'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. Its forces include about 600 archons, some 120 of which presently guard the city along with over 700 golems (mostly cloth). Charlescomm has no other cities and uses no other units; no infantry, no casters, and no warlords. At the time of the Battle for Gobwin Knob, Charlie had deployed some 480 archons across Erfworld, either in the employ of various clients 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.
- #3: We are in the business of solving problems for our clients.
- Corollary: Creating problems for our clients creates business. summer-updates-%e2%80%93-046
- #15: Some things are more important than money.
- Corollary: Most things are not more important than money. summer-updates-%e2%80%93-046
- #19: Charlie's rules need to be bent sometimes. Erf-b1-p067
- (The corollary to rule #19, if any, is currently unknown.)
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 or contracted with casters from the magic kingdom.
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. The business model seems to be based on management consulting companies such as Bain & Co. or McKinsey & Co., where high level services are provided for exorbitant prices. Like Bain or McKinsey, Chalescomm finds no moral dilemma when working simultaneously for competing sides.
We know that Charlescomm's capital can produce 1 archon/turn (or 1.5 with a Turnamancer), and that other cities could pop archons over several turns. This might mean other sides can pop archons, or it could mean that either Charlescomm once had other cities but abandoned them because they were inefficient and unnecessary to the success of the side, or that Charlie can somehow see the production ability of foreign cities.
Based on the other two known rules, the corollary to #19 may be along the lines of "Charlie's rules may be bent but not broken."