away business. This was punishable by paying damages up to 500 gp, as well as an edict.[10]
- Blackmailing or intimidating a citizen
- This was punishable by a fine or damages up to 500 gp, as well as an edict.[8]
- Assault without wounding or robbery
- Disturbing the peace
- Repetition of any Lesser or Minor offense in this Plaint
- This was punishable by imprisonment in the dungeons up to 1 week and paying damages double the normal cost, or imprisonment and light work in the Castle compound, and paying damages double the normal cost.[10]
Other Laws[]
Bounty Hunters[]
In 1400 DR, the Masked Lords issued an edict declaring bounty hunting legal. The edict was known as the Tarnsmoke Proclamation, and allowed Waterdhavians to hire bounty hunters to seek out those who had wronged them—either to force them to repair their debts, or to eliminate the outlaws. Bounty hunters could be hireswords, but were usually adventurers.[16]
Debts[]
Debts, whether to another citizen or the city, were common in Waterdeep. Debts were often incurred via inability to pay a fine or damages after sentencing, or resulted from a personal matter with another citizen.[7]
In the case of the former, the debtor usually had twenty days from their sentencing to pay off their debt, and usually spent this time working in order to pay it off. Depending on who they owed it to, the debtor worked for the person owed, or for the city. Often, city workers repaired sewers, roads, and walls.[7]
In extreme cases, debtors could opt to become temporary soldiers for Waterdeep. If they survived and made it back to the city, their debt was forgiven. Other extreme cases included the seizing of the debtor's property and possessions; this was rare, and could only be done with a Lord approving a recommendation by a Magister, a senior City Watch officer, or another Lord.[7]
Citizens hoping to prove a personal debt were required to provide a written contract, or at least a note, to a Magister. This incentivized nearly all merchants in the city to keep carefully written records, even if their business was illegal—they would simply change the names of the items being traded or sold on the records.[7]
Discovery of Bodies or Remains[]
Upon the discovery of a body, or the remains of one, the City Watch was always called to the scene. The City Watch would then conduct their investigation and write a report, which would be delivered to the duty clerk of the Open Lord at the Palace of Waterdeep. The report was read by both the duty clerk and the City Watch liason officer on duty in the Open Lord's office. If a noble family, guild, or any organization was suspected to be involved, the mage Elminster or his acting security chief would be alerted.[14]
Bodies could be kept for examination in the deep cellars of the Palace of Waterdeep, but were often autopsied in Waterdhavian temples. If the deceased was not identified as a worshiper or clergy at a particular temple, the body would be taken to the Pillars of Suffering, a temple of Ilmater.[14]
If hostile magic was detected, investigations would be undertaken to determine whether the magic was small-scale and "personal" or a threat to the city. Small-scale magic would cause the Watch to alert the Open Lord's personal assistant, as well as the reception officer in the Watchful Order of Magists and Protectors. Detecting magic as a means of death would instead require a careful transportation in a caravan strongchest to Castle Waterdeep, where the Watchful Order would assist with the autopsy.[14]
Once the autopsy was complete, the deceased's kin, business partners, and fellow Guild members would be contacted for their burial wishes. The choices ranged from expensive burials in temples or the City of the Dead, cremation, or "vanishing" via the Rat Hills. From there, Palace courtiers would settle the deceased's rents, debts, and generally ensure their dealings and businesses were handled.[14]
Drugs[]
A Lords' Edict banned the making and selling of drugs in Waterdeep, though it was not illegal to use or possess them. Disobeying this edict resulted in the sentence of willful disobedience of any edict, in the First Plaint. The same punishment applied; non-citizens and those who did not own land would be punished via exile, while land-owning citizens would be punished via fine.[17]
Being caught with small or large amounts of drugs usually incurred a sentence only for commoners, who were assumed to be selling them. Unless the person could prove they were a member of the Guild of Apothecaries & Physicians, or working for them, they were sentenced under the edict.[17]
Guild Law[]
