Nobility of Waterdeep in Not Forgotten Realms | World Anvil

Nobility of Waterdeep

Dilettantes and daggers—that’s what the nobility of Waterdeep is all about. While many are ineffectual fops and dandies (and I oft play that role), the rumors, threats, or vows from the razor-sharp tongues of some enraged nobles can be more dangerous than any monsters of the Sword Coast! The ever-present par¬ties among the villas are not just considered amusements; they are wars, where alliances and agendas both known and covert are forged, broken, and forged anew in the space of an evening, and rivals can be brought low by the strength of one well-placed rumor. Few nobles are truly evil, but many are ruthless and opportunistic in nature; one cannot truly know another noble, just what face is currently offered. As I can well attest, what you see is rarely what you get when dealing with the gentrified denizens of Waterdeep.
— Danilo Thann, circa 1367 DR
   

Nobility of Waterdeep

  The nobility of Waterdeep is a merchant prince aristocracy. These nobles are not the military families of so many other nations; it is only fitting that the greatest mercantile city in the North should have an aristocracy derived from its most successful economic adepts.   The nobles of Waterdeep do not rule: they do not make or enforce laws. Their nobility is a legal status, one which grants them extensive privileges, and one which must be registered and recognized by the Lords of Waterdeep. Such recognition usually only happens at the encouragement of the nobles themselves, although the Open Lord Dagult Neverember flouted this tradition and ennobled whom he pleased, primarily those who had "purchased" the nobility of another Waterdhavian family.   Today, there are eighty-five Waterdhavian noble Houses, each with heraldry properly registered and approved by the Heralds.  

Nobility

  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.  

Nobility of Waterdeep

  From its earliest beginnings to its present sprawling wealth and influ¬ence, Waterdeep has had its successful merchant families, the mainstays of its early social and civil stability and later of its “high society” cultural tone. Some of these families have died out or been submerged by marriage, and others have arisen with each decade, until now there are seventy-six noble fami¬lies of Waterdeep.   Two families, at least, have been declared outcast (exiled): the family Gildeggh (now apparently extinct), and the family Zoar. Today, members of the Zoar family are bitter enemies of Waterdeep’s rulers, and dwell in Luskan, Scornubel, Everlund and Amn.   Noble families are granted the right to bear arms—that is, real arms: small pri¬vate armies, of no more than seventy fully-equipped men-at-arms, within the City, to guard the security of their goods, properties, and trade. Nobles are also granted the right to bear symbolic arms: heraldic coats-of-arms, to be used as recognition-badges by such armsmen. (Non-noble families, businesses, and indi¬viduals in the City are allowed no more than sixteen fully-armed bodyguards, by edict of the Lords.)   A hundredth of the annual wealth of each noble family goes directly, into the City coffers each Midsummer for the defense and maintenance of the City.   No “arms of grace” (heraldic arms rec¬ognized in the City) have been granted by the Lords of Waterdeep in more than twenty winters; this recognition of nobili¬ty involves the Herald of Waterdeep, Falconfree, and unanimous agreement of the Lords, and seldom occurs.   The DM is encouraged to give the nobles of Waterdeep individual style and character; most are decadent but not really evil or depraved, and are used to getting their own way in most daily doings. They make formidable enemies. The younger members of such families may well fit into the cavra- lier class, but it is strongly recom¬mended that no PC be a noble (at least, at the start of play) in any campaign set in Waterdeep—and if one must have PC cavaliers, that they be from elsewhere in the Realms, not of these noble fami¬lies (unless the relationship is distant). Most nobles spend their adult lives in an endless round of parties, intrigue, dab¬bling in this or that special interest, and partying again. Nasty, unpleasant adventures are things that (thankfully) happen to somebody else, and can be laughed over at a party, half a year lat¬er!   DMs are encouraged to invent fiend¬ish guardians for any noble’s villa that PCs try to explore uninvited. Remem¬ber, money is no object to most of these nobles; they are rich enough that they need not engage in trade if they do not care to.   Space does not permit full genealo¬gies and biographies of all of the nobles of Waterdeep. Given hereafter is a list of some details of each likely to be use¬ful in casual play.   Included with each family entry is its heraldic coat-of-arms (borne by all men- at-arms and low-ranking servants of each noble family, and thus often seen in the streets of Waterdeep), and at the end of this chapter the heraldic arms of the City and of the Lords of Waterdeep are included. The heraldry of Water- deep may seem crude and simplistic, but this is largely the result of practical considerations, such as the need to readily recognize a distinctive family device from afar, even in twilight, bad weather, torchlight, or in a fight; and of the personal tastes of the nobles and of the Heralds involved over the years. Close examination of the coats-of-arms will reveal many complex elements, although differencing (by labels) is rare, as only family members who have had a deep, long-lasting breach with their kin request differentiated arms for themselves—and most such individuals usually leave the City of Splendors for more hospitable habitations elsewhere in the Realms.   In the entries which follow, “promi¬nent members” are those with wide influence and fame of infamy in the City (thus, the young Cassalanter who is secretly a Lord of Waterdeep, Cala- dorn, is not listed as prominent—as only the DM, and Caladorn’s fellow Lords, know of his importance), and “trade & interests” refers to activities engaged in all over the Realms, not just within the City walls. One note: many noble families gained great wealth through slave trade. Many years ago, they were given the choice of freeing all slaves and ceasing such trade, or becoming outcast. All renounced slave¬trading and slavery (although some rumors to the contrary regularly make the rounds about former slaving fami¬lies with connections in the far South).   Many noble families have been enno¬bled for six hundred years or more; however, there is no established order of precedence. At Court, nobles may speak whenever recognized by Pier- geiron, or when silently pointed at by one of the masked Lords.   Most noble families have fifteen or so members of direct blood resident in Waterdeep. One or all of these may also own extensive holdings elsewhere in the Realms and other residences in the City. A noble household typically houses fifty or so servants, and mounts for all blood members and about half of the servants. Many noble families are also landlords of substantial holdings within the City. Ownership of buildings around one’s own villa is the best way to rid oneself of noisy or undesirable neighbors and the like.   Precise details of the wealth and cur¬rent activities of these families have deliberately been excluded, so that each DM can involve such nobility in adventures as he or she sees fit, tailor¬ing details to the adventure and to the political situation in the City in his or her individual campaign. For similar reasons, the classes and levels of most prominent family members have been left to the DM.  

