- Mercenary Companies
- Psionic Organizations
- Underdark Organizations
- Minor Valorous Organizations
- Organizations of Waterdeep
- Organizations of the East
- Demon-led Organizations
- Cult of the Dragon
- Druids of the Tall Trees
- The Emerald Enclave
- Fellowship of the Purple Staff
- Fire Knives
- Guardian of the Weave
- Hand of Vengeance
- Marshals and Heralds in the Realms
- Knights of the Flying Hunt
- Knights of Imphras II
- Knights of the North
- The Lords' Alliance
- Order of the Grand Snakemaster
- People of the Black Blood
- Red Wizards of Thay
- The Seven Sisters
- The Soft Claws
- The Xanathar's Guild
- The Zhentarim
Since the founding of Nimoar's Hold in the Year of the Curse (882 DR), wealthy merchant families in what is now Waterdeep have claimed the mantle of nobility. In some cases, such claims were based on the awarding of nobility to the familial line by another sovereign realm; in others, such claims reflected the aspirations of a powerful family with the means to demand such honorifics from their neighbors.
In the Year of the Cockatrice (1248 DR), the Lords of Waterdeep recognized the merchant gentry, marking the formal beginnings of the Waterdhavian nobility. In some cases, they retroactively acknowledged a longstanding claim, allowing the family to date its ennoblement to an earlier date. However, the Lords carefully insisted there was no established order of precedence or seniority, preventing the formal establishment of an "old guard."
Ahghairon proposed the establishment of a nobility as both a matter of practicality and of diplomacy. From a practical stand-point, the chaotic use of widely varying titles among the populace prompted all manner of disputes and feuds and threatened the authority of the Lords. (At one point, there were no less then twelve "Dukes of Waterdeep" among just three families.) As a diplomatic carrot, the city used the granting of titles to lure powerful, land-owning lords from the surrounding countryside and wealthy merchants from lands far away into the city. In so doing, Ahghairon drew new wealth to the city and prevented the emergence of numerous tiny statelets in Waterdeep's backyard that might incessantly war among themselves and thus threaten the city's prosperity.
Since the Year of the Cockatrice, noble families have been granted the right to bear arms, including small private armies of up to seventy warriors. (Non-noble families, businesses, and individuals are restricted to sixteen warriors by edict of the Lords.) Nobles have also been granted the right to bear "arms of grace," a coat-of-arms borne by all warriors and low-ranking servants in their service. The noble families have always been required to contribute one percent of their annual earnings to the city coffers, payable each Midsummer, for the defense and maintenance of the city. Slave trading is forbidden, and all families were required to renounce it upon induction in the Year of the Cockatrice (1248 DR). Several backsliding houses (including Anteos, Kormallis, and Thann) were required to renounce it again upon the restoration of the Lords' rule in the Year of the Wagon (1273 DR).
Over time, the rate at which new families are ennobled by the Lords of Waterdeep has greatly diminished. Effectively, Waterdeep's nobility is now a "closed shop," as no new family has been ennobled since the Year of the Snow Winds (1335 DR). As Waterdeep's power has grown, the need to lure minor nobles from the surrounding countryside into the city has diminished, and the current families have no interest in reducing the value of their pedigrees by "sharing the wealth," as it were. In recent years, there has been some talk of ennobling the Duke of Daggerford and thus drawing that town more formally into Waterdeep's orbit, but for now such discussions have gone nowhere.
All noble families are considered at least "minor organizations," once you include servants, retainers, and the like. Almost all noble families are "isolated" in racial make-up (at least among the blooded kin), with noble members almost exclusively human. (Rare exceptions include families with half-elves, half-dragons, tieflings, liches, mummies, werewolves, or yuan-ti among their living relatives.)
In the current era, the number of actual nobles per noble family varies between a dozen and six dozen, but such figures include all acknowledged relatives, sometimes as far as fourth cousins from the current patriarch. Typically, the number of blood relatives of the patriarch of each family resident in the city is about fifteen or so.
