'Your battlespace solutions provider'
Mission Statement: Team members will integrate core competencies utilizing best practices to achieve total battlespace saturation, and to provide just-in-time client solutions.
Charlescomm is an Erfworld side led by the mysterious Charlie. Its capital is a level 5 mountaintop city clad in blue, topped by the ominous Arkendish. It has about 120 archons and over 700 golems (mostly cloth) guarding the city. Charlescomm has no other cities and uses no other infantry. At the time of the Battle for Gobwin Knob, there were around 480 archons across Erfworld in the field, either in the employ of various customers or simply remaining on standby near hotspots.
Charlescomm sells the services of its units as mercenaries, even those of its Ruler (only those available remotely). It deals in anything of value, and does not operate on cash-only policies. Although Charlie (the primary dealmaker of Charlescomm, as well as its Ruler) will consider any offer, his reputation as a reliable mercenary is important to him, so Charlescomm will normally not change Sides in a conflict.
Services known to be offered by Charlie himself include contract Thinkamancy and manipulation of employers. The Archons, Charlescomm's primary off-site consulting Unit, can provide significant combat casting abilities based on Shockmancy and/or Thinkamancy, and Foolamancy as well as a range of other services such as spell security. Clients choose which services they wish the Archons to provide. Archons interpret contracts themselves, and have on occasion provided more than the client contracted, but this must not be relied upon since it is up to each Archon to decide whether to go beyond the scope of the contract. Charlie will also hire casters from the Magic Kingdom as contractors for specific jobs.
Charlie's Rule #3: We are in the business of solving problems for our clients. Corollary: Creating problems for our clients creates business.
Charlie's Rule #15: Some things are more important than money. Corollary: Most things are not more important than money.
Charlie's rule #19: Charlie's rules need to be bent sometimes.
At least part of Charlescomm's power derives from Charlie's possession of and attunement to the Arkendish - how powerful this faction would be without such a significant artifact in their possession is unlikely to be revealed.
Charlescomm only pops archons, but has a large number of golems. Unless they all existed prior to the Archons, they were likely created by Archons with Dollamancy.
Relations with other Sides
Lord Stanley, Overlord of Gobwin Knob, seems to hate Charles for personal reasons. It's not clear at first whether Charlie reciprocates this hatred, though he eventually informs Queen Jillian that croaking Stanley wound be a good start for both of them. Before she rebuilt Faq, Jillian considered Charlescomm to be her major competitor as a mercenary. Since she became Queen, Jillian has become the only known member of the second Royal Crown Coalition willing to work with Charlie.
Charlescomm in the First Royal Crown Coalition
Charlescomm provided 15 Archons to the Coalition.
Charlescomm in Gobwin Knob Airspace
Charlescomm is styled very much like a corporation while most sides are styled as nations. In addition Charlescomm seems to be heavily dependent upon trade with other sides, as opposed to producing for its own consumption. Both Charlie and his Archons tend to use "corporate-speak".
Charlescomm is not a Royal side and is tolerated, but not accepted, by Royals. This may be a parallel to the real world conflict that occurred between the declining nobles classes and the rising business classes.