History of Waterdeeps Nobility

  Over the course of Waterdeep's centuries-long history, the fiscal opportunities and the notoriety of this open port made it quite attractive to outsiders looking for places to establish trade. Once there, the freedoms allowed to the guilds and the mer­chants—as well as the lack of serious political plotting between the guilds and the city rulers—made it irresistible, and many merchants and lesser nobles of other lands settled there, creating a minor nobility and merchant class during Ahghairon's rule.   During the time of Ahghairon, nearly a hundred rich merchant families from all areas of the Sword Coast and parts east (including not a few lesser nobles of Cormyr and Sembia) settled in the fledgling city of Waterdeep, using their money and influence to increase the trade (and their own personal power) in the city. With these early suc­cessful beginnings, the merchant families soon became the mainstays of Waterdeep's early social and civil stability. After a time, and with their growing influence in the bur­geoning guilds, these merchants and transplanted nobles became the mainstays of Waterdeep's early social and civil stability and swiftly grew into the city's "high society" and bastions of cultural tone.   Over the centuries, some of these families have died out or been submerged by mar­riage, and others have arisen with each decade (see "Nobles & Their Clans" below). When Ahghairon died, many noble houses also controlled the guilds, patriarchs often being the Guild Masters themselves. While Ahghairon ruled, the Lords provided a bal­ance to the unified power of the guilds and the nobility, and the city prospered with its open trade; with the great mage's passing and the subsequent hunting down and killing of the secretive Lords, the nobles used their own forces and the resources of their guilds to assert the rule they believed was theirs to take.   In the 17 years when the Guild Council governed the city, many members of over 30 noble houses were decimated by the Guildwars and other ensuing conflicts. Only eight noble houses fell entirely, their lands and resources absorbed into those of their killers. Many young heirs, cowed by the ruth­lessness of some noble Guild Masters and the general blood­shed involved with their internal guild politics, renounced all claims within the guilds and stayed out of the conflicts. By the time of the Lords Magister, only the noble houses of the Gildeggh and Zoar families still controlled any guilds.   The houses House Zoar  and Gildeggh ruled Waterdeep for a short time, but justice prevailed at last, with the return of the Lords of Waterdeep under Open Lord Baeron. Because of their crimes against the people of the city, the families of the Lords Magister were declared Outcast by Baeron, and the Gildeggh and Zoar clans were permanently exiled from Waterdeep. Today, the Gildeggh family line is believed extinct; the arms of the Gildeggh family were a red rose clutched in a silver gauntlet, on a green field. The Zoar family is still a bitter enemy of Waterdeep's rulers, its mem­bers dwelling in Luskan, Scornubel, and Amn, and rumored to be allied with the Knights of the Shield; the Zoar arms consist of a realistic, severed umber hulk's head impaled on a bloody spear, on a scarlet field.   After the "Bloody Misrule of the Lords-Magister" and the return of the Lords, the noble families renounced many of their old guild alliances and power bases. Slavery, which Ahghairon banned but the Lords-Magister reinstated, was again outlawed in a mandate by the new Open Lord Baeron and his fellow Lords; the few nobles still actively involved in this trade were actively censured until such trade stopped entirely. With the stability of the Lords' rule returned, Water- deep soon became the thriving port city again, the trade of the guilds once again lawful and fair (through no small influ­ence by the Lords upon the elections of new Guild Masters), and the nobles reduced to their trades and parties, not gov­ernment. It has been nearly a century since the Lords' return, and the 76 noble families of Waterdeep work with the Lords and the Ruling Faction far more now than they ever did in the past (though not without some resentment. . . ).  

Noble Founding Timeline

  Founding of the Houses   The Waterdhavian noble Houses are not all the same age. There have been multiple points in which Waterdeep's nobility have brought others into their fold in the city's long and storied history, and the age of a given House can sometimes influence its place in the Game.  

Pre-Waterdeep (Before 882 DR)

  House Marrekh (-1021 DR, Netheril; becomes House Marrek in 1248 DR)   House Uthtower (168 DR; becomes House Ruldegost in 1151 DR)   House Rosznar (479 DR, Amn; recognized in Waterdeep in 1252 DR)   House Lushpool (605 DR; becomes House Sultlue in 1138 DR)   House Harpshield (659 DR, Delimbyr; 697 DR; Delimbyr royalty; becomes House Majarra in 1248 DR)   House Talmost (659 DR, Delimbyr; 694 DR, Delimbyr royalty; recognized in Waterdeep in 942 DR)  

942 DR

  House Talmost  

948 DR

  House Deepwinter   House Roaringhorn  

952 DR

  House Belabranta   985 DR   House Moonstar   973 DR   House Wands   1097 DR   House Gauntyl   1103 DR   House Zun   1112 DR   House Ulbrinter   1116 DR   House Agundar   1138 DR   House Sultlue (formerly House Lushpool)   1142 DR   House Amcathra   1149 DR   House Tchazzam   1151 DR   House Ruldegost (formerly House Uthtower; House Gost splinters off in 1197 DR)   1158 DR   House Bladesemmer   1167 DR   House Eltorchul   1170 DR   House Hunabar   1178 DR   House Piiradost   1182 DR   House Nandar   1187 DR   House Thunderstaff   1190 DR   House Melshimber   1197 DR   House Gost (splinters off from House Ruldegost)   1205 DR   House Emveolstone   1220 DR   House Brossfeather   1222 DR   House Crommor   1230 DR   House Dezlentyr  

1233 DR

  House Artemel  

1235 DR

  House Tesper  

1248 DR

  House Ammakyl   House Anteos   House Brokengulf   House Cassalanter   House Cragsmere   House Durinbold   House Eagleshield   House Hiilgauntlet   House Hothemer   House Husteem   House Ilitul   House Ilvastarr   House Ilzimmer   House Irlingstar   House Jardeth   House Jhansczil   House Kothont   House Lathkule   House Maernos   House Marrek (formerly House Marrekh; becomes House Maerklos in 1332 DR)   House Majarra (former House Harpshield)   House Margaster   House Massalan   House Raventree   House Thann   House Thongolir  

1249 DR

  House Tarm  

1251 DR

House Gundwynd

  House Stormweather   House Wavesilver  

1252 DR

  House Rosznar  

1254 DR

  House Urmbrusk  

1258 DR

  House Kormallis  

1259 DR

  House Silmerhelve  

1260 DR

  House Gralhund  

1265 DR

  House Manthar  

1273 DR

  House Assumbar   House Snome  

1276 DR

  House Hawkwinter (arose from end of House Deepwinter)  

1282 DR

  House Eirontalar  

1291 DR

  House Nesher  

1292 DR

  House Helmfast  

1293 DR

  House Estelmer  

1295 DR

  House Phylund  

1309 DR

  House Lanngolyn  

1310 DR

  House Phull   House Zulpair  

1317 DR

  House Adarbrent  

1332 DR

  House Maerklos (formerly House Marrek)  

The Nobles’ World

  Many noble families of Waterdeep have been enno­bled for hundreds of years—some can trace their genealogies, back six hundred years or more. However, there is no established order of precedence or seniority among the nobility. At Court, nobles may speak whenever recognized by Piergeiron, or when silently pointed at by one of the masked Lords. While it is of some minor effect among the social circles of the nobles themselves, the length of time a family has been nobility in Waterdeep is of little impact or importance to the city at large and its other peoples. The time merely serves as a benchmark of how successful a given family has been at working with the Lords, the guilds, and the changes of the growing City of Splendors. Below are a number of items that affect the lives of the nobles or those around them in Waterdeep:  

Nobles & Their Clans

  Given the instability and the dangers of the Realms, nobles and those to whom it is important to pass on a family name and inheritance have huge families. Most noble families have fifteen or so members of direct blood resident in Waterdeep. One or all of these may also own extensive holdings elsewhere in the Realms and other residences in the city. A noble household typically houses fifty or so servants, and has available mounts for all blood members and about half of the servants. Many noble families are also landlords of substantial holdings within the city. Owner­ship of buildings around one's own villa is the best way to rid oneself of noisy, undesirable neighbors.   Titles, lands, and funds can be inherited by any child or heir of a noble patriarch or matriarch. The standard practice in the Realms 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, keeping the city rulers apprised 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, most often occurring after the death of the heir (though a num­ber of heirs have refused family lands and titles, dedicating their lives to religious orders).   Matriarchal noble families are not uncommon in Water- deep or the rest of the Realms; 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 (the husband abdicates any former family inheritances and holdings in order to share in his wife's title and station, and he is most often referred to as "Lord-Consort"). If either spouse (or both) is a solitary heir with no heirs to receive his or her title, family portfolios can combine under one name and one titular head of the house. When this happens, 43% of the houses retain the matriarchal house, 49% maintain the patriarchal house, and a rare 8% create an entirely new dynasty; this has happened twice within the past four decades. The Maerklos family was formed 32 years ago with the fusing of the matriarchal Marrek family holdings and the Relekos clan hold­ings of her consort. More recently, Lord Urtos Phylund II married Lythis Mhairuun, the sole heir of her merchant family, and absorbed her family holdings into his own.  