Titles, lands, and funds can be inherited by any child or heir of a noble patriarch or matriarch. The standard practice in the Waterdeep assumes the eldest child (regardless of sex) inherits the title and the majority holdings of a family, with younger siblings and other relations getting lesser legacies. Living rulers of a noble family can proclaim a different heir should they choose, but such a proclamation must take place in the Lord's Court and be confirmed by the Lords, keeping the city rulers appraised of who stands to inherit the lands and titles (and avoiding any problems with contesting the inheritance after a ruler's passing). The changing of an heir is rare, although a number of heirs have refused family lands and titles, dedicating their lives to religious orders or adventuring. In cases where leadership of the family is contested, the Lords of Waterdeep make the final determination.
Matriarchal families are not uncommon in Waterdeep. Established matriarchs wishing to marry a nobleman can choose to adopt his name and family holdings (at which time she would abdicate her title and legacy to her chosen heir), or her husband can become a matriarch's consort (at which time he would abdicate any former family inheritances and holdings in order to share in his wife's title and station). If either spouse (or both) is a solitary heir with no heirs to receive his or her title, the family portfolios can combine under one name and one titular head of house or create an entirely new dynasty.
Some noble families, such as the Houses Deepwinter and Maernos, do go extinct, but the Lords usually work behind the scenes to arrange a hasty marriage to prevent such occurrences. Aside from the Houses Gildeggh and Zoar, there have been four such extinctions over Waterdeep's history. Many wealthy, would-be nobles have viewed such extinctions as an opportunity for their own elevation to the nobility, but in practice there is little tie between the two.
Ascending to the Nobility
Although it is often easier to marry into an existing noble family, individuals of wealth and influence can petition the Lords of Waterdeep to ennoble them and their descendants. Although the Lords of Waterdeep have never spelled out strict criteria for granting such petitions, some informal strictures have been deduced by would-be nobles over the years:
- An individual should have demonstrable personal wealth, in excess of 25,000 gp, that has been largely acquired through mercantile endeavors. (Adventurers who recover large amounts of treasure do not provide the same ongoing economic impact to Waterdeep as a wealthy merchant who employs hundreds of Waterdhavians.)
- An individual should reside in Waterdeep except when wintering in the South or leading trade expeditions.
- An individual should own several significant properties in the City of Waterdeep.
- An individual should play a prominent role in one or more guilds.
- An individual should be human. (Although some Lords might wish otherwise, the other families are unlikely to accept a nonhuman ennobled family any time soon.)
- An individual should be "sponsored" by at least five other noble families.
The key criterion is, of course, the last one. It takes a staggering amount of wealth, connections, debts, charitable giving, bribes, and humility to get five noble families to agree that it is in their best interest to add a new family to the nobility.
House Adarbrent is one Waterdeep's leading shipping clans, with strong ties to the navy and the Master Mariners' Guild.
History: Lord Royus and his father came to Waterdeep from Cormyr in the Year of Storms (1310 DR). The Adarbrent Shipping Company was a success from the start and the family joined the nobility a mere seven years later. Lord Royus now has the third largest fleet of ships in Waterdeep (after the City Guard and Guild of Watermen).
Plots & Intrigues: House Adarbrent initiated the Horizon Armada, a league of noble ship owners, and continues to play a key role in the command of the fleet and the creation of the resulting maps. Initially, the Adarbrent clan made a fortune on the trade with New Waterdeep, and several of Royus brothers set up shop in the new world. Thanks to Beshaba's fickle hand, the Deepwater War and the assault on Evermeet hurt the Adarbrent fleet much more than its partners, leaving the house in dire financial straits. Now, Lord Royus is reluctantly entertaining offers of large amounts of money at very reasonable rates from his daughter's father-in-law, whose only condition is that the Adarbrents sign a contract with the Rundeen. Through an intermediary, Lord Royus is looking to hire a band of adventurers with no previous connection to House Adarbrent to investigate the business dealings of Fahd yn Sarsor al Nisr to see what he might be getting into if he accepts the offer.
