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Majordomo

A majordomo administers a franchise headquarters. They typically reside within the headquarters and seldom leave it, sending out communications through a dedicated messenger (at no extra cost, and traveling on foot or by means the franchise provides). A majordomo is proficient in Charisma (Persuasion) and two skills of the DM’s choice.   The DM is encouraged to use the rules for creating nonplayer characters in chapter 4 of the Dungeon Master’s Guide to detail the majordomo, giving this individual a vibrant personality and backstory. The majordomo’s goals should be aligned with the franchise and with Acquisitions Incorporated as a whole, allowing them to properly act as an ally and steward for the party.   It can be helpful to a campaign to provide the majordomo with a backstory that complements a franchise’s evolution over time. A sage might research how the franchise gains new capabilities. Or perhaps the majordomo was the pilot of a vessel capable of planar travel, who slowly applies those features to the headquarters. A majordomo of a franchise modeling itself after a spy organization might constantly invent devices for the franchise, making continuing progress as the party returns with gold, lore, and resources.

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