Nobles & The City

  Noble families are granted the right to bear arms—that is, real arms: Small private armies (no more than 70 fully- equipped men-at-arms) within the city to guard the secu­rity of their goods, properties, and trade. Non-noble families, businesses, and individuals in the city are allowed no more than 16 fully-armed bodyguards, by edict of the Lords. While this seems unfair to outsiders, natives of the city recognize the benefit of these men-at-arms as addi­tional protection (provided they are allied with a noble willing to provide them). As well, men-at-arms are not one massed army at a villa, but are scattered about all the noble's properties across the city.   Nobles are also granted the right to bear symbolic arms, also known as "arms of grace": heraldic coats-of-arms, to be used as recognition-badges by such armsmen. The family coat-of-arms is borne by all men-at-arms and low-ranking ser­vants of each noble family, and thus is often seen in the streets of Waterdeep. The heraldry of Waterdeep may seem simplistic and crude, but this is largely due to practical con­siderations, such as the need to readily recognize a distinctive family device from afar, even in twilight, bad weather, torch­light, or in a fight. Lastly, the heraldry reflects the personal tastes of the nobles and of the Heralds involved over the years. Close examination of the coats-of-arms will reveal many complex elements, although differencing (by labels) is rare, as only family members who have had a deep, long-last­ing breach with their kin request differentiated arms for themselves—and most such individuals usually leave the City of Splendors for more hospitable habitations elsewhere in the Realms. The coats-of-arms are all displayed below with the noble family’s roster. No "arms of grace" have been granted by the Lords of Waterdeep in more than 30 winters (since the formation of the Maerklos arms this recognition of nobility involves Falconfree, the Herald of Waterdeep, and unanimous agreement of the Lords, an action that seldom occurs.   Villas of the nobility are all grand houses with additional buildings for servants and guests; the majority of the villas are walled around the property perimeter, many with interior gar­dens. The walls around the villas were more functional when the villas were still outside the city walls, and needed walls for constant protection of those inside. Now, with the villas inside Waterdeep, the walls provide more privacy than protection, though this doesn't mean that the villas are easy to pillage. DMs are encouraged to invent fiendish guardians (from the mundane to the magical) for any noble's villa that PCs try to explore uninvited. Remember, money is no object to most nobles; they are rich enough that they need not work if they do not care to and can invest money in things like a "magical alarm system" and other surprises.   While the nobles are afforded quite a few privileges within the city by the Lords, they are expected, by the nature and the wealth of their station, to contribute to the general welfare of the city and its denizens. As such, a hundredth of the annual wealth of each noble family goes directly into the city coffers each Midsummer for the defense and maintenance of the city.   One of the strictest and most harshly enforced law of the Lords is the prohibition against slavery in Waterdeep. In the past, many noble families gained great wealth through slave trade. Many years ago, under Ahghairon's rule and again with the re-establishment of Lords' rule, the nobles were given the choice of freeing all slaves and ceasing such trade or becoming Outcast and exiled. All renounced the slave trade, and, aside from that in Skullport, no serious slavetrading has existed near Waterdeep in nearly a cen­tury. Some vague rumors about Waterdhavian nobles indulging in slavetrading regularly make the rounds about those families with connections in the far South.   Precise details of the wealth and full activities of the noble families are deliberately excluded from this chapter, so each DM can involve such nobility in adventures as he or she sees fit, tailoring details to adventures and to the political situations in the city in his or her individual cam­paign. For similar reasons, many details of most of the prominent noble family members are up to the DM.  

Waterdhavian Nobles Campaign

  This campaign is based entirely within the social cir­cles of the privileged of Waterdeep and could be an utter gold mine of roleplaying opportunities for experienced players. In short, the campaign focuses on the activi­ties of nobles young and old, such as:   1. What do nobles do to stave off boredom in summer! As sum­mer is the height of the social season, PC nobles have lit­tle problem here, save for the sheer variety of activity. Indulgent lords might allow favored daughters and sons to spend money in constructive pursuits like building their own townhomes or establishing a festhall. Other exercises are finding out who's spreading vicious rumors about them, or deciding which parties and receptions the PCs will attend or host.   2. What do nobles do to stave off boredom in winter? As the sea­son where many nobles are gone from the city, PCs can travel south and have adventures outside their element. They could also remain in the city, doing much mischief among the empty villas of North and Sea Wards or land­ing in trouble in the taverns of Dock Ward.   3. How do young nobles stay on the good side of their patri- arch/matriarch? PCs can either be embarassments for their respective elders and be subject to censure, or they could be great heroes and praised by the elder lord or lady. Of course, success raises the expectations of a championing noble and PCs might be forced into situations they can't succeed at. All through this, PCs must maintain a careful balancing act between satisfying their benefactors and keeping a low enough profile to stay out of trouble with the nobles and Lords.   4. Who are your rivals and what rumors can you spread about them? Who said everything had to be nice? Nobility thrives on back-biting, cut-and-thrust social wars, but skill and subtlety are more prized and impressive than power and directness in the verbal sparring of two ene­mies. Rumors are best spread in taverns and inns, whis­pering just loud enough so others can hear; regardless of the truth of the matter, the rumor can do its damage swiftly if it reaches the right ears. (To avoid a rumor being traced back to the PCs, rarely attempt this sort of thing in North or Sea Ward.) Regardless of the rivalry's origin (competing interests, both in love with one NPC, etc.), only extraordinary measures will cause truces or changes in the relationship.   5. How do you feel about those attention-stealing adventurers? While many young nobles take to the road due to lack of standing at home or a desire to prove themselves to the fam­ily, adventuring for many nobles is something that happens when they're too slow to avoid it. Such exploits are nasty, unpleasant things that (thankfully) happen to somebody else, and can be laughed over at a party, half a year later!   When creating noble PCs and NPCs, the players and the DM are encouraged to give them individual styles and characters; most are decadent, arrogant, and privileged, but few are really evil or depraved. They are all used to getting their own way in most daily doings. Nobles make formida­ble enemies. Most nobles spend their adult lives in an end­less round of parties, intrigue, dabbling in special interests, and partying again.  