House Adarbrent (Minor Noble): AL LG, NG; 15,000 gp resource limit; Membership 86; Isolated (73 human, 8 halfling, 3 half-elf, 2 other); Salary 11 gp/month for house agents or stipend of 75 gp/month for clan members (no cost to join).
Authority Figure: Royus Adarbrent (see below).
Important Characters: Alroy Adarbrent (see below); Ellis Adarbrent (see below); Syllia Adarbrent (see below).
Associated Classes: Aristocrat, expert, fighter, rogue.
Associated Skills: Appraise, Diplomacy, Forgery, Knowledge (local), Knowledge (nobility and royalty), Profession (sailor).
Requirements: If you are an agent of the House, you must serve an average of 20 hours per tenday attending Adarbrent business. If you are a member of House Adarbrent, you must devote an average of 30 hours per tenday to dealing with House business.
Favored in Guild Fringe Benefit: Your connections with Waterdeep's merchant nobility give you a jump on finding the best market for a valuable item. Once per character level, you can sell a magic item for 100% of its market value (or an art object or gem for 120% of its normal value).
Special: You can only be a clan member if the DM approves.
Key members of House Adarbrent include:
Alroy Adarbrent: Alroy (NG male Chondathan human aristocrat 1/expert 9) is a thin, weak man with a keen mind and perpetual cough. He is one of the best navigators in the city, having completed the arduous trip to New Waterdeep and back. This committed bachelor swore off women after being spurned by Galinda Raventree (who was barely aware of his interest) in favor of Regnet Amcathra, but he is now spending a great deal of time with Myrna Cassalanter.
Ellis Adarbrent: Born in the Year of the Moonfall (1344 DR), the third son of Royus, Ellis (LG male Illuskan aristocrat 3), is a very quiet man who stutters when he gets nervous. After completing an apprenticeship at Laran's Cartographers, he is now a senior cartographer at Horizon's Sails and close friend of Winter Zulth.
Royus Adarbrent: The aging patriarch of House Adarbrent, Royus (LG male human aristocrat 9) mourns the loss of his wife many years ago and is consumed with worry that the family is not in a strong enough financial position to weather his death.
Syllia Adarbrent: Syllia (CG female Illuskan aristocrat 1/fighter 1) is a spitfire with flaming red hair with temper and tenacity to match. A born seafarer, Syllia is captain of the Hippocampus, flagship of the Horizon Armada, and a member of Those Who Harp. This past spring, Syllia impulsively married her lover and fellow Harper, Farid yn Fahd al Nisr (CG male Calishite human wizard 5), to the dismay of her father and brothers. At the beginning of the season, the two set off for New Waterdeep and points beyond and have yet to return. Unfortunately (and unbeknownst to her), Farid's father, Fahd yn Sarsor al Nisr (CE male Calishite human commoner 9), is a First Yrshelem of the Rundeen, with designs on the Adarbrent shipping fortunes.
House Amcathra has a long and distinguished history in the service of Waterdeep, and a wide variety of trading interests.
Scions of House Amcathra are active patrons of The Splendid Order of Armorers, Locksmiths, & Finesmiths as well as The Vintners', Distillers', & Brewers Guild. In addition, Lord Arilos just became Senior Master of the The Stablemasters' & Farriers' Guild.
History: House Amcathra traces its lineage back to Rorgar Amcathra, a talented swordsmith who established a large horse-farm on the outskirts of Rowan Hold (now Amphail) in the wake of the First Trollwar, correctly perceiving a need to replenish the ranks of Waterdeep's much-depleted cavalry. The family grew wealthy in the years that followed, plowing its profits back into vineyard they built in the foothills of the Sword Mountains and nurturing the growth of a half dozen hamlets that fell within their lands. In the Year of the Cockatrice (1248 DR), Lord Hargrym Amcathra, great-grandfather of the current lord, accepted Waterdeep's offer of nobility and moved his family into the city, and House Amcathra has continued to prosper ever since.
