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.
Used By
Remove these ads. Join the Worldbuilders Guild
Comments