Becoming a Noble

 
  • GK 23/9/14
  • The process for becoming ennobled in Waterdeep is set out in "Ed Greenwood presents Elminster's Forgotten Realms" at pgs.50-53.   THO 1/1/13   For Waterdeep: it's hard to ascend into the nobility, but given money and toadying and time enough, it's certainly possible. (And by definition, a new noble family would be a minor one.) Note what happened in THE CITY OF THE DEAD novel, re. the buying of noble titles; if this happens in your Realms (at the time your play is unfolding), a new family might hardly be noticed.   Once noble, no one will care about elven parentage, with two minor exceptions: some older noble INDIVIDUALS (not families, as a group) will sneer ("Elves, now, is it? I suppose just ANYONE can lead the city, these days...sigh..."), and others (individuals again) will be fascinated ("Oooh, dear, you MUST tell me! Is it true what they say about elves? YOU know - - in bed? Hmmm?").  

    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 Amcathra Lord Challas and Miri

     
  • THO 29/7/12
  • At the time the 2nd Edition Waterdeep box was current, Lord Challas Amcathra was 97 years old, and his wife Miri was 92. They had been married for 72 years. Miri IS "Jhynn" (her full name is Mirilel Parelle Jhynnanther Ommurth, and she's from the oldcoin, nearly-extinct Tethyrian noble family of Ommurth; she hates her full first name and her second name, because they were also the names of a hated, bullying great-aunt, and so is known as "Miri" formally and "Jhynn" to her family).   In the 2nd Edition Waterdeep box, the head of a noble family is noted as "Matriarch" or more often "Patriarch," and "Consort" is the term given to their partner, married or not (so it shouldn't be read as having the implications it might have in our modern real world). In the instances where someone other than the titular head of a family controls the family (as for the Eirontalars, on page 13), that's noted.   Yes, Miri is the mother of all nine children Challas sired, and in order from eldest to youngest, they are: Arilos (son, heir)   Brantavran (son)   Faraele (daughter)   Clathyldra (daughter)   Hulgrym (son)   Dourdarra (daughter)   Dannath (son)   Ildark (son)   Mourngrym (youngest son)   (Note that Regnet is the second son of Arilos; i.e. one of the 19 grandchildren, whose roster we'll have to ask Ed about, because it's not in my notes; all I have is that Arilos has - - or then had - - four children, and one of them is Regnet's elder sister Syndrove).  

    PRIVELEGES

     

    Noble families are granted the right to bear arms

      Small private armies (no more than 70 fully- equipped men-at-arms) within the city to guard the secu­rity of their goods, properties, and trade.    Non-noble families, businesses, and individuals in the city are allowed no more than 16 fully-armed bodyguards, by edict of the Lords.  

    Local customs to buying / selling proprty in Sea and Castle Ward

        Two factors to note, here: in Waterdeep, "anyone" can buy land in Dock Ward. There're no social implications. In Sea Ward and the more westerly parts of North Ward, non-nobles are going to have a VERY hard time buying in (as opposed to renting). That puts the competition (bidding) to Dock Ward and South Ward, and artificially depresses the market price of properties in Sea Ward, in particular (a given noble might sell if he needed the money, but would charge a lower price to a noble buyer, and a much higher price to a non-noble; Steven's prices assume a non-noble buyer is operating through a young noble acting as agent (said noble will take a stiff commission, of course).   And prices in Suzail are pushed up for the factors Steven gives, exascerbated by the firmer control the Crown has kept over building (less crowding, buildings "bridging" over streets, cellars expanded out under streets, and so on) as compared to Waterdeep's Dock Ward. It follows that at the lower end of the wealth scale, many folks rent or long-term lease (think of the 99-year leases "leasehold" versus "freehold" real-world system found in, say, London, England).   And finally, the pricing system is a GUIDELINE, and can "fade" from covering the specifics of a given situation. For one thing, it's always easier to buy a Waterdhavian building in the depths of a hard winter, as opposed to the height of a crowded-city summer.

    The Game

      Waterdeep and its nobles are only just beginning to play the ages-old game once again, now that their fortunes are more stable, and Waterdeep has a society to speak of. All nobles play the Game, whether they intend to or not. Indeed, the actions of those most contemptuous or abjurative of the Game can often influence it all the more. In simplest terms, the Game is about which House has the most social standing, relative to the other Houses. It is social currency, and those at the Crown of the Game are wealthy in it no matter their worldly coin.   The board upon which this Game is played is the Waterdhavian Social Season, a series of parties and other social events intended to permit the Houses opportunities to show off, show up their rivals, and in general make an impression.  

    The Throne

      Houses who "sit the Throne" are the current winners of the Game. They are esteemed, mimicked, and courted in all things, and they have social currency to spare. Since it takes social currency to get there, there are some Houses that rise to the Throne over and over again. Generally speaking, no more than five Houses ever occupy this place, and there are never fewer than two who do so.  

    The Court

      Houses that "bide the Court" are well-regarded, even if they're not on the very top of everything. These Houses are the most dangerous to those that sit the Throne, for they are hungry to take that position for themselves. There are usually anywhere from ten to twenty or so Houses that occupy this spot  

    The Body

      Most Houses occupy this position in the Game - they fail to stand out in any way, blending into the seething morass that is the population of little nobles in Waterdhavian society.  

    The Dregs

      These Houses are the true misfortunates within the game. They are at the very bottom of the heap: ridiculed, scorned, and ignored. Those Houses that occupy this place are often those who have either earned the continued vehement scorn of one of the Throne Houses, or they are a House that actively ridicules the notion or has made enemies of the other Houses in some way.  

    Noble Coming Out

     

    The Coming Out Event

      Nobles under the age of 17 tend not to appear at large noble social engagements, unless that engagement is thrown by their family. The reason for this is simple: they have not yet had official Coming Out events yet. Coming Out events are the formal means by which Waterdhavian nobility introduce their newly adult scions to the rest of Waterdhavian society. They are always grand, festive affairs, with the degree of opulence matching the scion's position in the House, and that House's position in Waterdhavian society. They are the go-to social events, particularly for younger folk, and with good reason - everyone wants to meet the new player on the board, whether to simply make a new friend, scout them out for romantic potential, judge their fitness for use in intrigues and schemes, or even to evaluate for potential future marriage.   There is, of course, nothing stopping an eager young Waterdhavian noble from showing up to social events before their official Coming Out, save for a simple truism - "The face already known is not eagerly sought after". That is, there's no practical reason to attend the Coming Out of a young noble who everyone has already met informally while they've snuck out to events they oughtn't be at. A poorly-attended Coming Out is a disastrous introduction to society that some people work their entire lives to recover from, socially speaking, and the nobility of Waterdeep are vicious. If they had to wait for their formal Coming Out, anyone else who does not do so will undoubtedly feel their scorn.   Coming Out events are always scheduled for after the Presentation Ball, held in Piergeiron's Palace on Mirtul the 4th. To host a Coming Out before then is simply not done, unless the family in question intends a grievous social insult to the Open Lord of Waterdeep (though, in all fairness, the few times this has happened, Piergeiron seems not to have noticed at all). After that date, though, is a flurry of parties and events. The closer an event is held to the Presentation Ball, the more confidence in their importance the family in question is expressing, for their party is bound to be in competition with others, and it is a tragic and ill-omened thing to have a Coming Out event poorly attended.  