Plots & Intrigues: The blades of House Amcathra have long been acknowledged as the finest to be found in the City of Splendors, a reputation that has long been profitable for the family. Recently, however, House Gralhund has begun selling blades at cut-rate prices that seem far superior to those produced by House Amcathra.
Lord Arilos is gravely concerned of the effect on the family's finances should House Gralhund acquire a better reputation for blademaking. He suspects, but cannot prove, that the dramatic improvement in House Gralhund's blades results from a new alloy of metal unavailable to their competitors. The lord of House Amcathra is now looking for adventurers to determine the source of House Gralhund's recent ascendance. In particular, he hopes to either embarrass the rival house or, better yet, acquire a similar source for metal ingots for the forges of House Amcathra.
The newfound source of metal for House Gralbund's weapons is the duergar of Clan Xundorn. Specifically, House Gralhund has been trading with Thaglar's Foundry, shipping steel ingots laced with mithral to the surface and sending coins, food, and ale into the depths in exchange. If House Amcathra could obtain access to similar ingots, its superior craftsfolk could possibly produce even better blades than those emerging from the smithies of House Gralhund.
Mourngrym Amcathra: The Lord of Shadowdale (NG male Condathan human fighter 8) is a physically fit, neatly trimmed man with brown hair and beard. He has long been absent from the family affairs, but is now playing host to his aged parents, Challas (NG male Tethyrian human aristocrat 9) and Mu (LG female Tethyrian human aristocrat 9).
Galinda Raventree Amcathra: Galinda (CG female Tethyrian human aristocrat 5/expert 2), recently married to Regnet Amcathra, is one of Waterdeep's leading socialites and, until recently, one of its most desirable ladies. The younger sister of Lord Surakh Raventree is now the mother of two, but producing heirs for House Amcathra has not stopped her from hosting Waterdeep's annual costume ball or engaging in rumormongering. Galinda greatly dislikes Myrna Cassalanter and enjoys beating her own game. She can be contacted at the Amcathra villa.
Regnet Amcathra: The younger brother of Arilos (NG male Chondathan fighter 5) is a tall man with curly brown hair and a fierce temper. Famed for his tastes in clothes and drink, he has friends and enemies in nearly every tavern in town. He considers Danilo Thann, Civilar Emmer Jundhyl. Mother Tathlorn, and Scirkhel Wands among his closest confidantes. He is also a founder of the Deep Delvers adventuring company. Regnet has settled down since marrying Galinda Raventree. Myrna Cassalanter continues to badmouth the pair whenever she can, but most folk ignore such sniping.
House Moonstar is one of Waterdeep's oldest families, with strong ties to the Church of Selûne, the Master Mariners' Guild, and the Surveyors', Map & Chart-makers' Guild.
History: The history of House Moonstar is largely recounted in the discussions of the Church of Selûne and the Church of Shar.
Plots & Intrigues: The endless war between Lord Alathene and Lord Vanrak has long consumed the scions of House Moonstar. The current generation took it as a personal affront when Shar's avatar impersonated the Moonmaiden during the Time of Troubles, and it has redoubled its efforts to discover Lord Vanrak's hidden redoubt in the depths of Undermountain.
In recent years, Lord Helve has sponsored no less than a dozen adventuring companies to delve the depths of Undermountain in hopes of finding his trail but so far to no avail. This has led to the despairing conclusion that there might simply be no physical link between the hidden temple of Shar and the rest of Undermountain.
The rise of the Shadow Thieves and their ability to slip between the shadows has given Lady Alathene a new idea: She intends to send a band of adventurers into the Plane of Shadow to establish a temporary base. From there, companies of adventurers chartered by House Moonstar can search for Lord Vanrak's Undermountain in the shadow analog of Undermountain and then attack it from its point of greatest weakness. Of course, finding a band of adventurers able and willing to embark on a long sojourn on the Plane of Shadow is proving to be a challenge.