Guild Law, as the name suggested, were laws enacted by the many guilds in Waterdeep. Guild Law was distinct from the laws of Waterdeep, and could not conflict with or override them in any way.[18] Guilds were, however, mentioned in legal documents dating back to the age of Ahghairon, and they were enforced by Magisters and the City Watch. For all intents and purposes, they were considered on par with the laws of Waterdeep by many.[19][20]
Imitation or Mocking of Heraldic Devices[]
A Lords' Edict forbade the mocking, resemblance, or duplication of the heraldic designs of Waterdeep, its Lords, or its nobles. This was especially relevant to the Most Excellent Order of Weavers and Dyers, who produced garments made-to-order. Only Guilds, nobles, and those with legal rights to the heraldic designs could order work with the patterns, and only after producing a written request with a Magister's signature.[21]
Pave and Repair to Streets[]
A Lords' Edict decreed that a guild be formed to pave and repair the streets, in order to prevent war between the Cellarers' & Plumbers' Guild and the Guild of Stonecutters, Masons, Potters, and Tile-makers. The guild was gathered from over 200 craftsmen from both guilds, and made into the Loyal Order of Street Laborers.[22]
Places of Worship in the City of the Dead[]
A Lords' Edict banned constructing any temple, shrine, or worship space within the City of the Dead. This was done to prevent priests from claiming the Ward as sacred ground and therefore charging fees for access to it.[23]
Smokepowder[]
Smokepowder, a highly flammable and explosive powder used in firearms, was banned in Waterdeep. Only the City Guard and a few mages from the Watchful Order of Magists and Protectors were allowed to possess it, and only in small amounts.[24]
Taxes and Fees[]
In the late 15th century, in the first year of the reign of Dagult Neverember as Open Lord, Waterdeep began collecting a monthly tax from its inhabitants.[note 2] 1 shard (equal to one silver piece) per person above the age of ten years was required, and collected by the City Guard on the last day of each month.[25]
Paying 1 dragon in order to exempt oneself from the tax for the year was accepted, but a writ was required to be produced and displayed whenever the City Guard visited. If one did not answer when the Guard visited, a notice of debt was attached to the door. The debt was required to be paid by the end of the next month to any Magister.[25]
Tax dodging on the last day of every month was common; as even individuals with no fixed housing were taxable if they were found in any sort of building. The streets were often clogged with "taxing traffic," full of those hoping to avoid the City Guard's tax.[25]
Guilds were charged a "per-head" tax, based on the amount of members registered with them. The Guilds paid this tax to the Palace of Waterdeep, via the dues charged to their members.[26]
Property taxes were also levied annually, sometimes variably depending on the size of a building. Each building was assigned a "roll number" identifying them on the tax rolls, and the tax rate was generally lower than 1% of the property's price. Taxes were reviewed and raised every twenty years. Properties that were rented out had this tax paid by the landlord, who in turn received this sum from their renters.[26]
The city often subsidized this tax for temples based on the amount of lay worshipers they had, in the form of trade bars or coin from the coffers of the Palace of Waterdeep.[26]
Other activities requiring a fee included:
- • Rental of a stall in the Market, a daily fee of 1 nib (equal to 1 copper piece)[25]
- This fee covered the exclusive use of the stall's location, Watch patrols, and freedom to set prices rather than adhere to Guild-set prices. If the stall belonged to a Guild member, the Guild paid this fee.[27]
- • Conviction by a Magister or Lord for any crime, a fee of 1 shard (equal to 1 silver piece)[25][27]
- • Caravan wagon leaving the city, a fee of 1 dragon (equal to 1 gold piece)[25]
- • Vessel docking in Waterdeep for up to 14 days (excepting city ships or diplomatic vessels), a fee of 5 dragons.[25]
- This fee covered Watch patrols, dock space, fresh water, ballast, and the right to dump ballast or spoiled cargo in a specific area.[27]
- • Selling of a sword, a fee of 1 dragon.
Specific circumstances required extra taxes to be levied:
- • Fire destroying a large portion of the city, a fee of 1 dragon per household.[25]
- Fire was uncommon; and this tax was rarely required.[27]
- • Needed repairs or expansion to City Walls or the harbor, a fee of 1 dragon per household.
- This was often referred to as a "wall tax" or "harbor tax," and the tax directly went to these repairs.[25]
- • Mercenaries hired by the city, a fee of 1 shard per household each tenday.