    SO MANY REACHING HANDS

      These days, Waterdhavian noble houses, guilds, and business magnates often speak of "our Reaching Hand" where a century ago they might have said "our man in the field," just because so many of these agents now aren't male or for that matter human. Usually a Reaching Hand of Waterdeep is a trade factorthat is, an agent who represents a business concern, usually as an inspector, deliverer of contracts or payments, bill collector, and in some cases a negotiator.   That said, Reaching Hands might do far more than factors and be far less in official known-to-the-world standing than a factor. Or to put it another way, they may be undercover "rough and ready" agents who do dirty work, often without much regard for the law.   Whenever player characters are adventuring in the countryside in the Heartlands or the settled Sword Coast North, they are apt to encounter such Reaching Hands, though the Hands may well be posing as something else (often peddlers), and won't seek to involve themselves with characters unless their objectives conflict, or they are in swift need of some muscle and deem hiring the characters on the spot to be their best move in the circumstances.  

    FREQUENT MISSIONS

      Although a Reaching Hand might be "up to" just about anything when encountered, or (like the infamous meddling archwizard Elminster) customarily be at work on a dozen matters or more at once, here are some of the more usual missions a Hand may be pursuing when characters encounter one:   Tracking down someone who owes coin or goods or both to the Hand's master, to demand repayment, deliver terms, or exact revenge. Sometimes the latter is up to or including on-the-spot assassination, or "arranged murders" where the victim is to be left in a particular manner so that when found, the description of the murder scene will send a message or warning to others.   Trying to find a source of goods, or a skilled craftworker (someone who's moved or dropped out of sight, or a rumored-to-be-hereabouts source or artisansuch as a locksmith, founder who can cast small and precise items in metal, or cobbler) to replace a source who's died, gone bankrupt, or left a field of business. Usually to make an offer to them, within a provided range of prices or terms.   Seeking to covertly damage, destroy, or steal wares belonging to a competitor (examples: taint wines, set fire to a full warehouse, smash breakables, or redirect bulk cargoes to the wrong destination), to damage the competitor's reputation and "hurt them in the purse."   Spying on a creditor, debtor, or competitor of their master, to ascertain what they're doing, when or where they are doing it, and how far along they are on a particular endeavor. Or: deliver instructions to, and receive reports from (to take back to the master), local spies already working for the masteror in rarer cases, working directly for the Hand.   Overseeing the transshipment, storage, or exchange of the master's goods in a location far from the master's oversight.   Spying on other agents who work for the same master (a few nobles and guildmasters, and a large number of lone business magnates, are notoriously suspicious of their own people, seeing conspiracies and thefts reigning over every day of trading, where the reality may be far different). Reaching Hands engaged in this sort of work are often aware, or often suspect, that other Reaching Hands have been "set" to watch them. The notoriously paranoid Castle Ward business magnate Arthlen Harlryfe, who rose to great riches in the 1470s DR dealing in his own mixtures of painkillers (dry herbal powders intended to be stirred into soups), and who has been diversifying into ever-more-extensive landowning within cities, has been revealed to have "lurking chains" of as many as seven Reaching Hands watching each other work on his behalf.   Gathering intelligence on local politics, wars or skirmishes, or the condition of bridges, fords, docks, roads, warehouses, and ongoing large construction projects (for example, the rebuilding or expansion of city walls) for the master, usually because such things will affect trade flows and therefore prices in the near future.   Making payments on behalf of the master. Almost always, this includes collecting receipts, and it may also incorporate making small cash-payment purchases upon instructions from the master.   Collecting and guiding large acquisitions (fleets of new wagons or coaches or ships or sledges, or bulk crates or barrels, or herds of livestock, or large bulk cargoes such as foodstuff harvests) from one place (usually a source of supply) to another (usually the master's "home" place of business, on behalf of the master). Or, shifting bulk resources (wares or business assets such as conveyances or even staff, less often the assets of other businesses acquired by the master) from one location to another, on orders from the master. For some businesses or masters, such movements are regular seasonal relocations; for others, they are one-offs in response to changing business needs.   Hiring adventurers to assist in seizures of goods in lieu of debt, or to protect cargo or assets in a dangerous area, or as a show of force deterrent to competitors or opportunistic predators. For instance, when orc or goblin raids increase in an area, many overland shippers will bulk up on guards for warehouses and caravans, just to dissuade "the problem" from attacking them, when there are weaker targets to be had on the same road or in the same vicinity.   Mustering caravans in locales where none are forming (sometimes because caravan masters are all elsewhere, sometimes because competitors are paying to keep shippers from departing indefinitely, to drive up prices or to harm the Hand's master), or providing guides or guards or conveyances for same, when none seem available or roadworthy or affordable. Such practices have traditionally been called "handfixing" among merchants (which confuses common citizens who often think repairs are being discussed).  

    SUCCESSFUL HANDS

      Although the stereotype of a Reaching Hand is a grim, weathered, armed to the teeth and obviously formidable "hardjaws" (the polite Faerunian equivalent for "badass"), some of the longest-serving Hands (and lengthy survival is in itself success in the world of Reaching Hands) are nondescript, small in stature middle-aged to elderly human or half-elf or halfling women.   Being known (outside the particular fields of business a Hand's master is engaged in) isn't necessarily useful to a Reaching Hand, and it is not a mark of success among Reaching Hands; acquiring a "reputation" among lawkeepers or with the inhabitants of a particular locale can be a pronounced hindrance.   Here are three of the currently most highly regarded "free" (as in, not tied just to one master) Hands:

    Laskelos Harlmeld

    Laskelos Harlmeld (a male halfling who is usually visibly dirty, sports an eye patch, and has long blond hairbut these are all a costume he can remove so as to not be recognized as himself older than he looks, and an accomplished thief and stealthy break-and-enter artist who prefers to remain quiet and in the background as much as possible, and observe much. Works for six Waterdhavian guilds and occasionally freelances by adding clients, and is mainly a spy, go-between for spies, and locator of debtors and thieves (whom he either enacts revenge upon, or collects debts or stolen property from, according to his orders).

    Marlaerla Tlarthimble

    Marlaerla Tlarthimble (a female halfling of tart tongue, gigantic dark eyes, buxom build, and perfect memorysuperb at faces and names even if heard or glimpsed only once and fleetingly very persuasive in mercantile negotiations and makes a habit of spying out the local situation first before revealing her presence; has built up an extensive network of folk who owe her favors or like her coin and will readily hide her, assist her, or cover for her, up and down the Sword Coast and across the Heartlands. She works for many Waterdhavian shippers, noble houses, and guilds on a short-contract basis.

    Tantathra Vaerdryn

    Tantathra Vaerdryn (a female half-elf of ordinary looks, who constantly shifts her facial appearance with cosmetics and deft uses of wax and wigs and clothing, and is a devastatingly good mimic the epitome of someone who's "not there" and passes unnoticed, until she reaches the person she wants to make contact with. Has no scruples about assassinating, but far more often delivers messages or contracts, and brings back signed contracts or payments or items desired by masters (that she must sometimes "engage in stern persuasion" to get). Keeps abreast of the doings of thieves and adventurers in and around Waterdeep, and among its noble houses. Was instrumental in reclaiming noble titles from commoners who'd purchased them, throughout the 1460s and 1470s, on behalf of nobles who'd "come into coin" and wanted their "grandeur" back (this Reclamation restored not many more than a dozen houses, but heartened many oldcoin nobles, who regard "our Tan" as the "go-to" Hand when they need something "unpleasant done fast, and done right").  