Alathene Moonstar: Lady Alathene (CG archlich [augmented Illuskan human] wizard 15/arcane devotee 5 [Selûne]), long associated with Selûne's faith in the City of Splendors, is old and beautiful, with the regal air of centuries-old aristocrat. She resides primarily at the Blushing Mermaid, but she can frequently be found in her laboratory in the deepest cellars of the Vault of Stars. Lady Alathene is consumed with the hunt for her brother, Lord Vanrak, and she will stop at nothing to make him pay for his crimes.
Feluna Moonstar: Feluna (NG female afflicted werecat [augmented Illuskan human] cleric 5 [Selûne]) is the young, almost ethereally beautiful sister of Lord Rober. She evinces many of the personality traits commonly associated with felines, including a strong streak of independence, a nocturnal bent, and a hunter's mindset. Feluna first manifested her lycanthropic abilities during the Time of Troubles after being kidnapped and left bound and gagged in the sewers for several days. The Moonmaiden answered her pleas for aid by transforming her into a cat. She now serves at the House of the Moon as one of the Called, having grown comfortable with her newfound abilities.
Helve Moonstar: Helve (NG male Tethyrian aristocrat 9) is tall and of regal demeanor, with youthful muscles have that run to fat over the years. He was originally a captain in the Waterdhavian cavalry's Guard, but a vicious sword cut to his right leg cost him the long-term career he had been seeking and drove him into the family business, much to the delight of his father. While rebellious at first, Helve has matured and, with the guidance of his wife, successfully enlarged the Moonstar holdings. Helve secretly fears that his heir, Rober, does not have what it takes to be head of the clan, and he has taken to quietly testing his other nephews and nieces to see if one of them would make a better choice to succeed him.
Vanrak Moonstar: Lord Vanrak (NE male death knight [augmented Tethyrian human] ranger 2/cleric 4/nightcloak 10 [Shar]), the Dark Ranger, has long been the bogeyman of House Moonstar and the Church of Selûne, residing in the depths of Undermountain as the master of Vanrakdoom. Vanrak seeks nothing less than the destruction of the Moonmaiden, but is content to begin by destroying House Moonstar, the House of the Moon, and subjugating all of Waterdeep to the bitter comfort of the Dark Maiden.
Wylynd Moonstar: A quiet, dark-eyed woman, Wylynd (CG Illuskan human female aristocrat 7) is cautions and suspicious. in her dealings with others. Her habit of planning and preparing for any contingency has allowed her husband to embark on several risky business ventures that have paid off handsomely, but this has made her few friends in the process. The younger sister of Naneatha Suaril is widely - and correctly - perceived as the true force behind the Moonstar fortunes.
House Thann is one of Waterdeep's leading vintners, with large land-holdings in the South and strong ties to Blackstaff Tower. They have strong ties with the Vintners', Distillers' & Brewers' Guild.
History: House Thann traces its history back to a family of Velenese slave traders who built their fortune ferrying slaves from the Port of Shadow to southern lands, where slavery was legal. Over time, the family split into two branches, one based in Tethyr, now all-but-gone, and one based in Waterdeep. In the Year of Spilled Blood (1315 DR), Lord Rhammas Thann convinced his aging father, Lord Erktos I, to abandon the slave trade, and the family fortunes are now built on merchant shipping, fine wines, and land owning. The family maintains a hand in less reputable trade as well.
Plots & Intrigues: The Thann clan is deeply engaged in the Reclamation of Tethyr and closely allied with Tethyr's royal house. The family's ties to the long-dead Lhestyn Silmaeril Arunsun and involvement in Riatavin's joining with Tethyr have placed them in the midst of a burgeoning war with the Shadow Thieves. In the past years, this conflict has spilled into Waterdeep, with frequent attacks on Thann holdings by the resurgent thieves' guild.