- This tax provided a payroll for the mercenaries, and continued until the Lords repealed it.[25]
Law Enforcement[]
The law was primarily enforced by the City Watch, the local police force. After the City Watch, in ascending order, the law was enforced by the City Guard, Force Grey, and occasionally the Red Sashes. The Watch and Guard had the power to arrest individuals or bring them in for questioning.[30]
Legal System[]
A crime could be reported to any Watch officer, often at one of the many watch posts throughout the city.[11] Only officers of the city could charge someone with a crime; notably, temples and priesthoods were forbidden from charging someone with a crime under the Third Plaint.[2] Any person being accused of a crime was immediately brought to a courthouse and detained until a Magister could see them in the Common Courts, where their trial would begin.[31] There was no bail in Waterdeep.[32]
A Lord was able to dismiss any charges, though this was extremely rare.[33] Magisters had the power to pass instant judgement on any crime, save for crimes marked as "Severe." However, most of these instant sentences were conditional, based on witness testimony.[4][32]
Though lawyers were banned from working in Waterdeep, "professional witnesses" could be hired to state their client's case to the Common Courts.[32] These were also known as "lawspeakers," and were more often skilled orators and actors, rather than educated on the finer points of the law.[34] Lying to the court would incur expulsion from the city.[33]
Any citizen was allowed to speak at a trial, and within the court they were known as an "intervenor." No groups or Guilds, however, could be called upon to give evidence unless summoned by the Magister. Guild members could testify, however, as long as it wasn't as a representative of a group or Guild.[34]
After a trial with the Magister in the Common Courts, the accused was allowed to appeal their case to the Lord's Court within two days.[32][4] This period was briefly extended to nine days in 1368 DR,[2] but it had quickly been rolled back to two days by 1372 DR.[32]
The accused had to be sure that they had a solid legal basis in appealing, as insubstantial cases were often given a harsher sentence than the magister's.[35] As well as this appeal, any Masked Lord could overturn a Magister's ruling.[1]
The Lord's Court was held at highsun by the Open Lord and two other Masked Lords, and occasionally accompanied, or replaced by, two other Magisters, neither of whom was the Magister whose ruling was appealed.[4][32][36] Starting from 1273 DR, people were encouraged to speak freely, "for the length of a short candle's burning," before the Lord's Court.[37][38] The Lord's Court also heard all crimes classified as "Severe," as well as succession and inheritance disputes.[32]
Historically, death sentences for commoners and soldiers commenced via hanging at highsun, on the battlements of Castle Waterdeep. Nobles sentenced to die were beheaded in front of the gates of the Palace of Waterdeep. Floggings were often carried out in the Court of the White Bull.[33]
By 1492 DR, these sentences were less public. All executions were conducted behind the walls of Castle Waterdeep, and floggings were carried out in the watch post nearest the sentencing.[1]
In the case of paying fines or damages, Lords and Magisters usually demanded a partial payment immediately. The convict's kin or business partners were never held liable for the debt, unless it was proven that they had aided, abetted, or coerced them into the crime.[2]
Appendix[]
Notes[]
- ↑ Canon material does not provide a year for the events described in Waterdeep: Dragon Heist, but Christopher Perkins answered a question via Twitter and stated the year was 1492 DR. Corroborating this, Dragon Heist page 20 refers to events of Death Masks (set in 1491 DR) as being "last year". Unless a canon source contradicts this assertion, this wiki will use 1492 DR for events related to this sourcebook and Waterdeep: Dungeon of the Mad Mage (which is referenced on pages 5 and 98 of Dragon Heist).
- ↑ Canon material does not provide a year for when Dagult Neverember became Open Lord of Waterdeep, however an approximate date can be derived from 4th edition sources. The Neverwinter Campaign Setting, set in 1479 DR, states that Neverember was already Open Lord as of his arrival in Neverwinter (p. 8), which is dated to 10 years prior to that book's events (see pp. 90 and 138). In addition, the novel Blackstaff Tower, set in Nightal of 1479 DR, indicates that the previous Open Lord was still in office as of 12 years prior to that book's events (ch. 5). These sources suggest that Dagult Neverember became Open Lord sometime between 1467 DR and 1469 DR, which is the most precise date available without using sources lower in the canon hierarchy. A more precise date can be derived from the 2013 game Neverwinter, which states that he arrived in Neverwinter "16 years [after the cataclysm]" (referring to the eruption of Mount Hotenow in 1451 DR): for him to have already been Open Lord at this time, his tenure would need to have begun in either 1467 DR or 1468 DR. An alternative date for the start of his Open Lordship is 1479 DR, which was offered by Ed Greenwood in two separate Twitter threads (from November 2018 and December 2019), although the first tweet is qualified with a disclaimer: "if lore notes passed to me by other sages of the Realms are correct". This date is contradicted by canon sources in addition to those identified above, notably the novella Cold Steel and Secrets, in which Dagult Neverember is the Open Lord during 1478 DR, and in the adventure Waterdeep: Dragon Heist, in which he is stated to have been Open Lord during 1475 DR (p. 88).