    Nobility of Waterdeep

      As for 'junior' noble families: the 'youngest' of them were elevated in 1254 DR, and Waterdeep has actually 'lost' two noble families since then (Zoar and Gildeggh, "Outcast" [exiled] in 1273). There have been three noble families who ALMOST went extinct, and some evidence that nobles or Lords of Waterdeep quickly arranged some marriages to make no noble house disappeared -- both to avoid pressure from any ambitious merchants clamoring that "there's now room for me, isn't there?" and more importantly to avoid having dozens of mountebanks or serious individuals showing up for centuries to come, claiming to be the "long lost heir" of this or that noble house ("so where's my villa? what have you done with it? You OWE me for it!").   'Junior' in this sense really means that certain noble families play a sneering-on-others game (more often rooted in fancy than in reality) that their bloodlines are older and therefore better than those of other nobility. In truth, they're ALL jumped-up wealthy merchants, and some of them have even lost most of their wealth since being ennobled. It's akin to two ancient, toothless old men living in adjacent tumbledown shacks in a real-world village, but one of them looking down on the other because "his family wasn't originally from these parts."   Faced with an outsider, however ambitious, the nobles WILL form a united front, a fortress wall ("whatever happens, gotta keep the rabble out"). Again, you can MARRY into the nobility (especially if you happen to be good-looking OR very rich, of either gender), but although I quite understand that your player doesn't want to be a mere courtier, I'm afraid he or she is out of luck unless they can marry into, successfully dispose of and impersonate a particular noble, or successfully convince a particular noble family that s/he IS a long-lost relation (and s/he'd better be ready to withstand hired magical probings and various testings, and be pleasant to boot [because if unpleasant, a dagger in the ribs and a corner of earth in the deepest cellar will be MUCH easier than feeding and clothing and putting up with him/her].   My records tell me that the Phull and Zulpair families were the last to be ennobled, and they seem to have managed it by identical methods: 1. Succeed at trade enough to be staggeringly wealthy. 2. Buy up huge amounts of real estate in Waterdeep, especially in North Ward and Sea Ward. 3. Attend all the revels, actingly in a quiet, toady-like, subservient manner, and offer money to help with 'problems' discussed by grumbling nobles at said functions (as GIFTS and NOT loans). 4. VERY quietly loan monies to desperate noble houses. 5. Financially bail out/further the stated aims of a few Masked Lords ("cleaning up" firetrap warehouses in Dock Ward, having the sewers fixed, the harbor dredged, the city walls expanded and repaired, allowing the Lords to take credit rather than yourself. 6. Tell everyone, over and over again at revels (which you now attend dressing and speaking just as much like 'real nobles'), that you care deeply for "the good of Waterdeep" and "we must all think of the good of Waterdeep, so that it will be as great as it is now a thousand years hence." 7. When desperate noble houses discreetly approach you for even more money than you've given them before [in Step 4], willingly hand them more, and say, "This should be a gift, not a loan, but not being noble myself, I can't insult you like that. If we were both nobles, hey, all you'd have to do would be hint at the need, and this would always be just a gift." 8. Start marrying your daughters (made as beautiful as magic can make them, and trained in noble speech and deportment as well as money to pay retired or fired servants can achieve) into noble houses, and accompany them with staggeringly large dowries. 9. Hire spies to find out who just one or two Masked Lords are, and befriend them, financially helping their businesses. 10. Bribe some of the disaffected young wastrel nobles to verbally champion your family at revels as "acting like nobles should." 11. Bribe some servants, ditto [do both 10 and 11 through intermediaries, of course]. 12. Bankroll some young, disaffected nobles to pursue their dreams, however foolish or zany such schemes may be. Befriend THEM. 13. Watch for financial troubles among the nobles and try to repeat Step 4, aiming for a repeat of Step 7.   And, all this time, DON'T build a luxury villa of your own, DON'T openly challenge any noble, and NEVER openly ask to be a noble or pretend to be one.   Eventually, someone facing ruin will remember your Step 7 and start whispering that you should be ennobled. DO NOTHING (unless you can get real control over a few Masked Lords, and add their voices to the whispering). Let it happen.   As you can see, this takes KINGDOMS full of money (the Zulpairs found a remote island where monsters had devoured a dwarf clan and then perished for lack of food, leaving entire caverns full of already-mined rubies ownerless) and GENERATIONS of time, plus NOT MAKING A SINGLE MISTAKE. That's why it's never been done since. It worked for the Phulls and the Zulpairs (who have been scorned by many nobles ever since) because they practically bought up all of North Ward between them -- and then GAVE IT AWAY, property by property, to various nobles in winning their support for ennobling House Phull and House Zulpair.   So there's your template. Your ambitious player had better find some way of living for centuries and (like Khelben) somehow concealing the fact that he's actually the same guy (can't have any noble whispers of "he's really undead, he MUST be -- AND HE'S BEDDING MY DAUGHTER!"). Oh, yes, and becoming the most fabulously wealthy individual in all the Realms, of course.   Yes, that could be the basis of a long-running campaign. :}   The Heralds would automatically recognize anyone the Open Lord of Waterdeep treated as a noble. Again, they don't mess in "shoulds" or unfolding politics, but merely enforce the rules of how people use blazons.   Same goes for your question about a self-made ruler in the Border Kingdoms. Of course the Heralds will recognize his right to use a coat of arms, motto, colours, badges, and banners. They're not standing in judgement over his legitimacy at all -- they're just making sure that he doesn't deliberately or unwittingly use heraldry that copies, or is so close to as to be easily mistaken for, arms already in use by someone else. They really don't care if he controls land, has a certain number of troops, or anything like that. What the Heralds WILL do is impose fees and the existing Law of Arms to stop a commoner PRETENDING to be noble, or (in the case of our "yahoo adventurer") stop the children, friends, or creditors of someone who has a coat of arms who dies desitute all trying to use those arms as if the blazon now legitimately belongs to them (the Heralds will rule who can and can't use it).   To extend this to be Obarskyrs, the approval of the elves gave them rule, soon formalized into a crown, throne, and title arrangement. Clear, formal rule is always better than endless civil war (example: see our real-world Balkans, not just now but for centuries into the past), so the Heralds step in to explain to the Obarksyrs and their early courtiers that: "You have the say over who gets ennobled and what titles are granted, but if you want them --and therefore your rule, too -- to be recognized and respected, WE set the rules you work within, for all Faerûn, and no, we will NEVER challenge your rule or anything like that: we're neutral." A trick used by certain early Heralds (before the split with the Harpers) was to magically call back the wraith of a dead ancestor to privately tell a recalcitrant ruler that the Heralds were right and should be obeyed in this -- usually by awakening and scaring the ruler, in the dead of night. Worked like a charm. :}   And yes, you're right: the richest merchants in Waterdeep DID just get together (in the face of Raurlor's and then Ahghairon's authoritarianism) and say, "okay, we're special, and we get these special privileges, okay? In return, we'll support your rule instead of knifing all your agents and raising support against you and then fighting each other and destroying the whole damn city, okay?" And Ahghairon saw this as the perfect way to avoid the rise of another Raurlor, when he grew too old to stop it: these self-styled nobles would police each other as well as the "commoners" under them.   Again, the Heralds DON'T "recognize" this title or that title: they just say: "You can't have three green crosses on your shield like that, Lord Falling-Down-Stairs, because there's an emperor already using that design. May we suggest this? Or that? We've brought along a few drawings..."   If I was the DM and an elf "publicly, visibly saved" the entire Forest Kingdom, I would have the ruling Obarskyr of the day reward them with a handsome title: "Lord High Protector of the Realm" or some such. The Obarskyr would NOT publicly say if it was hereditary or not, and the title wouldn't be worded to make it sound so [in my suggested title, the implication is that the title refers to the protection THAT indivdual has conferred on the realm, so it DOESN'T hint at heredity]; only the War Wizards and the local Heralds would know, one way or another (and after all, public sentiment would probably enthusiastically support bestowal of the title at the time, and the Obarskyr is banking on the lifespan of elves to make sure that the nature of the title, hereditary or not, won't come to public notice). Cormyr's early history would argue against public acceptance of hereditary elven titles, yes.   Now, as for basic courses on heraldry, here you point right at a can of worms. To put it plainly, Cormyr can be said to follow the "classic" rules of British heraldry (as enforced by the College of Arms, whose main offices are in London, England, just south of St. Paul's and north of the River Thames). Waterdeep does not follow some of those rules (in most heraldry, you're not supposed to put "metal on metal" [gold and silver are metals, for example, whereas blue and red are colours], but in Waterdeep some nobles have, so by precedent it's okay to do so.   There are any number of good books, and a lot of bad ones, too, with titles like "Simple Heraldry." The wider problem in our real world is that even though a lot of individual wealthy Americans try to "buy" British titles and so on, the United States officially DOESN'T follow British heraldry (something to do with a long-ago War of Independence :}), so American corporations, for instance, use heraldry that's by British standards rather dodgy.   However, the Realms are medieval-to-Renaissance, and still have that daily practical need for blazons to be painted on shields and recognized in battle so you don't gut your own father (er, unless you're planning to). So what I'm really talking about is: the Heralds of the Realms stop people copying other people's shields too closely or exactly. If you want a bunch of coats of arms, hit your local library and dig up a heraldry book (if the place uses Dewey rather than Library of Congress, you want the 929-point-whatever section, which heraldry shares with flags and books of names for your baby), and copy the ones you like. If you avoid "differencing" (marks to show descendants; a good heraldry book should have examples), quartering (the shield split up into different sections with different arms on them, to show that two or more individuals with blazons have married), and anything more cluttered than the examples in the book, you'll be okay for basic roleplaying purposes.   Oh, one other thing: in the real-world, women usually use lozenges and other "non-shield shapes" to show their arms, rather than the shields men use, but in the Realms arms and arms and women use shields too.   A student of heraldry (and I am one) will be shuddering at my simplifications here, but really this topic demands entire websites (and libaries FULL of books) to deal with properly.   A "charge" is simply something you put on a coat of arms. For instance, if I have a plain orange shield, and I paint a boar's head at the center of it, that head is one charge (and the Heralds of the Realms will leave me alone, even if I then use that same boar's head as a badge on the armored breasts, backs, and/or shoulders of all my men-at-arms for battle recognition). But if I then think my shield looks rather plain and add a horizontal sword UNDER the boar's head, that's a second charge and the Herald comes calling. (If I change the boar's head to have it impaled by a sword, I've just changed my single charge, and the Herald will only come calling if I've spread around a lot of contracts and other documents, banners, and the like that still display my original boar's head -- because then he'll want to make sure he doesn't have two boar's-head-using persons dwelling near each other, and want to warn me that there are rules to heraldry, and I should always talk to him before making changes, okay?)   I hope this first stab at things heraldic helps. Feel free to ask more specific things; I'm not trying to dodge answering, I'm throwing up my arms and saying, "Geez! This is like trying to give you the history of the world in four paragraphs! Nooooo!" I recall a slender hardcover book entitled Simple Heraldry that had pen-and-ink humorous illustrations throughout covering the REAL basics of heraldry; if I can find all the cataloguing info for it, I'll post it via the Delightful Hooded One.  