Cassandra Thann: Cassandra (NG female Chondathan human aristocrat 12) is the indomitable, intellectual, long-lived matriarch of the Thann clan, almost single-handedly responsible for resurrecting the family's fortunes after they abandoned the slave trade. Well versed in the cut-and-thrust of city politics, she has a nigh-encyclopedic knowledge of Waterdeep's history over the past century. Cassandra has nine children - Dartek, Eldaun, Randor, Zelphar, Harmon, Ildaera, Synthea, Danilo, and Judith - and thirteen grandchildren. She is the daughter of Zelphar Arunsun and his first wife, a half-elf, although she keeps this elven heritage a secret, pretending instead to rely on magic for her long years. Cassandra's, half-brother is Khelben "Ravenscloak" Arunsun the Younger, whose identity Khelben "Blackstaff" Arunsun the Elder has assumed. Although Cassandra sometimes wonders, she does not suspect the deception.
Danilo Thann: Danilo (CG male Tethyrian human aristocrat 3/wizard 9/spellsinger 1), sixth son of Rhammas and Cassandra, is a former apprentice of Khelben, a former Harper, and a former Lord of Waterdeep, instrumental in the founding New Olamn (C72). He is believed to be in Tethyr in the company of Arilyn Moonblade (CG female half-moon elf rogue 1/fighter 4/Harper agent 5), but has largely dropped out of contact with his family.
Erktos Thann II: Erktos II (LG male Tethyrian human aristocrat 2/expert 5), Royal Bailiff of Tethyr and second son of Dartek Thann, joined the Reclamation Army along with his uncle, Zelphar. Lord Erktos II's grasp of battle strategies, siege engineering, and castle construction made him crucial to the successful siege of Myratma.
Rhammas Thann: Rhammas (LN male Tethyrian human aristocrat 5), the eldest son of Erktos I, is an honorable, hard- working man somewhat overshadowed by his wife Cassandra. The aging Thann patriarch has his failings, including siring an out-of-wedlock daughter named Lilly who was murdered by the Knights of the Shield, and in recent years he has largely retired from an active role in family affairs.
Zelphar Thann: Zelphar (LN male Tethyrian human aristocrat 8/cleric 5 [Gond]), fourth son of Rhammas and Cassandra, is Tethyr's Count of Rivershire and Estate Chancellor, responsible for all public works. Zelphar has a knack for all things mechanical, which he put to good use maintaining the siege engines of the Reclamation Army, but his true love is wine, and he oversees most of the family's southern vineyards. He is also a member of the Merchant's Chosen of Riatavin, a role that has earned him the enmity of the Shadow Thieves and made him the target of frequent assassination attempts.
House Wands is one of Waterdeep's leading magecraft clans, with strong ties to the Watchful Order of Magists & Protectors and Blackstaff Tower. Members of the family are scattered across Faerûn, including Ellidis "Shadowink" Wands (CG half-moon elf male rogue 3/sorcerer 6/Arcane Trickster 1), making a name for himself as a thief in Calimshan, and Marcus "Marco Volo" Wands (CN male Tethyrian human bard 7), now off adventuring in the Heartlands.
History: House Wands is one of Waterdeep's oldest families, able to trace its ancestry back to a Magister of Mystra. The founder of the clan was Eldrus Sunstaff, a wizard from another world who came to Faerûn in the Year of the Narrow Escape (395 DR), changed his surname to Wands, and then slew the reigning Magister in the Year of High Eyes (409 DR). Members of the family have always espoused a conservative approach to magic that many arcane spellcasters find incredibly restrictive. However, House Wands has played a critical role in ensuring that Waterdeep never fell victim to the magical excesses that consumed the once-proud city of Ascalhorn.
Plots & Intrigues: Less than a decade ago, Marcus Wands stole an artifact known as the Dragonking's Eye from an evil wizard named Sabbar. After a series of adventures, Marcus ended up releasing the alien god bound within, known as the Dragonking. The Dragonking was defeated thanks to the intervention of Corellon Larethian, Sune, and Tyr, but its momentary liberation has had a strange effect. In the years since its release, creatures from the Far Realm have begun appearing the immediate vicinity of individual members of House Wands at random, but with distressing regularity. Maskar and Olanhar continue to seek a solution to this problem, but in the interim House Wands is in need of skilled adventurers to protect the less powerful members of House Wands whenever they venture forth from the heavily warded Wands villa.