See Also[]
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 167. ISBN 978-0-7869-6625-7.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 77. ISBN 0-5607-6868-1.
- ↑ Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 17. ISBN 0-88038-490-5.
- ↑ 4.0 4.1 4.2 4.3 Ed Greenwood and Jeff Grubb (September 1988). City System. Edited by Karen Boomgarden. (TSR, Inc.), p. 6. ISBN 0-8803-8600-2.
- ↑ Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 18. ISBN 0-88038-490-5.
- ↑ 6.0 6.1 Ed Greenwood and Jeff Grubb (September 1988). City System. Edited by Karen Boomgarden. (TSR, Inc.), p. 7. ISBN 0-8803-8600-2.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 80. ISBN 0-5607-6868-1.
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 8.25 8.26 8.27 8.28 8.29 8.30 8.31 8.32 8.33 8.34 8.35 8.36 8.37 8.38 8.39 8.40 Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 222. ISBN 978-0-7869-6625-7.
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 9.14 9.15 9.16 9.17 9.18 9.19 9.20 9.21 9.22 9.23 9.24 9.25 9.26 9.27 9.28 Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 78. ISBN 0-5607-6868-1.
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 79. ISBN 0-5607-6868-1.
- ↑ 11.0 11.1 Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 168. ISBN 978-0-7869-6625-7.
- ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 164. ISBN 978-0-7869-6625-7.
- ↑ Ed Greenwood (2025-09-09). Lost Lore of the Realms 18. Ed Greenwood's Patreon. Retrieved on 2025-12-29.
- ↑ 14.0 14.1 14.2 14.3 14.4 Ed Greenwood (2025-10-06). Lost Lore of the Realms 22. Ed Greenwood's Patreon. Retrieved on 2025-12-29.
- ↑ Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 81. ISBN 0-5607-6868-1.
- ↑ Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 106. ISBN 0786960345.
- ↑ 17.0 17.1 Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 41. ISBN 0786960345.
- ↑ Ed Greenwood and Jeff Grubb (September 1988). City System. Edited by Karen Boomgarden. (TSR, Inc.), p. 19. ISBN 0-8803-8600-2.
- ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 172. ISBN 978-0-7869-6625-7.
- ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 173. ISBN 978-0-7869-6625-7.
- ↑ Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 42. ISBN 0-88038-490-5.
- ↑ Ed Greenwood and Steven E. Schend (July 1994). “Who's Who in Waterdeep”. City of Splendors (TSR, Inc), p. 49. ISBN 0-5607-6868-1.
- ↑ Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 29. ISBN 0-88038-490-5.
- ↑ Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 126. ISBN 0786960345.
- ↑ 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 169. ISBN 978-0-7869-6625-7.
- ↑ 26.0 26.1 26.2 Ed Greenwood (2025-09-01). Lost Lore of the Realms 17. Ed Greenwood's Patreon. Retrieved on 2025-12-26.
- ↑ 27.0 27.1 27.2 27.3 27.4 Ed Greenwood and Steven E. Schend (July 1994). “Who's Who in Waterdeep”. City of Splendors (TSR, Inc), p. 32. ISBN 0-5607-6868-1.
- ↑ Ed Greenwood and Steven E. Schend (July 1994). “Who's Who in Waterdeep”. City of Splendors (TSR, Inc), p. 33. ISBN 0-5607-6868-1.
- ↑ Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 75. ISBN 0-5607-6868-1.
- ↑ Ed Greenwood and Jeff Grubb (September 1988). City System. Edited by Karen Boomgarden. (TSR, Inc.), pp. 5–6. ISBN 0-8803-8600-2.
- ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 80. ISBN 978-0-7869-6625-7.
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 32.6 Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 14. ISBN 0-7869-3693-2.
- ↑ 33.0 33.1 33.2 Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 20. ISBN 0-88038-490-5.
- ↑ 34.0 34.1 Ed Greenwood (2025-10-23). Lost Lore of the Realms 24. Ed Greenwood's Patreon. Retrieved on 2025-12-29.
- ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms. (TSR, Inc). ISBN 1-5607-6617-4.
- ↑ Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 53. ISBN 0786960345.
- ↑ Ed Greenwood and Steven E. Schend (July 1994). “Campaign Guide”. City of Splendors (TSR, Inc), p. 31. ISBN 0-5607-6868-1.
- ↑ Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 14. ISBN 0-88038-490-5.