    X

       

    THE BRIGHT BLADES OF NORTH WARD

      now (since the unfortunate death of young and handsome Asmurar Kormallis, "the Golden God") led by the thuggish younger Phull sons Dundelmer and Trioth, these eight or so noble sons include no direct house heirs. They love fighting (not fair fights or fisticuffs, but running their blades through people) and dislike outlanders - - and as a result, tend to visit Dock Ward taverns and festhalls often, where they target drunken, disorderly, or violence-loving visiting sailors and drovers. Rumored (correctly) to be involved in slayings, shop-pillagings, and "masked rapes of guildmasters' wives," as a result of debts incurred to Waterdhavian criminals who take such services as "partial payments" of such debts. As one Watch officer put it gloomily: "The Brights? Cruelty excites them - - worse luck for everyone else in the Deep."  

    THE BLACKLEGS

      led by the fat, food-loving debaucher (and aging uncle of his house) Roarthoes Margaster, this is the oldest of the infamous nobles' cabals. Many of its members have seen forty winters, and are now overweight and much plagued by gout and other illnesses associated with high living. Known to be involved in providing drink, drugs (and it's rumored, poisons), and lowborn bedmate lasses to various nobles, the Blacklegs have largely retired from their infamous "brawl with all comers" swordfights down various Dock Ward alleys (wherein they trusted to personal magic items to keep themselves alive, and didn't consider themselves "fullbloods" [= real members] unless they'd been badly wounded at least once), to meeting in North Ward and Sea Ward taverns to scheme over investment opportunities, shady and otherwise, and the right times to import casks of drinkables so as to command the highest prices. The Blacklegs are some fourteen strong, but only about five of them are really active. They collectively sneer at "young thickheaded bucks" (younger nobles who gather in groups to "cut up wild"), and collectively leer at "young lasses these days," often arranging largescale pandering parties as alternative sneakaway entertainments at particularly boring noble social gatherings (so that noble-born men - - and occasionally women, too - - can sneak away from boring speeches and stilted dances to another part of the estate for daring and fun sex, and then slip back into the "proper" goings-on). Prominent Blacklegs include the mincing, monacled Korlgan Lathkule, and the monstrously fat, scented-bearded dandy Relligo Ilvastarr.  

    THE TALONS

      Sponsored by the crippled and aging "noble uncle" Laeroth Hothemer to be his entertainment and his agents (so he can still influence events in Waterdeep), these young, desperate-to-prove-themselves lads are contemptuously known as "Laeroth's Lads" by other noble cabals, who tend to regard them as foolish, meddling, reckless young boys who must be under the sexual dominance of Laeroth. This is very far from the truth: Laeroth prefers ladies (and lots of them!), and the only matters sexual he involves the Talons in is to occasionally spy on the doings of (merchant-class and lowborn) ladies he has his eye on, to learn their allegiances, hobbies, likes and dislikes so as to be able to both lure and entertain them best. (Laeroth likes to have many lovers, befriend them, and keep them as friends; he can walk only short distances on his many-times-broken, weak and spindly legs, wheezing and supporting himself on sticks, and is no physical threat to anyone, nor much of a social catch. Most of his lovers like him very much, and keep in touch. For one thing, he expects his ladies to want to be fed and wined well, and given new dresses of their choosing, almost every time he sees them.)   On the streets, the Talons are led (right now; as they age, youths tend to leave the group to gain more independence, or to show their parents they're distancing themselves from "that debauched old toad Hothemer") by the handsome, glib-tongued Branthos Husteem, his sidekick the tall and pompous Elmrose Hunabar, and his rising rival Martrym Eltorchul.  