House Wands (Standard Noble): AL LN, LG; 15,000 gp resource limit; Membership 99; Isolated (77 human, 9 halfling, 7 elf, 4 half-elf, 2 other); Salary 20 gp/month for house agents or stipend of 100 gp/month for clan members (no cost to join).
Authority Figure: Maskar Wands (see below):
Important Characters. Scirkhel Wands (see below); Olanhar Wands (see below).
Associated Classes: Aristocrat, expert, fighter, rogue, sorcerer, wizard.
Associated Skills: Diplomacy, Knowledge (arcana), Knowledge (local), Knowledge (nobility and royalty), Spellcraft, Use Magic Device.
Requirements: If you are an agent of the House, you must serve an average of 20 hours per tenday attending Wands business. If you are a member of House Wands, you must devote an average of 30 hours per tenday to dealing with House business.
Favored in Guild Fringe Benefit: House Wands subsidizes the costs of any magic item you create, reducing the cost of raw material components by 20%.
Special: You can only be a clan member if the DM approves.
Notable Wands nobles include:p
Maskar Wands: Maskar (LN male Tethyrian human wizard 20/Archmage 3) is the rarely seen, traditional, conservative patriarch of the Wands clan. He favors traditional wizard's robes, and he is gracious in manner and gestures. Maskar is known for his strict disapproval of the abuse of magic and its wasteful, unrestrained use, to the point of even chastising the Blackstaff from time to time. Although Maskar and his daughter Olanhar do take students, Maskar demands payment for such services in the form of difficult Art-related quests.
Olanhar Wands: Olanhar (LG female Tethyrian human wizard 14) is a tall, regal woman with long raven tresses and her father Maskar's distinctive facial features. She is married to Challat. Artoban (CG male Tethyrian human wizard 7) and is a close friend of Mhair Szeltune of the Watchful Order of Magists & Protectors.
Scirkhel Wands: Scirkhel (CG male Tethyrian human ranger 6/bard 2) is a middle-aged, bearded member of the Wands clan, the handsome and well-respected great great nephew of Maskar Wands. Born in the Year of the Fallen Throne (1319 DR), he left at a young age to see the world. During his travels, he fell in with a ranger of the Heralds and learned heraldry and woodcraft from him. After returning to Waterdeep, Scirkhel quietly assumed the duties of Falconfree. He recently took up study as a bard at New Olamn, and he is a close friend of Regnet Amcathra.
Myrna (NE female Tethyrian human bard 1/rogue 7) has a sharp-angled face made possible by vigorous self-starvation and delineated by too much cosmetics and a pale, perfect complexion, enhanced with judicious doses of belladonna. She favors elaborate, revealing gowns accented with gems (and made practical in a northern clime by means of her ring of warmth) and complicated, upswept hairstyles that dramatically show off her henna-colored hair. She has considerable personal wealth, including a small mansion, vast wardrobe, a stable with riding and carriage horses, several hawks, and a considerable personal library with books detailing the heraldry, history, and scandals of generations of influential Waterdhavians.
Myrna showed an aptitude for gossip at an early age, falling naturally into the family business of information gathering and rumormongering. One of the best sources of information in upper class Waterdeep, Myrna prides herself on her accuracy except when she is paid to spread lies, of course. She is careful to only engage in character assassination when it cannot be traced back to her and damage her reputation. In recent years, Myrna has begun to look for a match that will improve her standings and fortune. Regnet Amcathra spurned her several years ago when he married Galinda Raventree, Myrna's long-time rival, and Myrna continues to exact her revenge in ways both petty and small.
Other Noble Houses
Waterdeep is home to over seventy noble families and clans, ranging from fantastically wealthy merchant princes to impoverished but well-bred gentry. Some of the city's more notable noble houses include:
Feel free to introduce, additional noble houses into your campaign as you see fit.