    THE WHAELWHIRL BUCKLERS

        Started by the (now middle-aged) Omnsur Jardeth as a way of impressing ladies and his noble elders with his bravery, the Bucklers have from the first claimed to be a fellowship of well-armed adventurers who regularly scour out the upper levels of Undermountain, paying particular attention to "perils that might soon erupt up into our fair city if not dealt with." They hint darkly about involvement with various Masked Lords, and being used as secret agents by "the Castle."   This is all so much hoo-hah, and always has been. The Bucklers like to tell stories of their adventurers (this monster fought, that fell wizard forced to flee for his life; see this scar?), but in truth spend most of their time swaggering in "show" armor into Castle Ward and Trades Ward taverns and clubs, giving everyone "lean and darkly dangerous" looks, and drinking with whatever ladies such behaviour attracts (yes, they often drug the drinks of those who don't seem willing enough to share beds). Omnsur and the older Bucklers never do more than this, because they don't regard the Bucklers as having any other use - - but increasingly, younger Bucklers are growing restless and wanting to have REAL adventures. Not so much down in Undermountain or anything really dangerous, but how about cutting a few of these increasingly cocky guildsmen down to size? And curbing some of the petty criminals, by hunting down the bolder ones and maiming them really thoroughly? (One Buckler chased a sneak-thief whom he saw departing an upper window of his family's mansion, and took great delight in running the man's biceps and thighs through with his sword, leaving the man unable to even crawl away; the Buckler retrieved the stolen jewelry, left the man for the Watch to find, and hasn't stopped telling his story to fellow Bucklers, ever since.)  

    THE SUNSADDLES

      Perhaps closest to the early Gemcloaks in outlook and behaviour, these ten young noblemen (formally "the Sunset Saddles," though no one at all uses that name anymore) are bored and seek entertainment in playing pranks, playing "chase and find" games across the city, and duelling (not to the death, but to some silly achievement like cutting off an opponent's codpiece and then hurling it through a certain window). Members include Zorn Agundar, Halark Dezlentyr, Delzil Crommor, and the youngest, quietest Eagleshield daughter, Murelle (a small, dark-haired, lithe lass who wears mens' clothing when "out with the Saddles," and speaks in obscenity-laced growls to try to sound male). Zorn, Halark, and Delzil are the real leaders of the group.   The Saddles were responsible for the precipitous closing of the Sword and Spur gambling club in Castle Ward (when they revealed in striking fashion - - involving couples caught in flagrante being run through the streets in their beds, enspelled to maintain their embraces as said beds were loaded onto coaches, and sent on a tour of Sea Ward, North Ward, and Castle Ward - - that it was a front for guildmasters' wives and other bored wealthy non-quite-noble wives to prostitute themselves to nobles in return for business favours). They were also involved in the trashing of a hunting lodge outside Red Larch where the notorious Maesmur "Millioncoin" Brokengulf was meeting Luskanite merchants to arrange various shady business dealings, and are often in the thick of Dock Ward tavern brawls, where they delight in humiliating drunkards by "spanking with swords," tripping, hurling through furniture or into chamberpots, and then departing as the REAL violence erupts.  

    List

        The nobility of Waterdeep are listed below.   House Adarbrent  — One of Waterdeep's leading shipping clans.   House Agundar    House Amcathra  — A long-standing trade house.   House Ammakyl    House Anteos    Artemel   Assumbar   Belabranta   Bladesemmer   Brokengulf   Brossfeather   House Cassalanter   Cragsmere   Crommor   Dezlentyr   Durinbold   Eagleshield   Eirontalar   Eltorchul (see also: Eltorchul Academy)   Ernveolstone   Estelmer   Gauntyl   Gost   House Gralhund   Gundwynd   Hallwinter   Harte   Helmfast   Hiilgauntlet   Hothemer   Hunabar   House Husteem   Ilitul   Ilvastarr   Ilzimmer   House Irlingstar — House Irlingstar is said to have made their fortune through ship building and running caravans. Jardeth   Jhansczil   Kormallis   Kothont   Lanngolyn   Lathkule   Maerklos   Majarra   Manthar   House Margaster   Massalan   House Melshimber   Mendt   Moonstar—A house with ties to the Church of Selûne and several ocean-faring guilds.   House Nandar    Nesher   Phull   Phylund House Phulbrinter Piiradost   Raventree   House Roaringhorn    House Rosznar Ruldegost   House Silmerhelve   House Snome   Stormweather   Sultlue   Talmost—One of the city's leading clothiers and furriers.   Tarm   Tchazzam   Tesper   Thann—A leading vintner in Waterdeep.   Thongolir   Thorp   Thunderstaff   Ulbrinter   Urmbrusk   Wands—One of the city's leading magecraft houses.   Wavesilver   House Zulpair   House Zun              

    Can a noble family be cast out of nobility by the rest of the nobility in Waterdeep?

      Oh, yes. Not officially, but a firm-majority-shunning would be recognized by the Masked Lords and formalized by the Open Lord. It’s very rare, though, because unless a noble house is trying to poison the water supply or destroy the ancient elven magic that keeps the city from collapsing into Undermountain, or otherwise endanger the entire city, getting a majority of the nobles to agree on much of anything (beyond "we nobles are special, and should be treated as such") is nigh-impossible.   What then might be the penalty if it came to light that a noble house wound up having a tainted bloodline and not truly being human after all No likely legal or official penalty at all, just a loss of prestige and influence ("standing," they'd call it in the Realms) within the ranks of nobles, because some of the oldest, wealthiest, haughtiest Deep houses have some "humans first, humans pure" attitudes.   It would only be exile from Waterdeep, or a refusal to accord members of thnat family with the "rights" (privileges) of noble status, NOT a "stripping of ennoblement" that the Heralds would recognize.   Would the Heralds recognize such a verdict? If so, would it only be in Waterdeep? When two noble families were famously outcast from the Deep,   Would the Heralds recognize such a verdict? If so, would it only be in Waterdeep? 2) …centuries ago, that WAS a formal, recognized-by-the-Heralds loss of noble status.     In the eyes of Waterdeep’s nobles, Dagult Neverember was never IN their ranks. The Open Lord and Masked Lords need not be of the Deep’s nobility (and the Open Lord hasn’t really ever been), and often function more as a check/rival to the nobles (though the nobles usually have some representation among the Masked Lords, both to be a part of/informed about the governing debates and rule-making, and because there are always some nobles who personally like wielding power.   Is Dagult generally disliked in Waterdeep or does he still have supporters? Both. As in: he's generally disliked (as in, by the city at large; among the current Masked Lords and Palace staff, he's remembered with loathing, as are many individuals who stir things up), but still has a few supporters.

     
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